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Hello,
I’m a newbie when it comes to 3D LUTs and their generation.
I’m confused by the options in 3D LUT settings -> gamut mapping mode… Could anyone explain to me the difference between PCS-to-device and inverse device-to-PCS settings? If we invert device-to-PCS, won’t we just get PCS-to-device? Is the difference related to clipping in any way…? If not, what is it?
Sorry if this is an obvious question.
Many thanks,
Nika
Hi,
I’m confused by the options in 3D LUT settings -> gamut mapping mode… Could anyone explain to me the difference between PCS-to-device and inverse device-to-PCS settings?
Inverse device-to-PCS gamut mapping inverts the device-to-PCS table on-the-fly, which guarantees a high quality accurate result but is also processing intensive. PCS-to-device gamut mapping uses the existing PCS-to-device table of a cLUT profile, which is a lot quicker but depending on the source of the profile or the parameters to generate it, may not be as accurate (for DisplayCAL-generated XYZ LUT profiles the difference should be small though).
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