- From: Fredrik Hubinette <hubbe@google.com>
- Date: Mon, 27 Nov 2017 13:57:14 -0800
- To: Lars Borg <borg@adobe.com>
- Cc: Tim Borer <tim.borer@bbc.co.uk>, "public-colorweb@w3.org" <public-colorweb@w3.org>
- Message-ID: <CAEVbG5qQAQ1DCNiy2yFrj=48_ikfM910+=swcHyEossFJm=EJg@mail.gmail.com>
On Mon, Nov 27, 2017 at 1:17 PM, Lars Borg <borg@adobe.com> wrote: > So it sounds like compositing could be used for example to put text or > lines over a graphic. In such a case you want to avoid aliasing artifacts. > > The real Q is: What’s the system gamma from the compositing space to > linear display colorimetry? > This system gamma, if not unity, changes colors and contrast, and can > cause aliasing artifacts. > > Unbounded doesn’t imply scene space. And you don’t need the term scene > space anyhow. "Compositing space" would be just fine. > > Sounds good to me. Although didn't Tim suggest that the compositing space should be scene referred? > scRGB was not designed for HDR. > Published scRGB encodings have a range of only 7.5 above white. > This is not enough for linearized PQ, which can go 100 x above white. > (Or ACES, 65500 x white) > I guess I need to be more specific about what I mean by scRGB, as there seems to be more than one meaning. The compositing space I recommend uses linear half-floats with RGB primaries. This space can encode values up to 65504. If there is a more precise name than "scRGB" for this, please let me know. > > How about the color width? > Does scRGB encompass all of BT.2020? > scRGB with half floats encompass all visible (and a lot of invisble/impossible) colors as the gamut is much larger than the human visual system. > Do you have an scRGB ICC profile? > > No. I don't know how to create one either. How do you encode negative values with an ICC profile? > scRGB uses negative values for real colors, or rather, a lifted black. > This is known to be horrible for WCG color grading and I suspect it's bad > for compositing such as blend to black. > > I'm not sure why negative color representations have anything to do with color grading. I mean, why does it matter if you use XYZ or scRGB to represent a color, the colorist will still get the same color, right? However, If you can provide some links to why this is bad, I'm a quick study. :) (AFAIK, the only reason the XYZ color space doesn't use negative values is that slide-rules work better with positive math... :) > Lars > > On 11/27/17, 10:31 AM, "Fredrik Hubinette" <hubbe@google.com> wrote: > > In Chrome, the purpose of compositing is unknown, it includes pretty much > every possible graphics operation you can think of. > The user agent (chrome) provides the means for doing this, but it's up to > the website to decide how to actually use it. > Ideally, compositing should follow simple rules, make everything look as > intended and cause a minimum of surprising results. > > I think scRGB would generally considered "scene space", since it's > essentially unbounded. But all HDR signals are essentially unbounded, so > it's not entirely clear. > Since chrome can never really know what the display will do with the > signal we give it, working in "display space" seems impractical and > impossible. (And I don't think that's what I've been suggesting either, > except perhaps by choosing my words poorly.) > > /Hubbe > > On Mon, Nov 27, 2017 at 12:12 PM, Lars Borg <borg@adobe.com> wrote: > >> What is the goal of “compositing” here? >> Is it to create new images from mixed sources? >> Or is it to display existing content streams accurately, without >> significant blending, in separate windows? >> These goals have conflicting requirements on the compositing color space. >> >> Compositing directly in (non-linear) media space can cause aliasing >> artifacts such as halos around text. >> >> Creative compositing in linear scene space instead of linear display >> space: >> >> - Can provide a more realistic-looking merging of photographic >> images, as used for visual effects. >> - Can cause aliasing artifacts such as halos around text, when viewed >> through a non-unity system gamma. >> - Easily causes large color shifts and contrast changes when one >> source is unrendered in one way and re-rendered in another way, such as 709 >> to 2020, which can be unacceptable for color-critical content such as >> shopping sites. >> >> ITU BT.2087 recommends that content conversion from BT.709 to BT.2020 is >> done in linear reference display space, not linear camera space. This >> assures that colors are preserved as originally displayed. This works well >> for re-broadcasting BT.709 content on BT.2020 channels or for shopping >> sites. A similar document has yet to be written for SDR to HDR, AFAIK. >> >> ITU BT.2087 includes a second case, where the conversion is done in >> linear camera space. This is useful when matching cameras, where the 709 >> content is not intended to be displayed in its original 709 color space. >> However, this case presumably does not apply to Chrome, as all its sources >> are display-ready. >> >> This might not be obvious to all: >> In many cases, an "un-rendered" version does not exist. >> For example, much content is created directly in sRGB space. Its >> "un-rendered" version is sRGB. >> >> Thanks, >> >> *Lars Borg* | Principal Scientist | Adobe | p. 408.536.2723 >> <(408)%20536-2723> | c. 408.391.9479 <(408)%20391-9479> | >> borg@adobe.com >> >> On 11/27/17, 8:37 AM, "Fredrik Hubinette" <hubbe@google.com> wrote: >> >> While I agree with pretty much everything said here, it doesn't seem to >> offer a lot of solutions to the problems at hand. >> >> It seems to me that the "neutral un-rendered form" you speak of is very >> similar to the composited form suggested in my "principles of hdr in >> chrome" document. >> My short an inaccurate "SDR should be mapped into HDR as when played in a >> reference environment" might be misleading in this regard, because what I >> suggest in my document is actually that hey be composited >> into scRGB or extended sRGB, which would seem pretty similar to your >> neutral un-rendered form. >> >> What I'm not sure of is weather there is a functional difference between >> what you suggest and what I suggest (however clumsily) in the my document, >> or if the difference is simply philosophical. >> >> /Hubbe >> >> On Thu, Nov 23, 2017 at 7:51 AM, Tim Borer <tim.borer@bbc.co.uk> wrote: >> >>> Dear All, >>> >>> >>> I don’t agree that “SDR should be mapped into HDR as when played in a >>> reference environment, the composited result should then be adapted to the >>> viewing environment”. In particular I disagree that, in compositing, there >>> needs to be a reference environment. >>> >>> >>> If you mapped to HDR in a reference environment you would have to invert >>> that rendering, and then re-render for the desired display and viewing >>> environment. Instead I think that all signals (SDR and HDR) should be >>> converted to a neural un-rendered form. Then the display can render, as >>> appropriate, to that display and viewing environment. >>> >>> >>> An appropriate un-rendered form is a linear scene referred signal. A >>> scene referred signal is what is, almost universally, captured by cameras >>> (both still and video). It is not the signal that is displayed on a >>> reference monitor in reference condition. All signals (SDR and HDR) may be >>> converted to a linear scene referred form. Scene referred linear light is >>> what is generated in CGI, where it is commonly stored as half floats with >>> nominal diffuse white at a value of 1.0. A format for linear scene referred >>> video is specified in BT.2100. >>> >>> >>> I beg to differ with Craig Todd’s interpretation of SDR and of the ITU >>> documents to which he refers. There is, to my mind, a fundamental >>> difference, and a fundamental difference in philosophy, between PQ and >>> HLG/SDR. Claims that display referred PQ is the same as scene referred SDR >>> seem to have engendered a great deal of confusion over the past few years. >>> >>> >>> Fundamentally PQ is display referred, whereas SDR and HLG are scene >>> referred. This means that the PQ signal is defined in terms of the signal >>> that is displayed on a reference monitor in reference viewing conditions, >>> whereas a scene referred signal, such as SDR or HLG, is that which is >>> captured by the camera. Since it is necessary to render a signal for the >>> actual viewing conditions and viewing environment, and this rendering is >>> non-linear, scene and display referred signals are not linearly related to >>> each other. They are, fundamentally, different. >>> >>> >>> A good quote, which I think clarifies this issue, comes from “Cinematic >>> Color” (full reference and URL below). It says: “Broadly speaking, film >>> negatives encode an HDR scene-referred image, and the print embodies a >>> display-referred tone mapping.” Note that the negative, corresponding to >>> HLG/SDR, is scene referred and that the print, corresponding to the PQ >>> signal, is display referred. The same paper provides a good discussion of >>> scene versus display referred signals and also says: “This mismatch between >>> the dynamic range of the real world and the dynamic range of >>> display-technology makes working in display-referred color spaces (even >>> linear ones) ill suited for physically-based rendering, shading, and >>> *compositing*.” >>> >>> >>> From my perspective PQ appears to have been designed with the cinema >>> workflow in mind. That is, the final image is rendered, or “graded”, >>> manually (by a colourist), in a reference cinema environment. The idea is >>> that the movie will be seen in the same reference environment and, if this >>> is true, the final grading is WYSIWYG. Unfortunately this isn’t always the >>> case because movies are not always seen in a dark environment at the same >>> brightness. For TV distribution (where the viewing environment is much >>> brighter) the studios go to enormous trouble re-grading. Furthermore for 3D >>> theatrical releases, where the display luminance is significantly less than >>> 2D, the signal has to be separately graded. This leads, in part, to the >>> enormous number of versions of each movie held by studios since, because >>> each is display referred, there has to be a different version for each >>> display and viewing environment. >>> >>> >>> SDR and HLG, by contrast, are scene referred, which means that the >>> signal does not imply any specific display or viewing environment. This is >>> obviously important for the web, where there is no control of the viewing >>> device or environment. Scene referred signals may be rendered for a wide >>> range of display brightnesses and environments. This rendering is specified >>> (for a reference viewing environment) in BT.2100. Extended range rendering, >>> taking into account the effect of surrounding luminance, is described in >>> "Display of high dynamic range images under varying viewing conditions" >>> (full citation below). >>> >>> >>> Craig Todd suggests that SDR, like PQ, is display referred. This is not >>> the case. He mentions BT.1886, which specifies the EOTF (the display >>> non-linearity, or gamma) for SDR. He rightly says that this was only >>> belatedly specified, actually only in 2011. Whilst a specification for the >>> assumed CRT characteristic was welcome, it was only specified 18 years >>> after BT.709 (and a full 29(!) years after the standard definition >>> specification, BT.601, which defines the same camera non-linearity as >>> BT.709). This does rather suggest that it is less important than the camera >>> (gamma correction) characteristic specified decades earlier. And this is >>> because BT.601 and BT.709 specify the signal, as captured by the camera >>> (not the way it should be rendered on a reference monitor). It is worth >>> noting that BT.1886 does NOT specify a display brightness. Rather the >>> brightness is scaled to the actual display brightness. PQ, on the other >>> hand, explicitly specifies the brightness of a pixel on the (reference) >>> display. So SDR signals are dimensionless, whereas PQ signals have >>> dimensions of cd/m^2. All this makes it clear that PQ and SDR/HLG are >>> fundamentally different. >>> >>> >>> Craig further suggests that BT.2035 is somehow part of the SDR signal >>> specification. This is clearly not the case having only been approved 31 >>> years after BT.601. >>> >>> >>> So what does happen in practice with SDR? Viewers do indeed watch on >>> brighter displays, in brighter environments, than the reference >>> environment. However the signal is not simply stretched. It is re-rendered >>> to suit the display and (assumed) viewing environment. TV manufacturers >>> often include their own “secret sauce” to make the programs look “good”. >>> But, typically, TV display gamma is 2.2, not the 2.4 specified in BT.1886, >>> presumably because this make the pictures look psychovisually correct on >>> brighter displays in brighter environments. >>> >>> >>> It is correct that PQ is likely to be displayed at a higher luminance >>> than is specified for a reference display. This is a bad thing. It requires >>> that PQ is re-rendered, not merely stretched in brightness to match the >>> display. Simply stretching the luminance results in poor quality pictures >>> because a psychovisual adjustment is needed. Simply stretching the >>> luminance makes the mid tones (e.g. flesh tones) look too bright and >>> “misty” or “washed out”. Unfortunately PQ, unlike HLG, does not specify how >>> to re-render PQ signals on a brighter display to make them look correct. >>> For content producers, such as studios, this is a problem because they do >>> not know how any specific TV or monitor will implement the display >>> rendering. Their careful grading may be spoilt by unspecified display >>> rendering. >>> >>> >>> A further problem with re-rendering PQ is that it makes the effects of >>> quantisation (“banding”) worse. PQ stands for perceptual quantisation and >>> is based on setting quantisation levels so that quantisation can barely be >>> seen on a reference display. This allows it to maximise dynamic range on >>> that reference display. But, if you re-render PQ, you upset this carefully >>> optimised quantisation strategy. Quantisation levels that were invisible on >>> a reference display are stretched apart so that banding becomes visible on >>> the brighter picture. >>> >>> >>> So there are two serious problems in re-rendering PQ for a brighter >>> display. Firstly no algorithm is standardised to do this. Hence producers >>> cannot know how their carefully produced and graded content will appear to >>> the final viewer. Secondly in stretching the luminance the effects of >>> quantisation become more visible, thereby degrading the dynamic range. In >>> contrast, rendering HLG on brighter displays is specified in BT.2100 and >>> the effects of banding on HLG are (slightly) reduced as displays get >>> brighter. >>> >>> >>> The reason for these differences between PQ and HLG is due to the >>> differences in their philosophy. >>> >>> >>> PQ appears to have been designed to try to produce the ultimate >>> quality in a controlled, dark environment (such as a home cinema), whether >>> it actually achieves this is a moot point. By assuming that PQ signals will >>> be displayed in a controlled environment it is free to use increases in >>> display brightness to produce brighter and brighter highlights. Since >>> diffuse white is (now) set at 203 cd/m^2 it is, theoretically, possible for >>> a PQ signal to have highlights up to about 50 times brighter than the >>> diffuse part of the picture. Whether this is actually worth the bother is >>> another moot point. >>> >>> >>> HLG was designed to be a practical TV system. With TV, and on the web, >>> we do not know what the display characteristics will be and what the >>> ambient conditions will be. With TV and the web you certainly cannot assume >>> you have a controlled, dark, environment. In a bright environment you >>> cannot see very dark parts of the picture because they are swamped by >>> ambient light. So, with HLG, we assume that brighter displays will be used >>> to show pictures in brighter environments (not used for ever increasing >>> highlights). The dynamic range allocated to HLG highlights remains constant >>> and the whole picture is made brighter, on brighter screens, so that it can >>> be seen in brighter environments (such as offices, on the move, in bedrooms >>> or living rooms). We think this makes good sense for the TV and web use >>> cases. The rendering for brighter displays is specified (backed up by >>> published experimental results), and quantisation effects are not adversely >>> affected by rendering for a brighter display. >>> >>> >>> PQ can produce stunning results in a controlled dark environment (and so >>> can HLG). But HLG seems simpler and more appropriate for applications such >>> as TV and the web when the viewing conditions are not known. >>> >>> >>> Best regards, >>> Tim >>> >>> >>> Selan, J. 2012. “Cinematic color: from your monitor to the big >>> screen.” In ACM SIGGRAPH (2012) Courses (SIGGRAPH '12). ACM, New >>> York, NY, USA, , Article 9 , 54 pages. DOI= >>> http://dx.doi.org/10.1145/2343483.2343492 >>> <https://na01.safelinks.protection.outlook.com/?url=http%3A%2F%2Fdx.doi.org%2F10.1145%2F2343483.2343492&data=02%7C01%7C%7C26e73ed965214e326ff208d535c61cc2%7Cfa7b1b5a7b34438794aed2c178decee1%7C0%7C0%7C636474047454176809&sdata=7ttULjXKuZxDYceaU4TsuZWgOO8wlwBjGW5viFTaEdk%3D&reserved=0> >>> . Also available as a Visual Effects Society Technology >>> Committee White Paper from http://cinematiccolor.com/ >>> <https://na01.safelinks.protection.outlook.com/?url=http%3A%2F%2Fcinematiccolor.com%2F&data=02%7C01%7C%7C26e73ed965214e326ff208d535c61cc2%7Cfa7b1b5a7b34438794aed2c178decee1%7C0%7C0%7C636474047454176809&sdata=77NHUp58utEvXsa82iRdwCi8zecM%2BgeXbd2FXGwm0nc%3D&reserved=0> >>> >>> >>> >>> <https://na01.safelinks.protection.outlook.com/?url=http%3A%2F%2Fcinematiccolor.com%2F&data=02%7C01%7C%7C26e73ed965214e326ff208d535c61cc2%7Cfa7b1b5a7b34438794aed2c178decee1%7C0%7C0%7C636474047454176809&sdata=77NHUp58utEvXsa82iRdwCi8zecM%2BgeXbd2FXGwm0nc%3D&reserved=0> >>> >>> Tim Borer, "Display of high dynamic range images under varying viewing >>> conditions", Proc. SPIE 10396, Applications of Digital Image Processing XL, >>> 103960H (19 September 2017); doi: 10.1117/12.2274253; >>> http://dx.doi.org/10.1117/12.2274253 >>> <https://na01.safelinks.protection.outlook.com/?url=http%3A%2F%2Fdx.doi.org%2F10.1117%2F12.2274253&data=02%7C01%7C%7C26e73ed965214e326ff208d535c61cc2%7Cfa7b1b5a7b34438794aed2c178decee1%7C0%7C0%7C636474047454176809&sdata=hgBDgrv1gQslpdXxKkKHu2afugnaIJIvzP5aCBM6Zr8%3D&reserved=0> >>> >>> >>> Thompson, S. “Evaluation of Required Adjustments for HDR Displays under >>> Domestic Ambient Conditions”. 7th IEEE International conference on >>> consumer electronics in Berlin (“ICCE-Berlin”). 3rd - 6th September >>> (2017). >>> >>> >>> >>> Dr Tim Borer MA, MSc, PhD, CEng, MIET, SMIEEE, Fellow SMPTE >>> Lead Engineer >>> Immersive & Interactive Content >>> BBC Research & Development >>> BBC Centre House, 56 Wood Lane, London W12 7SB <https://na01.safelinks.protection.outlook.com/?url=https%3A%2F%2Fmaps.google.com%2F%3Fq%3D56%2BWood%2BLane%2C%2BLondon%2BW12%2B7SB%26entry%3Dgmail%26source%3Dg&data=02%7C01%7C%7C26e73ed965214e326ff208d535c61cc2%7Cfa7b1b5a7b34438794aed2c178decee1%7C0%7C0%7C636474047454176809&sdata=tx5h3hzZ1NgKKZem4dGiB6FoN4Z1u5mBjIUvX0qQZoI%3D&reserved=0> >>> >>> On 21/11/2017 00:00, Todd, Craig wrote: >>> >>> This group was brought to my attention today. Nice discussion going on. >>> >>> I’ve a few points and comments re the discussion of mapping/converting >>> SDR into PQ HDR. >>> >>> >>> >>> Fredrik Hubinette wrote: >>> >>> “SDR should be mapped into HDR as when played in a reference environment, >>> >>> the composited result should then be adapted to the viewing environment.” >>> >>> I agree. >>> >>> >>> >>> First, backing up a bit, there is the issue as to how PQ should be >>> displayed, and the comments (that I find nonsensical) that there is some >>> fundamental difference between how PQ (and its “absolute” mapping of code >>> values to pixel brightness) and SDR work in practice. >>> >>> >>> >>> Consider SDR: the EOTF was (belatedly) documented in BT.1886 >>> <https://na01.safelinks.protection.outlook.com/?url=http%3A%2F%2Fwww.itu.int%2Frec%2FR-REC-BT.1886-0-201103-I%2Fen&data=02%7C01%7C%7C26e73ed965214e326ff208d535c61cc2%7Cfa7b1b5a7b34438794aed2c178decee1%7C0%7C0%7C636474047454176809&sdata=iddIbjxMIF4U77W93WUXosHIFob%2FG%2BtCoTq%2BKklz3VQ%3D&reserved=0>, >>> with reference brightness documented (also belatedly) in BT.2035 >>> <https://na01.safelinks.protection.outlook.com/?url=http%3A%2F%2Fwww.itu.int%2Frec%2FR-REC-BT.2035-0-201307-I%2Fen&data=02%7C01%7C%7C26e73ed965214e326ff208d535c61cc2%7Cfa7b1b5a7b34438794aed2c178decee1%7C0%7C0%7C636474047454176809&sdata=Ros3WlMKPiA6QTG3UuZo1bWQ69EiKvqPf613mzwmcOY%3D&reserved=0>. >>> Two documents that basically say use gamma 2.4 with 100% at 100 nits. The >>> Scope of BT.2035 states: >>> >>> >>> >>> “This Recommendation prescribes a method allowing HDTV producers or >>> broadcasters to establish a *reference viewing condition* for >>> evaluation of HDTV program material or completed programmes that can >>> provide repeatable results from one facility to another when viewing the >>> same material. This includes the display device and the surrounding >>> environment.” (my emphasis). >>> >>> >>> >>> BT.2100 >>> <https://na01.safelinks.protection.outlook.com/?url=http%3A%2F%2Fwww.itu.int%2Frec%2FR-REC-BT.2100-1-201706-I%2Fen&data=02%7C01%7C%7C26e73ed965214e326ff208d535c61cc2%7Cfa7b1b5a7b34438794aed2c178decee1%7C0%7C0%7C636474047454176809&sdata=elltxe7%2FC97USKLn6o9vqNdqIJbhRpPCMHD2OjGmCpQ%3D&reserved=0> >>> defines a reference viewing environment, as well as reference PQ EOTF. The >>> intention is that they go together. There is no intention expressed that >>> the reference PQ EOTF should be used in a non-reference viewing environment. >>> >>> >>> >>> So what happens in practice with SDR? People watch SDR video in brighter >>> environments than specified in BT.2035, and they use brighter displays than >>> specified in BT.2035. >>> >>> >>> >>> So what should happen in practice with PQ HDR? People will watch in >>> brighter environments than specified in BT.2100, and they will use brighter >>> pixels than specified in BT.2100. To my mind, there is no fundamental >>> difference in philosophy or practice between SDR and PQ HDR. The only >>> difference is that with SDR the curve and the scaling of the curve were >>> specified in separate documents. We have learned how to write better >>> specifications; with BT.2100 we tried to define a complete HDR TV system in >>> a single document. >>> >>> >>> >>> In the limited amount of PQ content to date, we have seen mid-tone >>> brightness similar to that of SDR. See: https://www.dolby.com/us/en/te >>> chnologies/dolby-vision/operational-guidelines-for-pq.pdf >>> <https://na01.safelinks.protection.outlook.com/?url=https%3A%2F%2Fwww.dolby.com%2Fus%2Fen%2Ftechnologies%2Fdolby-vision%2Foperational-guidelines-for-pq.pdf&data=02%7C01%7C%7C26e73ed965214e326ff208d535c61cc2%7Cfa7b1b5a7b34438794aed2c178decee1%7C0%7C1%7C636474047454176809&sdata=od%2BJ6%2FBlKfj27RxEftVpUH2yUcB4bmYp54A%2Fw4ZmEEE%3D&reserved=0>. >>> A version of this study is included in the new Report ITU-R BT.2408 >>> <https://na01.safelinks.protection.outlook.com/?url=http%3A%2F%2Fwww.itu.int%2Fpub%2FR-REP-BT.2408-2017&data=02%7C01%7C%7C26e73ed965214e326ff208d535c61cc2%7Cfa7b1b5a7b34438794aed2c178decee1%7C0%7C0%7C636474047454176809&sdata=rhKijHNa9IDI1BNfTf1yzGfqVH9ZwT4POKrWC%2Fko%2BX0%3D&reserved=0> >>> (see Annex 1). >>> >>> >>> >>> If full-scale 100 nit SDR white is mapped into PQ at 300 nits, what will >>> happen? (Hint: on a *PQ reference display* it will look like a *living >>> room SDR display*.) Typically the 100 nit (on an SDR reference display) >>> SDR white will display at say 300 nits on a consumer display intended for >>> use in a bright room. If an HDR display is set in a mode for best results >>> in a bright room, it may likewise display a 100 nit PQ pixel at 300 nits. >>> For an SDRx3 => PQ mapped image, the SDR white would then display at 900 >>> nits on the living room PQ display, making SDR whites come out 3x brighter >>> than HDR content. More important than white level would be mid-tone levels, >>> especially the level of faces. We certainly don’t want SDR faces displaying >>> 3x brighter than HDR faces. So far, we’ve seen faces in PQ at levels close >>> to those for SDR (using reference monitors for both). It is possible that >>> over time, with more experience and familiarity with HDR images, HDR levels >>> may creep up. It is also apparent that broadcast content often employs >>> higher levels than movie or dramatic content. >>> >>> >>> >>> There is an approved (but as yet unpublished) update to Report BT.2390-2 >>> <https://na01.safelinks.protection.outlook.com/?url=http%3A%2F%2Fwww.itu.int%2Fpub%2FR-REP-BT.2390-2-2017&data=02%7C01%7C%7C26e73ed965214e326ff208d535c61cc2%7Cfa7b1b5a7b34438794aed2c178decee1%7C0%7C0%7C636474047454176809&sdata=UfGJ0PFLhAJ0%2FwMEGkbL9hEuKesEb%2F2%2F4qC68HksTkc%3D&reserved=0> >>> that has an added section on SDR->HDR mapping. An excerpt is below (note >>> that this language was very carefully crafted). >>> >>> >>> >>> *“10.1.1 Display referred mapping of SDR into PQ* >>> >>> The following procedure may be followed to achieve consistent mid-tone >>> luminance levels when mapping standard dynamic range content into PQ. >>> >>> Standard dynamic range ITU-R BT.2020 content should be mapped to PQ by >>> applying the ITU-R BT.1886 display EOTF and then applying the PQ EOTF-1. >>> For unity mapping the peak signal of standard dynamic range content should >>> be set to 100 cd/m2 or 51% PQ. >>> >>> Unity mapping does not change the display of the SDR content (it will >>> display on the PQ HDR reference monitor the same as it displayed on the >>> reference SDR monitor). Thus, no OOTF adjustment of the SDR display light >>> signal is necessary. >>> >>> If the SDR content is being inserted into HDR programming, and there is >>> desire to more closely match the brightness of the HDR content, and that >>> brightness is known, scaling can be done to bring up the brightness of the >>> mapped SDR content. Scaling should be performed with care lest scaled SDR >>> content, in particular skin tones, becomes brighter than in the HDR >>> content.” >>> >>> >>> >>> Hope the above helps with understanding. >>> >>> Best regards, >>> >>> >>> >>> Craig Todd >>> Sr. VP and CTO >>> Dolby Laboratories, Inc. >>> 1275 Market St. >>> <https://na01.safelinks.protection.outlook.com/?url=https%3A%2F%2Fmaps.google.com%2F%3Fq%3D1275%2BMarket%2BSt.%2B%250D%2BSan%2BFrancisco%2C%2BCA%2B94103%2C%2BUSA%26entry%3Dgmail%26source%3Dg&data=02%7C01%7C%7C26e73ed965214e326ff208d535c61cc2%7Cfa7b1b5a7b34438794aed2c178decee1%7C0%7C0%7C636474047454176809&sdata=WFUu%2Bd14Y1fbWOlQ1a9WtEOm10mu%2FUnEe5IpBtYQJJg%3D&reserved=0> >>> San Francisco, CA 94103, USA >>> T 415-558-0221 <(415)%20558-0221> M 415 672-0221 <(415)%20672-0221> >>> www.dolby.com >>> <https://na01.safelinks.protection.outlook.com/?url=http%3A%2F%2Fwww.dolby.com%2F&data=02%7C01%7C%7C26e73ed965214e326ff208d535c61cc2%7Cfa7b1b5a7b34438794aed2c178decee1%7C0%7C0%7C636474047454176809&sdata=pH1Z%2BKeUtV7ZE4Ny%2FgpaYZnlJrDp3P76c1Fo1HXpRYY%3D&reserved=0> >>> |ct@dolby.com >>> >>> >>> >>> >>> >> >
Received on Monday, 27 November 2017 21:57:42 UTC