- From: Lars Borg <borg@adobe.com>
- Date: Tue, 30 Mar 2021 22:20:10 +0000
- To: Christopher Cameron <ccameron@google.com>, Simon Thompson-NM <Simon.Thompson2@bbc.co.uk>
- CC: "public-colorweb@w3.org" <public-colorweb@w3.org>
- Message-ID: <36460313-7077-47DD-9D90-5425D0537557@adobe.com>
Consider changing the orange box to read Reference Display Light. This would be consistent with using sRGB. What are the details for the orange box? Rec2020 primaries & white point? Luminance for signal 1.0? 100 or 203 nits? Surround? 5 nits? (BT.2035 is old.) Lars From: Christopher Cameron <ccameron@google.com> Date: Tuesday, March 30, 2021 at 9:52 AM To: Simon Thompson <Simon.Thompson2@bbc.co.uk> Cc: "public-colorweb@w3.org" <public-colorweb@w3.org> Subject: Re: HTML Canvas - Transforms for HDR and WCG Resent-From: <public-colorweb@w3.org> Resent-Date: Tuesday, March 30, 2021 at 9:52 AM Thank you for writing this up! It definitely much more clearly shows the transformations being applied. I've stolen your diagram scheme. I think the primary question that we're circling around here is how we transform between color spaces (sRGB, PQ, HLG), with the options being: · A: There exists a single well-defined transformation between content types o Transformations are path-independent o o Transformations are all invertible (at least up to clamping issues) · B: The transformation between content types depends on the context o It's still well-defined, but depends on the target that will draw the content o It is no longer path-independent, and may not obviously be invertible (This differs from the proposal in that it respects BT 2408's white=203nits=0.75 HLG, but that's sort of peripheral to the differences here -- please read this ignoring that difference). I lean more heavily towards A, for two reasons. · Reason 1: The main advantage of B is that it does better transcoding between spaces, BUT o It is constrained in such a way that it will never do good enough transcoding to warrant its complexity, in my opinion. · · Reason 2: It's simple to reason about and is predictable o This helps ensure that browsers will be consistent o This simplicity allows the developer to implement any fancier transcoding they want without fighting the existing transcoding. Examples of B doing divergent transcoding for HLG are are: · PQ Canvas: we apply a gamma=1.2 OOTF. o This bakes in an assumption of 1,000 nit max (or mastering) luminance · extended sRGB: we bake in a gamma=1.0 OOTF o This bakes in an assumption of 334 nits · SDR: we use the sRGB EOTF The following diagram shows my proposal for A (in this example I don't use the BT 2408 numbers, but we could do multiplication so that HLG signal of 0.75 and PQ signal of 0.581 map to 1 which is diffuse white). The key feature is that the transformations for input and output are always identical. No attempts at intelligent transcoding are attempted. That's not because the proposal considers transcoding unimportant, rather, it's a recognition that any such automatic transcoding would not be good enough. With this scheme, it is fairly trivial for an application to write a custom HLG<->PQ transcoding library. Such functionality could be added to ImageBitmap (where the user could say "load this image and perform transcoding X on it, using parameters Y and Z, because I know where it is going to be used"). Because all of the color spaces have well-defined transformations between them, there's no reason to couple the canvas' storage color space to the HDR compositing mode. In fact, coupling them may be non-ideal: · Application Example: Consider a photo editing application that intends to output HLG images, but wants to perform its manipulations in a linear color space. The application can select a linear color space (for working space) and HLG as the compositing mode. · Browser Implementation Example: For the above application, it might be that the OS/Display require that the browser transform to an HLG signal behind the scenes, but at time of writing, no such OS exists (in fact, all OSes require conversion into a linear space for HLG, but that may change). Let's discuss this more on Wednesday! On Mon, Mar 29, 2021 at 9:35 AM Simon Thompson-NM <Simon.Thompson2@bbc.co.uk> wrote: Hi all, My colleagues and I have spent some time thinking about the HTML canvas proposals and the input and output scaling required for each for HDR and wider colour gamut functionality. I’ve added some plots showing some ideas on how input and output formats could be transformed for the new canvases. New extended sRGB canvas format. In this canvas (1,1,1) is equal to SDR White and (0,0,0) is equal to Black. Values are not however clipped outside this range and brighter parts of the image can be created using values over 1 and wider colour gamuts can be created using negative values. For each input signal, we can simply convert to linear rec2020 and then scale such that the SDR reference white signal has the value (1,1,1). Note, linearly scaling PQ display light signals without an OOTF adjustment, does not maintain their subjective appearance. For SDR outputs this would cause clipping of the HDR signals above (1,1,1). For HLG, should the canvas be able to determine the output format required, we could instead use an sRGB EOTF on the input and use the compatible nature of the HLG signal to create a tone-mapped sRGB image. HLG Canvas In this canvas (1,1,1) is equal to Peak White and (0,0,0) is equal to Black. The display-independent working space is an BT.2100 HLG signal. Input signals that are not HLG are converted to normalised linear display light. These are converted to the HLG display-independent space using an HLG inverse EOTF. The EOTF LW parameter is selected such that the HLG OOTF becomes unity (i.e. a pass-through) simplifying the conversion process and avoiding a requirement for a 3D-LUT. · SDR display-light signals are scaled so that their nominal peak equals HDR Reference White (0.265) and matrixed to the correct colourspace prior to conversion to HLG. · PQ signals are scaled so that 203 cd/m2 equals HDR Reference White (0.265) prior to conversion to HLG. The HLG conversion maps HDR reference white in normalized linear display light (0.265,0.265,0.265) to (0.75,0.75,0.75) in the HLG non-linear signal. Formats which are already linear, e.g. “sRGB-linear”, “rec2020-linear” are treated similarly but do not require an initial EOTF being applied to convert to linear. Note, BT.1886 can be used with either BT.709 or BT.2020 signals. The correct matrices should be chosen match the input signal and the output display. PQ Canvas In this canvas (1,1,1) is equal to 10000 cd/m2 and (0,0,0) is equal to 0 cd/m2. Input signals that are not PQ are converted to linear and scaled so that HDR reference white is set to 0.0203. They are then matrixed to the correct colourspace and converted to PQ. The conversion maps (0.0203,0.0203,0.0203) to (0.58,0.58,0.58). Formats which are already linear, e.g. “sRGB-linear”, “rec2020-linear” are treated similarly but do not require an initial EOTF being applied to convert to linear. Best Regards Simon Simon Thompson Senior R&D Engineer
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Received on Tuesday, 30 March 2021 22:20:29 UTC