- From: Richard Geldreich <rich@binomial.info>
- Date: Wed, 15 Nov 2023 13:24:33 -0500
- To: "Portable Network Graphics (PNG) Working Group" <public-png@w3.org>
- Message-ID: <CAMJqMUQy0wZ1u4RSWOLTaQBy0QvLapypPdFTtLMonao7NuVs8Q@mail.gmail.com>
(I sent this earlier to Chris, without CC'ing the PNG Working Group.) >Gain Maps are an (allegedly) efficient way to provide an SDR baseline image plus an HDR alternate image. The claim of storage efficiency has not been backed up by any measurements that I have seen. FWIW: From a glTF, real time rendering, video game, and browser texturing perspective, unless Gain Maps *are 100% lossless* with respect to the interchange of IEEE 754-2008 half float pixels (FP16), this isn't a compelling solution for our use cases. We need no loss whatsoever for denormals, all valid normals, signed values, all valid 5-bit exponents, NaN's, and Inf's. PNG is a lossless format, and we need the ability to losslessly interchange half float source textures and images while preserving compatibility with existing 16-bit PNG software. We also need the ability to store half float data in any colorspace, or even in no colorspace: such as normal maps, which the use of SDR PNG's is pervasive, or height maps, etc. (Both normal and height maps are commonly viewable SDR PNG content right now.) I searched this doc for "half" and found nothing. The only mention of quality was with respect to the SDR image. Gain Maps also look more complex vs. just storing remapped half values in the PNG file, involving a resample stage for example. The source data for this approach (the "Image File" in this diagram from the doc below) would be an HDR image, *even a "haLf" float PNG image*. [image: image.png]
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Received on Wednesday, 15 November 2023 18:24:49 UTC