- From: Chris Lilley <chris@w3.org>
- Date: Wed, 15 Nov 2023 14:05:15 -0500
- To: public-png@w3.org
- Message-ID: <b3738de7-ead9-410c-a3fc-0e4d13c113dc@w3.org>
Thanks for putting that discussion on the public record, Rich. On 2023-11-15 13:24, Richard Geldreich wrote: > (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.png -- Chris Lilley @svgeesus Technical Director @ W3C W3C Strategy Team, Core Web Design W3C Architecture & Technology Team, Core Web & Media
Received on Wednesday, 15 November 2023 19:05:17 UTC