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Scott Janus, Principal Engineer
D
2
3
Presentation Goals
Explain the value of High Dynamic Range (HDR) and Wide Color Gamut (WCG)
Explain the technical challenges of deploying HDR + WCG
4
What is HDR?
Practically speaking:
 Content with a wider range of brightness and color
– Also an increased number of brightness and color levels
 Experiencing HDR content requires new displays
5
Let’s talk about color
and brightness…
Really they are tightly
interwoven, but let’s
consider them
individually for now
6
Color is
complicated
7
8
Monitors Can Produce a Finite Range of Colors
Typically, red, green, and blue subpixels.
If you modulate each primary 0-100%, you can
envision a three-dimensional color cube
All colors in this cube are the gamut of colors
the device can reproduce
9
Let’s simplify things…
Humans are bad at perceiving
volumetric data, so compress the
color volume to two dimensions
Chromaticity Diagram
10
Wide Color
• Most PCs and HDTVs use 709 gamut
• Majority of next generation content
uses Bt.2020 gamut
• 2015 UHDTVs are ~85% Bt.2020
11
Bt 2020 content
displayed unmodified
on 709 display
Bt 2020 content
gamut-mapped for
709 display
We must perform gamut mapping
12
Advantages of Wide Color
We can reproduce lifelike colors we
couldn’t before and create more
immersive experiences
13
Dynamic Range
Simple definition:
• Ratio of largest to smallest
signal in a system
What is HDR (in this context)
Practically speaking:
 Content with a wider range of brightness and color
 Requires new monitors to experience HDR content
– Legacy content: 100 nit peak brightness, 709 gamut
– HDR content: 10,000 nit peak brightness, 2020 gamut
HDR is an ambiguous term
 There are several industry specs defining various flavors of HDR
15
(new) HDR: what it is not
“HDR Photography”
2005-era HDR rendering/gaming
 Such as Half-Life2: Lost Coast demo
Both of these techniques generate images designed to be shown on an SDR monitor
16
Let’s talk about light and humans…
Terminology
Luminance
 Quantitative measurement of amount of light passing through an area
 Can be unequivocally measured by instruments
 Linearly proportional to # of photons
Brightness
 Subjective human perception of luminance
 Varies wildly based on ambient conditions and from human to human
 Non-linearly proportional to # of photons
18
Measuring Luminance
Nit (Candela/m2)
 Approximately equal to the amount of light from a candle dispersed over a
square meter
19
Object Approximate Luminance (nits)
Sun 1,600,000,000
Arc lamp 150,000,000
Maximum visual tolerance 50,000
Cloud (sunny day) 35,000
2016 UHDTV 800-1000
Typical computer screen 100-300
White paper under lamp 50
Night sky (legacy) 0.001
Threshold of vision 0.000003
40
nits
2,000 nits
500,000
nits
200,000
nits
21
22
23
24
TL;DR
Standard Dynamic Range:
 De facto brightness range of current content and displays
High Dynamic Range:
 Substantially brighter next-generation content and displays
25
Standard Dynamic Range
For the past 80 years, video has been graded to appear properly on a 100 nit
display
However, no adjustments are made to comprehend displays of differing
luminance
– 30 nit laptops in low power mode
– 600 nit HDTVs in Vivid mode
Similarly, no adjustments to the content are made when you surf the web and
play games, switching from phones to tablets to PCs.
This is wrong, but has been good enough
26
Disambiguation: HDR Photography
Multiple exposures from different times combined off-
line to create a single SDR image which has different
exposure levels for different areas of the picture
Not what we’re talking about today
27
HDR Video
 Single exposure captures a wide range of luminance at a
single instant in time
 Intended to be displayed on an HDR display
28
Things to ponder
With color, many real-world hues can be exactly reproduced on screens
Almost every real-world situation has objects at >100 nits
So the real world is HDR, and every SDR picture you take involves HDR->SDR
conversion
A 100-nit object on the screen almost never corresponds to a 100-nit object in
the real world
29
Multiple ranges of HDR
0
nits
10,000
nits
ContainerCapture
15,000
nits
Movie DisplayContainerCapture Movie
30
HDR Conversions
Capture Movie HDR Display
Mastering
Performed
by studio
creatives
Handled by
player
Handled
by
UHDTV
HDR->HDR
SDR Display
31
HDR Content + SDR Display =
Bad
Experience
SDR Content + SDR Display = SDR Experience
SDR Content + HDR Display = SDR Experience
HDR Content +
HDR->SDR
Tone Mapping
SDR Display =
SDR
Experience
HDR Content + HDR Display = HDR Experience
32
Real World
3,000
nits
300,000
nits
33
Mastered for SDR
Coded
value=
0xFF
Coded
value=
0xFF
100
nits
100
nits
34
Mastered for HDR
Coded
value=
0x23B Coded
value=
0x36C
200
nits
5,000
nits
Linear vs non-linear light
In the real world, luminance is determined by the number of photons
However, brightness (the human perception of luminance) is non-linearly
proportional to number of photons
Code Words
7
6
5
4
3
2
1
0
36
Directly storing luminance is inefficient
To prevent banding using SDR, you would need
to use 13-14 bits to code a contemporary 100-
nit signal
Luminance(linearscale)
Just noticeable difference
Luminance
Linear Light
Perceptually
non-uniform
Luma
Non-Linear Light
Perceptually
Uniform
0
1
0 1
To efficiently code video signals, we apply a non-linear transform function so
that we can code perceptually uniform brightness intervals
38
Problems
Although gamma is a reasonable approximation of human perception in the
SDR (0-100 nit) range…
Gamma is not a good match for human perception in the 0-10,000 nit HDR
If you use gamma for a 10,000 nit signal, you need to use two extra bits/sample
to eliminate banding
39
SMPTE 2084: HDR Electro-Optical Transfer Function (EOTF)
0
1
0 1
Luminance
Perceptually Uniform Video Signal
Gamma
EOTF
Blending
On computers, we usually blend colors in non-linear space
 Blended color= 0.5*(A+B)
This is fast and easy, but wrong because:
 Brightness A is really Luminance A’=A2.2
 Blended color ≠ 0.5*( A + B)
Correct answer:
 Blended color = 0.5(A’+B’) -> (0.5*( A2.2 + B2.2)) 1/2.2
Synthetic Case: Blending red and green
Non-linear
Linear
WRONG
RIGHT!
42
Scaling
The same math applies not just to blending, but spatial scaling operations as well
 Scaling involves blending pixels together
Scaling in non-linear space will generate errors
44
Advantages of HDR
HDR creates much more lifelike experiences
• “Like looking out a window”
• “Like you’re really there”
HDR done right is clearly distinguishable from existing content and displays
45
HDR Usage Models
Movies
Gaming
Photography
VR
46
Summary
HDR + WCG gives us powerful new tools to create visual experiences that are
clearly visible to the average viewer
You can watch HDR+WCG movies right now
Making this all work requires lots of changes to the production pipeline and the
products used to display it
47
Call to Action
Make more HDR content and build more systems capable of playing HDR
Make sure you have a really compelling HDR experience before calling it HDR
Upcoming Intel products have cool HDR features…
Legal Notices and Disclaimers
Intel technologies’ features and benefits depend on system configuration and may require enabled hardware, software or service activation. Performance varies depending on system
configuration. No computer system can be absolutely secure. Check with your system manufacturer or retailer or learn more at intel.com.
Tests document performance of components on a particular test, in specific systems. Differences in hardware, software, or configuration will affect actual performance. Consult other
sources of information to evaluate performance as you consider your purchase. For more complete information about performance and benchmark results, visit
http://www.intel.com/performance.
Software and workloads used in performance tests may have been optimized for performance only on Intel microprocessors. Performance tests, such as SYSmark and MobileMark, are
measured using specific computer systems, components, software, operations and functions. Any change to any of those factors may cause the results to vary. You should consult other
information and performance tests to assist you in fully evaluating your contemplated purchases, including the performance of that product when combined with other products. For
more complete information visit http://www.intel.com/performance.
Cost reduction scenarios described are intended as examples of how a given Intel-based product, in the specified circumstances and configurations, may affect future costs and provide
cost savings. Circumstances will vary. Intel does not guarantee any costs or cost reduction.
This document contains information on products, services and/or processes in development. All information provided here is subject to change without notice. Contact your Intel
representative to obtain the latest forecast, schedule, specifications and roadmaps.
No license (express or implied, by estoppel or otherwise) to any intellectual property rights is granted by this document.
Statements in this document that refer to Intel’s plans and expectations for the quarter, the year, and the future, are forward-looking statements that involve a number of risks and
uncertainties. A detailed discussion of the factors that could affect Intel’s results and plans is included in Intel’s SEC filings, including the annual report on Form 10-K.
All products, computer systems, dates and figures specified are preliminary based on current expectations, and are subject to change without notice. The products described may contain
design defects or errors known as errata which may cause the product to deviate from published specifications. Current characterized errata are available on request.
Intel does not control or audit third-party benchmark data or the web sites referenced in this document. You should visit the referenced web site and confirm whether referenced data
are accurate.
© 2016 Intel Corporation. Intel, the Intel logo, OpenCL and others are trademarks of Intel Corporation in the U.S. and/or other countries.
*Other names and brands may be claimed as the property of others.
High-Dynamic Range (HDR) Demystified

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High-Dynamic Range (HDR) Demystified

  • 2. 2
  • 3. 3 Presentation Goals Explain the value of High Dynamic Range (HDR) and Wide Color Gamut (WCG) Explain the technical challenges of deploying HDR + WCG
  • 4. 4 What is HDR? Practically speaking:  Content with a wider range of brightness and color – Also an increased number of brightness and color levels  Experiencing HDR content requires new displays
  • 5. 5 Let’s talk about color and brightness… Really they are tightly interwoven, but let’s consider them individually for now
  • 7. 7
  • 8. 8 Monitors Can Produce a Finite Range of Colors Typically, red, green, and blue subpixels. If you modulate each primary 0-100%, you can envision a three-dimensional color cube All colors in this cube are the gamut of colors the device can reproduce
  • 9. 9 Let’s simplify things… Humans are bad at perceiving volumetric data, so compress the color volume to two dimensions Chromaticity Diagram
  • 10. 10 Wide Color • Most PCs and HDTVs use 709 gamut • Majority of next generation content uses Bt.2020 gamut • 2015 UHDTVs are ~85% Bt.2020
  • 11. 11 Bt 2020 content displayed unmodified on 709 display Bt 2020 content gamut-mapped for 709 display We must perform gamut mapping
  • 12. 12 Advantages of Wide Color We can reproduce lifelike colors we couldn’t before and create more immersive experiences
  • 13. 13 Dynamic Range Simple definition: • Ratio of largest to smallest signal in a system
  • 14. What is HDR (in this context) Practically speaking:  Content with a wider range of brightness and color  Requires new monitors to experience HDR content – Legacy content: 100 nit peak brightness, 709 gamut – HDR content: 10,000 nit peak brightness, 2020 gamut HDR is an ambiguous term  There are several industry specs defining various flavors of HDR
  • 15. 15 (new) HDR: what it is not “HDR Photography” 2005-era HDR rendering/gaming  Such as Half-Life2: Lost Coast demo Both of these techniques generate images designed to be shown on an SDR monitor
  • 16. 16 Let’s talk about light and humans…
  • 17. Terminology Luminance  Quantitative measurement of amount of light passing through an area  Can be unequivocally measured by instruments  Linearly proportional to # of photons Brightness  Subjective human perception of luminance  Varies wildly based on ambient conditions and from human to human  Non-linearly proportional to # of photons
  • 18. 18 Measuring Luminance Nit (Candela/m2)  Approximately equal to the amount of light from a candle dispersed over a square meter
  • 19. 19 Object Approximate Luminance (nits) Sun 1,600,000,000 Arc lamp 150,000,000 Maximum visual tolerance 50,000 Cloud (sunny day) 35,000 2016 UHDTV 800-1000 Typical computer screen 100-300 White paper under lamp 50 Night sky (legacy) 0.001 Threshold of vision 0.000003
  • 21. 21
  • 22. 22
  • 23. 23
  • 24. 24 TL;DR Standard Dynamic Range:  De facto brightness range of current content and displays High Dynamic Range:  Substantially brighter next-generation content and displays
  • 25. 25 Standard Dynamic Range For the past 80 years, video has been graded to appear properly on a 100 nit display However, no adjustments are made to comprehend displays of differing luminance – 30 nit laptops in low power mode – 600 nit HDTVs in Vivid mode Similarly, no adjustments to the content are made when you surf the web and play games, switching from phones to tablets to PCs. This is wrong, but has been good enough
  • 26. 26 Disambiguation: HDR Photography Multiple exposures from different times combined off- line to create a single SDR image which has different exposure levels for different areas of the picture Not what we’re talking about today
  • 27. 27 HDR Video  Single exposure captures a wide range of luminance at a single instant in time  Intended to be displayed on an HDR display
  • 28. 28 Things to ponder With color, many real-world hues can be exactly reproduced on screens Almost every real-world situation has objects at >100 nits So the real world is HDR, and every SDR picture you take involves HDR->SDR conversion A 100-nit object on the screen almost never corresponds to a 100-nit object in the real world
  • 29. 29 Multiple ranges of HDR 0 nits 10,000 nits ContainerCapture 15,000 nits Movie DisplayContainerCapture Movie
  • 30. 30 HDR Conversions Capture Movie HDR Display Mastering Performed by studio creatives Handled by player Handled by UHDTV HDR->HDR SDR Display
  • 31. 31 HDR Content + SDR Display = Bad Experience SDR Content + SDR Display = SDR Experience SDR Content + HDR Display = SDR Experience HDR Content + HDR->SDR Tone Mapping SDR Display = SDR Experience HDR Content + HDR Display = HDR Experience
  • 34. 34 Mastered for HDR Coded value= 0x23B Coded value= 0x36C 200 nits 5,000 nits
  • 35. Linear vs non-linear light In the real world, luminance is determined by the number of photons However, brightness (the human perception of luminance) is non-linearly proportional to number of photons
  • 36. Code Words 7 6 5 4 3 2 1 0 36 Directly storing luminance is inefficient To prevent banding using SDR, you would need to use 13-14 bits to code a contemporary 100- nit signal Luminance(linearscale) Just noticeable difference
  • 37. Luminance Linear Light Perceptually non-uniform Luma Non-Linear Light Perceptually Uniform 0 1 0 1 To efficiently code video signals, we apply a non-linear transform function so that we can code perceptually uniform brightness intervals
  • 38. 38 Problems Although gamma is a reasonable approximation of human perception in the SDR (0-100 nit) range… Gamma is not a good match for human perception in the 0-10,000 nit HDR If you use gamma for a 10,000 nit signal, you need to use two extra bits/sample to eliminate banding
  • 39. 39 SMPTE 2084: HDR Electro-Optical Transfer Function (EOTF) 0 1 0 1 Luminance Perceptually Uniform Video Signal Gamma EOTF
  • 40. Blending On computers, we usually blend colors in non-linear space  Blended color= 0.5*(A+B) This is fast and easy, but wrong because:  Brightness A is really Luminance A’=A2.2  Blended color ≠ 0.5*( A + B) Correct answer:  Blended color = 0.5(A’+B’) -> (0.5*( A2.2 + B2.2)) 1/2.2
  • 41. Synthetic Case: Blending red and green Non-linear Linear WRONG RIGHT!
  • 42. 42
  • 43. Scaling The same math applies not just to blending, but spatial scaling operations as well  Scaling involves blending pixels together Scaling in non-linear space will generate errors
  • 44. 44 Advantages of HDR HDR creates much more lifelike experiences • “Like looking out a window” • “Like you’re really there” HDR done right is clearly distinguishable from existing content and displays
  • 46. 46 Summary HDR + WCG gives us powerful new tools to create visual experiences that are clearly visible to the average viewer You can watch HDR+WCG movies right now Making this all work requires lots of changes to the production pipeline and the products used to display it
  • 47. 47 Call to Action Make more HDR content and build more systems capable of playing HDR Make sure you have a really compelling HDR experience before calling it HDR Upcoming Intel products have cool HDR features…
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