HDR Content Creation Siggraph2016
HDR Content Creation Siggraph2016
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Part I: Introduction
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High Dynamic Range Imaging 101
HDR technologies enable the capture, processing and display of
images with a wider range of luminance and contrast
Visual system
(steady state)
SDR
HDR
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Why HDR?
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HDR – Current Status
Widespread use in: Up-coming:
• Special effects • Standardization efforts under way
• Games/rendering • Compression & encoding solutions
• Security • HDR Cinema & post-production
• Photography • Consumer displays
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HDR – Current Status
• Next step for TVs/entertainment
• Introduced in parallel to 4K/Ultra HD
• More pixels vs better pixels
4k
720/1080p
480p
Color Precision 60 120 Frame Rate
(Bit Depth) 24/30 (Temporal Resolution)
10 bit 8 bit 6 bit
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HDR Terminology
• HDR: High Dynamic Range
• HDRI: High Dynamic Range Imaging
• WDR: Wide Dynamic Range
• EDR: Extended Dynamic Range
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Part II: Capture & Display
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Trends
• Content acquisition & creation
• HDR cinema & broadcasting cameras are starting to appear
• Up-conversion of existing content towards HDR
• To take advantage of existing content libraries
• Most VFX are HDR-ready
• Display
• Professional/prototype displays up to 4000 cd/m2
• Consumer displays up to ~1000 cd/m2
• HDR projectors for cinema
• New encoding schemes being adopted & standardized
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HDR Video Capture
• Single Sensor
• Ideal solution but overly expensive
• 14 – 18 f-stops claimed at 4K capture
• Current sensors suffer from noise in low light
• Temporal Bracketing
• Alternating frames 2-6 f-stops apart
• Introduces ghosting artefacts in moving scenes
• Typically requires high frame rate for video
• Spatial Bracketing
• Beam splitters or mirrors redirect some of the light to additional sensors
• Need to correct the geometric disparity between images
• No temporal mismatches = no ghosting
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Single Sensor
• Ideal solution is to make every pixel capture a higher dynamic range
• Technically challenging
• Up to 18 f-stops of dynamic range claimed
• Difficult to manage noise
• Concurrent push for higher resolution
Arri Alexa
• Trade-off:
• Resolution
• Noise
• Dynamic range
• Price!
Sony F65
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Temporal Exposure Bracketing
• Trade off:
• Ghosting vs dynamic range
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Temporal Exposure Bracketing
• Commonly used in still photography
• E.g. HDR mode in iPhone
• Multiple shots of the same scene
• Vary exposure by a factor
-2 -1 0 +1 +2
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Temporal Exposure Bracketing
-2 -1 0 +1 +2
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Temporal Exposure Bracketing
• Moving objects will be in different positions in each exposure
• Creates ghosting when combining into HDR
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Ghosting vs Over-exposure
• Is ghosting this bad?
• We did a user study to assess this trade-off
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• Ghosting affects quality much 0 frames 2 frames
90 1 frame 3 frames
more
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Mean Score
also affects quality but less 60
severely 50
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Gryaditskaya, Y., Pouli, T., Reinhard, E., Myszkowski, K., & Seidel, H. P. (2015, July).
Motion aware exposure bracketing for HDR video. In Computer Graphics Forum
(Vol. 34, No. 4, pp. 119-130). 20
Spatial Bracketing
• Light can be split and redirected to different sensors
• In front or behind the lens
• Exposures are captured simultaneously
• Optical filters control the amount of light reaching each sensor
• No temporal mismatches = No ghosting
• But requires modifications to the optical system
• Alignment difficult, requiring post-processing
• Optical + chromatic differences
Light
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Contrast HDR Camera
Capture multiple SDR images simultaneously (high, medium, long exposure)
• Structurally identical images means no ghosting
• Large dynamic range
• Single lens but multiple sensors
• Light-efficient, very little light lost
• ~17 f-stops claimed
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Display Overview
• HDR Displays
• Allow HDR content to be displayed directly
• Dual modulation of light (LED/LCD)
• OLED
• Tone mapping
• Display HDR content on SDR displays
• Compress luminance while preserving details
• Inverse Tone mapping
• Display SDR content on HDR displays
• Methods to ‘upgrade’ legacy content
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Double Modulation Projection
Core idea:
Spatially varying backlight
behind LCD panel
• Reference monitors:
• Dolby PRM: 600 cd/m2
• Sony BVM-X300: 1000 cd/m2
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HDR Consumer TVs
Source: IHS 2016
North America
Year UHD with HDR % with HDR
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Adapting content to displays
How to ensure interoperability?
Inverse Tone
Mapping
Tone Mapping
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HDR to SDR
• Dynamic range of content and display not always matched
• Mapping HDR content to SDR displays requires dynamic range reduction
• Tone Mapping
• Goals:
• Compress range
• Preserve details
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Why do we need tone mapping?
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Tone Mapping
or
“…oh, that’s what all that
s-curve stuff is all about…”
real world dynamic range
1000
800
600
400
200
0
1 94 187 280 373 466 559 652 745 838 931 1024
Full range acquisition scaled to display dynamic
range (and gamma corrected)
Match display dynamic range from acquisition
preserving relative intensities
Limiting to display’s dynamic range while
preserving relative intensities is an
improvement - but still looks “low contrast” -
why?
Limiting to display’s dynamic range while
preserving relative intensities is an
improvement - but still looks “low contrast” -
why?
• Stevens effect - perceived contrast
decreases at lower luminance
• Hunt effect - perceived “colorfulness” also
decreases at lower luminance
Limiting to display’s dynamic range while
preserving relative intensities is an
improvement - but still looks “low contrast” -
why?
• Stevens effect - perceived contrast
decreases at lower luminance
• Hunt effect - perceived “colorfulness” also
decreases at lower luminance
• Display flare characteristics reduce contrast
• Bartleson-Breneman effect - a “dark”
surround decreases perceived contrast
Solution - increase contrast!
Series1 Series2
1000
900
800
700
600
500
400
300
200
100
0
1 79 157 235 313 391 469 547 625 703 781 859 937 1015
Match display dynamic range from acquisition
preserving relative intensities
Match display dynamic range
+ add contrast (1.25 - 1.50)
…but now we’ve added clipping artifacts
1000
900
800
700
600
500
400
300
200
100
0
1 79 157 235 313 391 469 547 625 703 781 859 937 1015
Display dynamic range
+ add contrast (1.25 - 1.50)
Display dynamic range + add contrast
+ add toe and shoulder
“S-curve” tone mapping is your friend.
1000
900
800
700
600
500
400
300
200
100
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1 79 157 235 313 391 469 547 625 703 781 859 937 1015
A brief history of
tone m ap p ing…
(end of rant on how “tone m ap ping” is the secret
u nd erlying technical basis for the entire history of
visu al arts that you ’ll never hear abou t in that art
history class)
Tone Mapping Approaches
• Single global curve
• E.g. log, sigmoid, power function
• Easy implementation (LUT)
• No artifacts
• But limited local contrast
• Local processing
• Split image into layers (e.g. base/detail)
• Global curve on base layer
• Detail enhancement for detail layer
• Recombine at the end
• Preserves or even enhances local contrast
• But can create artifacts and unrealistic image look
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SDR to HDR
10-2 100 102 104
Standard display
HDR display
Goal:
Use extra dynamic range to improve visual experience
while preserving artistic intent
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Why do we need inverse tone mapping?
• Existing content libraries are SDR
• Adverts
• DVD menus
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Inverse Tone Mapping Approaches
• Global curve
• Early approaches involved inverting tone mapping curves
• Similar benefits
• Typically different expansion for shadows-midtones and for highlights (preserve
midtones, stretch highlights)
• Local processing
• Here local processing is for separating highlights and treating differently
• Also for handling noise, banding and compression artifacts
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Inverse Tone Mapping
Simple gamma:
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Inverse Tone Mapping
Compressing shadows,
expanding highlights:
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Inverse Tone Mapping
Compressing shadows,
expanding highlights:
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Inverse Tone Mapping
Moderate highlight
stretching, shadow
preservation:
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Inverse Tonemapping
• How do we deal with highlights?
• In SDR -> clipped
• In HDR -> Extra expansion for highlights – expansion map
• Challenge:
• Distinguish specularities, light sources and diffuse white areas
• Recover texture & color in clipped areas - declipping
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Inverse Tone Mapping
• Several methods rely on an Expansion Map defining which areas should be
treated as highlights
Banterle, Francesco, et al. "Inverse tone mapping." Proceedings of the 4th international conference on
Computer graphics and interactive techniques in Australasia and Southeast Asia. ACM, 2006.
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Declipping
• Highlights are usually clipped
• Texture information lost
• Hue shifts towards white
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ITM – Autodesk Lustre Plugin
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What would we call HDR?
• Required ingredients:
• Peak luminance
• Local contrast
• Black level
• Bit depth
• Color gamut
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Viewer Preferences
Assessment of preferred white and black levels
Daly, Scott, Timo Kunkel, Xing Sun, Suzanne Farrell, and Poppy Crum. "41.1:
Distinguished Paper: Viewer Preferences for Shadow, Diffuse, Specular, and Emissive
Luminance Limits of High Dynamic Range Displays." 87
In SID Symposium Digest of Technical Papers, 2013.
Viewer Preferences
Comparison of different luminance levels
Scene
OETF Referred EOTF
Image Data
Camera Display
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How to Encode HDR Signal?
• OOTF: Opto-Optical Transfer Function
• It has the role of applying the “rendering intent”
• Compensates for differences between scene and display viewing environment
• May include artistic adjustments
• Only two of OETF, EOTF, OOTF are needed to compute the third
OOTF
Artistic
OETF EOTF
Adjustments
Camera Display
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How to Encode HDR Signal?
• For SDR signal, gamma worked well enough for CRT displays
• Sort of follows perception
• But only at relatively low luminance levels and narrow dynamic ranges
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How to Encode HDR Signal?
• Bitdepth matters!
• More bits = more quantization
steps
• Smoother gradients
• Avoids posterization artifacts
• But full pipeline needs to be
compatible, which means
• Increased costs
• Increased bandwidth requirements
• More storage
900
800
700
10-bits codewords
600
gamma 2.4
500
HLG
400
PQ
300 Glog
200
100
0
0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1
luminance (normalized)
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How to Encode HDR Signal?
Different OETF proposals on the table
1000
900
800
700
10-bits codewords
600
gamma 2.4
500
HLG
400
PQ
300 Glog
200
100
0
0.001 0.01 0.1 1
luminance (normalized)
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Who defines HDR?
• Very recent ITU spec: Recommendation ITU-R BT.2100-0
• SMPTE baseline standard: 2084 (PQ EOTF) and 2086 (mastering monitor metadata)
• The CEA — The Consumer Electronics Association initiative: “HDR Compatible” defines a
TV that can play HDR content but is not necessary an HDR display.
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ITU-R BT.2100-0
“…specifies HDR-TV image parameters for use in production and international
programme exchange using the Perceptual Quantization (PQ) and Hybrid Log-
Gamma (HLG) methods.”
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SMTPE HDR Standards
• SMPTE ST2084-2014
• Defines EOTF for HDR content
• Based on perceptual quantizer (PQ) function proposed by Dolby
• Encodes linear, absolute luminance values between 0-10,000 cd/m2
• Perceptually motivated – each step should be below visible threshold
• Output floating point 0-1
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Ultra HD Premium
• EOTF: SMPTE ST 2084 (i.e. PQ EOTF)
• Color Sub-sampling: 4:2:0 (for compressed video sources)
• Bit Depth: 10 bit
• Peak Luminance: 1000 cd/m2
• Color Primaries: ITU-R BT.2020 (container)
• Metadata: SMPTE ST 2086, MaxFALL, MaxCLL
• Defines mastering color space
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The UHD Alliance
• Alliance to support an open standard for production, distribution and display of UHD & High Dynamic
Range video
• Minimum specifications for video quality and metadata
• Room for licensors to innovate on top ensures competition
• Certification scheme to ensure compliance
• Logo program for content and devices
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The HDR Standards Ecosystem
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Part III: HDR Color Grading & Post Production
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Benefits of HDR
For the viewer
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Benefits of HDR
For the content creator
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HDR Content Creation
3 Use Cases:
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Use Case 1: Upgrading existing SDR Content
• Useful for existing content libraries
• Using ITM-like process for semi-automatically upgrading content to HDR
• Could even be done at viewer side (TV, set-top box)
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Use Case 2: Dual SDR & HDR grades
• HDR pass as secondary deliverable
• Current approach since HDR is not yet widely adopted
• Good for active projects where all assets are available
Two approaches:
• SDR master -> HDR pass for specific characteristics
• HDR master -> SDR pass + HDR pass
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Use Case 2: Dual SDR & HDR grades
Several projects have already included an HDR grade!
Theatrical for HDR Theatrical for HDR pass Broadcast and
projection: on monitor: Streaming:
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Use Case 3: HDR Targeted Production
• Not there yet…
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Theatrical vs Home
• HDR for cinema/theatrical releases is not the same HDR as for home!
• It was the case for SDR too but the differences are less pronounced
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Home Distribution - SDR
Image Size
(Spatial Resolution)
4k
720/1080p
480p
Color Precision 60 120 Frame Rate
24/30
SDR Home
(Bit Depth) (Temporal Resolution)
10 bit 8 bit 6 bit
Distribution
SDR (100 nits)
RGB/709
Current TVs (~300 nits)
D65/P3
HDR
REC 2020
Color Volume Dynamic Range & Luminance
(Color Space) (Contrast Ratio)
111
Home Distribution - HDR
Image Size
(Spatial Resolution)
4k
720/1080p
480p
Color Precision 60 120 Frame Rate
HDR Home
(Bit Depth) 24/30 (Temporal Resolution)
10 bit Premium
8 bit
6 bit
Distribution
SDR (100 nits)
RGB/709
Current TVs (~300 nits)
D65/P3
HDR
REC 2020
Color Volume Dynamic Range & Luminance
(Color Space) (Contrast Ratio)
112
Theatrical Distribution - SDR
Image Size
(Spatial Resolution)
4k
720/1080p
480p
Color Precision 60 120 Frame Rate
(Bit Depth) 24/30 (Temporal Resolution)
10 bit SDR Theatrical
8 bit 6 bit
Distribution
SDR (100 nits)
RGB/709
Current TVs (~300 nits)
D65/P3
HDR
REC 2020
Color Volume Dynamic Range & Luminance
(Color Space) (Contrast Ratio)
113
Theatrical Distribution - HDR
Image Size
(Spatial Resolution)
4k
720/1080p
480p
Color Precision 60 120 Frame Rate
(Bit Depth) 24/30
HDR Theatrical
(Temporal Resolution)
10 bit 8 bit 6 bit
Distribution
SDR (100 nits)
RGB/709
Current TVs (~300 nits)
D65/P3
HDR
REC 2020
Color Volume Dynamic Range & Luminance
(Color Space) (Contrast Ratio)
114
Home Master
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Theatrical Master
Simpler story…
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SDR Home Workflow
WORKFLOW MASTERS DISTRIBUTION
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HDR Home Workflow: Single HDR Master
WORKFLOW MASTERS DISTRIBUTION
HDR10
HDR Video
HDR+ Metadata
HDR Master Single Stream
(UHDA) (3rd party TMO) SDR Video
HDR Mastering Display
(Sony X300)
SDR
SDR Video
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HDR Home Workflow: Dual Master
WORKFLOW MASTERS DISTRIBUTION
HDR Master
HDR10
(UHDA) HDR Video
HDR Video
HDR Master HDR10
Dolby Pulsar Dolby Vision
Metadata
CMU – Dolby
Dolby Vision Dolby Vision Enhancement
Vision Video
Metadata Master Home
SDR Video
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1
0.8
0.7
spectral locus
rec709 gamut 0.6
rec709 wp D65
dci-p3 gamut 0.5
dci-p3 wp
daylight locus 0.4
ACES wp D60
film wp D55 0.3
film gamut
ACES gamut 0.2
X'Y'Z'
rec2020 gamut 0.1
0
0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1
-0.1 122
1
0.8
0.7
spectral locus
rec709 gamut 0.6
rec709 wp D65
dci-p3 gamut 0.5
dci-p3 wp
daylight locus 0.4
ACES wp D60
film wp D55 0.3
film gamut
ACES gamut 0.2
X'Y'Z'
rec2020 gamut 0.1
0
0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1
-0.1 123
Color Gamuts
1
0.9
spectral locus
rec709 gamut
REC. 709 Color Space
0.8
dci-p3 gamut • Broadcast TV, Blu-ray, OTT
0.7 rec2020 gamut
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HDR Capable Workflow – Post-Production
• HDR requires changes to the workflows used in post production
• Academy of Motion Picture Arts and Sciences (AMPAS) creates ACES
• Academy Color Encoding System
• New color management and image interchange system
• Well suited for HDR & Wide gamut content
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ACES
• Workflow overview:
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ACES Idealized Block Diagram
ACES
• HDR ODTs recently added to ACES
• Targeting specific display luminance levels
• ODT.Academy.P3D60_PQ_1000nits.a1.0.0.ctl
• ODT.Academy.P3D60_PQ_2000nits.a1.0.0.ctl
• ODT.Academy.P3D60_PQ_4000nits.a1.0.0.ctl
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HDR Challenges
• HDR can give more creative freedom
• But it also brings new challenges
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Part IV: Conclusions - Q&A
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