Apple's EDR technology
https://m.youtube.com/watch?v=COxAt8pl_Xw "WWDC21: Explore HDR rendering with EDR | Apple" 34 min runtime What I found interesting that Apple used internal floating-point representation with some values ABOVE 1.0f but those values probably can't leak into final video, at best they might remain inside OpenEXR image format captured at some point "as is" (?) There is textual (but more iOS /mobile oriented) description with pictures: https://medium.com/@maxwellyuchenlong/wwdc22-10113-10114-110565-explore-edr-... ===== *Reference Mode* Reference mode is a new display mode for color-intensive workflows that pin settings and block out distractions to provide more objective and reliable reference results for a variety of common videos, such as color grading, editing, and content mode, similar to the reference presets on macOS. When you enable the reference mode, you will have the following features: - The SDK peak brightness is fixed at 100 nits and the HDR peak brightness is fixed at 1000 nits, so there is a 10x EDR headroom. - Disables HDR tone mapping to provide one-to-one media display mapping. - Disables all display dynamic adjustments that occur to adapt to the environment, such as True Tone, Auto Brightness, and Night Shift modes, and instead allows the user to fine-calibrate the white point manually. === end of quotation ==== At least back in 2021 Apple was still using Metal (their Vulkan-like graphics API) and OpenGL for system-wide compositing, not sure if it changed or not lately? Still I am not sure how this provides HDR-like experience on SDR display (may be by using dynamic mapping?) Of course this is just tip of the iceberg I found in few minutes at the morning.
Wonder why they called it EDR - Extended Dynamic Range - instead of High (for HDR)? On Sat, May 31, 2025 at 2:05 AM Andrew Randrianasulu via Cin < [email protected]> wrote:
https://m.youtube.com/watch?v=COxAt8pl_Xw "WWDC21: Explore HDR rendering with EDR | Apple"
34 min runtime
What I found interesting that Apple used internal floating-point representation with some values ABOVE 1.0f but those values probably can't leak into final video, at best they might remain inside OpenEXR image format captured at some point "as is" (?)
There is textual (but more iOS /mobile oriented) description with pictures:
https://medium.com/@maxwellyuchenlong/wwdc22-10113-10114-110565-explore-edr-...
=====
*Reference Mode*
Reference mode is a new display mode for color-intensive workflows that pin settings and block out distractions to provide more objective and reliable reference results for a variety of common videos, such as color grading, editing, and content mode, similar to the reference presets on macOS.
When you enable the reference mode, you will have the following features:
- The SDK peak brightness is fixed at 100 nits and the HDR peak brightness is fixed at 1000 nits, so there is a 10x EDR headroom. - Disables HDR tone mapping to provide one-to-one media display mapping. - Disables all display dynamic adjustments that occur to adapt to the environment, such as True Tone, Auto Brightness, and Night Shift modes, and instead allows the user to fine-calibrate the white point manually.
=== end of quotation ====
At least back in 2021 Apple was still using Metal (their Vulkan-like graphics API) and OpenGL for system-wide compositing, not sure if it changed or not lately?
Still I am not sure how this provides HDR-like experience on SDR display (may be by using dynamic mapping?)
Of course this is just tip of the iceberg I found in few minutes at the morning. -- Cin mailing list [email protected] https://lists.cinelerra-gg.org/mailman/listinfo/cin
сб, 31 мая 2025 г., 21:33 Phyllis Smith <[email protected]>:
Wonder why they called it EDR - Extended Dynamic Range - instead of High (for HDR)?
It was explained in video - HDR was already multiple-meaning overloaded term ... But I guess they also watched catchy and exclusive term.
On Sat, May 31, 2025 at 2:05 AM Andrew Randrianasulu via Cin < [email protected]> wrote:
https://m.youtube.com/watch?v=COxAt8pl_Xw "WWDC21: Explore HDR rendering with EDR | Apple"
34 min runtime
What I found interesting that Apple used internal floating-point representation with some values ABOVE 1.0f but those values probably can't leak into final video, at best they might remain inside OpenEXR image format captured at some point "as is" (?)
There is textual (but more iOS /mobile oriented) description with pictures:
https://medium.com/@maxwellyuchenlong/wwdc22-10113-10114-110565-explore-edr-...
=====
*Reference Mode*
Reference mode is a new display mode for color-intensive workflows that pin settings and block out distractions to provide more objective and reliable reference results for a variety of common videos, such as color grading, editing, and content mode, similar to the reference presets on macOS.
When you enable the reference mode, you will have the following features:
- The SDK peak brightness is fixed at 100 nits and the HDR peak brightness is fixed at 1000 nits, so there is a 10x EDR headroom. - Disables HDR tone mapping to provide one-to-one media display mapping. - Disables all display dynamic adjustments that occur to adapt to the environment, such as True Tone, Auto Brightness, and Night Shift modes, and instead allows the user to fine-calibrate the white point manually.
=== end of quotation ====
At least back in 2021 Apple was still using Metal (their Vulkan-like graphics API) and OpenGL for system-wide compositing, not sure if it changed or not lately?
Still I am not sure how this provides HDR-like experience on SDR display (may be by using dynamic mapping?)
Of course this is just tip of the iceberg I found in few minutes at the morning. -- Cin mailing list [email protected] https://lists.cinelerra-gg.org/mailman/listinfo/cin
On Sat, 31 May 2025 11:05:26 +0300 Andrew Randrianasulu <[email protected]> wrote:
At least back in 2021 Apple was still using Metal (their Vulkan-like graphics API) and OpenGL for system-wide compositing, not sure if it changed or not lately?
The choice of graphics API is largely inconsequential. Both Vulkan and OpenGL have the necessary metadata extensions nowadays, but they do need to be implemented with the underlying window system.
Still I am not sure how this provides HDR-like experience on SDR display (may be by using dynamic mapping?)
I've made a statement related to that, when someone insisted that HDR is somehow fundamentally different from SDR: https://gitlab.freedesktop.org/pq/color-and-hdr/-/issues/40#note_2785741 https://gitlab.freedesktop.org/pq/color-and-hdr/-/issues/40#note_2790213 Steve Yedlin's video is worth watching: https://www.yedlin.net/DebunkingHDR/ Apparently https://gitlab.freedesktop.org/pq/color-and-hdr/-/issues/40#note_2845056 was a good watch, too. Thanks, pq
participants (3)
-
Andrew Randrianasulu -
Pekka Paalanen -
Phyllis Smith