[Cin] Apple's EDR technology
Andrew Randrianasulu
randrianasulu at gmail.com
Sat May 31 10:05:26 CEST 2025
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-on-ios-842ce9b5d500
=====
*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.
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