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Application tone mapping in HDR Canvas API #79
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@donmccurdy See the proposed |
Thank you! I think I will need to learn more about how tone mapping is implemented for an HDR display, my steps 1-3 above do not feel quite correct to me now. But that is probably outside scope here. Availability of What does the "display" term in Footnotes
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The display qualifier emphasizes that the component signals are display-referred, i.e., R = G = B = 1 means 203 nits on the Rec. 2100 reference display. |
In the use cases and examples described by the "Canvas High Dynamic Range" proposal, I'm mostly reading descriptions of how to display existing HDR content, such as images and video. Use of the proposal for image formation in computer-generated imagery (CGI) and physically-based rendering (PBR) is not explicitly discussed. Consider a mixed 3D scene with various objects and light sources, resulting in an image that benefits from wider dynamic range.
Is this roughly an intended workflow for such applications?
mode = 'default'
, pixel values in closed domain [0,1] sRGBmode = 'extended'
, sRGB, pixel values in open domain [0, ∞] sRGBDoes this seem correct? In particular, I assume such an application will often want to avoid having a generic tone map performed by the platform or display device, as in the
rec2100-pq
andrec2100-hlg
cases? Is it possible to output to a wider color gamut like P3, without enabling one of these two HDR color spaces? I only see extended sRGB discussed here, not extended Display P3, and do not know if there are active plans to bring Display P3 to WebGL.1 Definitions:
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