Live data from Hacker News

Bringing Wide Color to Instagram

engineering.instagram.com

101–110 of 121 posts

Re: Bringing Wide Color to Instagram

#101
post #9

Note that the red test image is only valid for iOS devices, since in Android you can see the Instagram logo even though it doesn't support wide color

Yes, was a bit confused when I opened the image on my ancient work computer (Windows, old Dell monitor) and could see the logo clearly. Interestingly, Chrome refused to display the image despite it nominally being a PNG, and I had to open it via an external program. Dragging the window to my second monitor (different model) causes the logo to vanish (though I do feel like I see it for a split second on the second mon…

You are probably seeing the color management of monitor 1 in effect on monitor 2 while the window is less than halfway. Once it goes above half then monitor 2's color management takes over fully and it disappears.

Re: Bringing Wide Color to Instagram

#103

Earlier quoted context omitted.

Not necessarily on topic - but given your code samples are written in Objective-C, how much of your codebase is still in Objective-C and what's your opinion on porting it over to Swift?

The swift compiler is probably too slow for projects as large as instagram.

Peculiar this is being downvoted - compiler speed / reliability / support for incremental builds are all issues with large Swift projects. I've even see people go as far as splitting up their project into frameworks in order to bring build times below times as large as 10m and restore incremental compilation.

Re: Bringing Wide Color to Instagram

#104
post #36

Earlier quoted context omitted.

Since you brought up your Pixel: what is the point of adding something 1% of your customers maybe can see instead fixing that horrible horrible compression that makes uploads from android (80% world wide market share) look like crap? (Not an android user, I just want to figure out how a company of your size prioritises between bugs and features.)

> (80% world wide market share) Not of instagram user. Not of app users.

Well, given how Instagram has treated its android users can you blame them?

I've seen a number of SV companies releasing ugly and buggy android apss then use their lowering android user base as a proof that android users use like their services.

To be honest, things could be worse. You could be a tinder user in win phone...

Re: Bringing Wide Color to Instagram

#105
post #4
post #3

I did not know that Instagram was using OpenGL for processing. That's pretty neat, given the capabilities of OpenGL. I'm looking forward to seeing more filters with more lifelike Polaroid effects. But before that, could they not convert images to horribly encoded JPEGs? I get it, bandwidth and costs, but it's an image service that still drowns in its own... when it gets an image with strong reds and blues.

We started using OpenGL in 2011. Our CPU-based image filters used to take 4+ seconds with pixel-by-pixel manipulation, and now can render 30+ times per second. If you have some sample images where the current image pipeline is going wrong let me know and we can look into improving.

[deleted]

Re: Bringing Wide Color to Instagram

#106
post #4
post #3

I did not know that Instagram was using OpenGL for processing. That's pretty neat, given the capabilities of OpenGL. I'm looking forward to seeing more filters with more lifelike Polaroid effects. But before that, could they not convert images to horribly encoded JPEGs? I get it, bandwidth and costs, but it's an image service that still drowns in its own... when it gets an image with strong reds and blues.

We started using OpenGL in 2011. Our CPU-based image filters used to take 4+ seconds with pixel-by-pixel manipulation, and now can render 30+ times per second. If you have some sample images where the current image pipeline is going wrong let me know and we can look into improving.

I also went through that process with my app Picfx. Using OpenGL for filters is much quicker, the only downside I've found is being limited by the texture size, I did set up a way to process images in tiles but ultimately decided to just limit images to the texture size. Great info on the colour space, I'm sure it will be useful.

Re: Bringing Wide Color to Instagram

#107

When on Android? I also opened a bug on Android Bugtracker: https://code.google.com/p/android/issues/detail?id=225281 and it is marked as a small issue. On Android we are lacking color management and are only restricted to sRGB. Original Wide Gamut and P3 images look dull on Android devices. I also want good wide P3 colors and color management without buying an iPhone.

The canary image in the article displays fine on my S7

Re: Bringing Wide Color to Instagram

#108
post #67
post #2

Here if anyone has questions on the implementation or such.

"When we started this project, none of us at IG were deep experts in color." This is pretty astonishing to me. I always thought applying smartly designed color filters to pictures was basically Instagram's entire value proposition. In particular, I would have thought that designing filters to emulate the look and feel of various old films would have taken some fairly involved imaging knowledge. How did Instagram get…

Instagram value proposition is that other mostly young people use it.

Re: Bringing Wide Color to Instagram

#109
post #41

I'm not sure if this is different in the iPhone 7, but the 6S is pretty terrible at color representation in photos, specifically when dealing with neon lights. The iPhone tends to overexpose the neon light to make up for the surrounding being darker, so to get a 'decent' shot, I have to down the exposure by about 2/3 on the 'brightness' in the normal Camera app. But in general, it has a hard time showing as good of c…

That's more a problem of the camera and ISP and not color management and display.

meaning DSP (easy confused).
Post reply on HN