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Bringing Wide Color to Instagram

engineering.instagram.com

11–20 of 121 posts

Re: Bringing Wide Color to Instagram

#13

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

Do you know why that is the case? Do Android devices project the Display P3 color space into the sRGB color space?

Re: Bringing Wide Color to Instagram

#14

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

Can't see the logo on OSX Sierra on my 2014 MacBook Pro Retina 13in.

Can see on my 2016 MBP Touchbar 15" w/Sierra

Re: Bringing Wide Color to Instagram

#16
post #2

Here if anyone has questions on the implementation or such.

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.

Re: Bringing Wide Color to Instagram

#17
post #2

Here if anyone has questions on the implementation or such.

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?

Good q. All of it is still Objective C and C++; there's a few blockers to starting to move to Swift, including the relatively large amount of custom build + development tooling that we and FB have in place.

Re: Bringing Wide Color to Instagram

#18
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.

Instead of fixing the horrible JPEG encoding can you please add support for webp? It's quite a bit smaller and well supported with polyfills since it's just a single vp8 frame

Re: Bringing Wide Color to Instagram

#20

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

Good to know--I didn't run it through my Pixel. Some devices will do a relative projection from Display P3 to sRGB, which means that it will look "relatively" like it would in Display P3 but projected onto the sRGB color space.

Edited to add: and some other ones are doing something even less fancy, which is just to ignore the color profile entirely and just assume sRGB and display it incorrectly, taking for example what would have been the maximum red point for Display-P3 and making it the maximum red point in sRGB.

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