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What is HDR, anyway?

lux.camera

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Re: What is HDR, anyway?

#331

Earlier quoted context omitted.

Hello indeed! > What is your use case? Retro video games? PC games? Movies? All of the above! The majority of my interest largely stems from the fact that for whatever reason, I am INCREDIBLY sensitive to sample and hold motion blur. Whilst I tolerate it for modern gaming because I largely have no choice, CRT's mean I do not for my retro gaming, which I very much enjoy. (I was very poor growing up, so most of it for…

> Outside of that, we have a "retro" corner in our home with a 32" trinitron. A 32” Trinny. Nice. I have the 32” JVC D-series which I consider my crown jewel. It’s for retro gaming and I have a laserdisc player but a very limited selection of movies. Analog baby. > Sadly though, as I get ready to take on a mortgage, it's likely most of my CRT's will be sold Mortgage = space. You won’t believe the nooks and crannies y…

> I have the 32” JVC D-series which

I would love one of these however I have never seen one in my country. Super jealous haha! The tubes they use apparently were an american made tube, with most of the JVCs that were released in my country using different tubes than those released in the US market.

That being said, I do own two JVC "broadcast" monitors that I love. A 17" and a 19". They are no D-series real "TV" but.

Re: What is HDR, anyway?

#333

Earlier quoted context omitted.

OK, so it doesn't mean real HDR but simulated HDR. Maybe when proper HDR support becomes mainstream in 3D engines, that problem will go away.

It's HDR at the world data level, but SDR at the rendering level. It's simulating the way film cannot handle real-life high dynamic range and clips it instead of compressing it like "HDR" in photography.

> Instead of compressing it like "HDR" in photography

That's not HDR either, that's tone mapping to SDR. The entire point of HDR is that you don't need to compress it because your display can actually make use of the extra bits of information. Most modern phones take true HDR pictures that look great on an HDR display.

Re: What is HDR, anyway?

#334
post #329

Earlier quoted context omitted.

I was old enough to see it as the passing fad it was. Niche, style points first kind of thing for sure. Meta: old enough that getting either a new color not intended, or an additional one visible on screen and having the machine remain able to perform was a big deal.

I missed the MDA/EGA/CGA/Hercules era and jumped right into glorious VGA. Only start options for some DOS-games informed you about that drama in the mid 90s not having any idea what that meant otherwise.

It is a fun era NOW. I love the pre VGA PC and earlier systems, like Apple 2, Atari. Am building a CGA system with a K2 CPU to go hacking on to see what was possible. I have, as do many, unfinished business :)

Back then, it was fun at times, bit was also limiting in ways sometimes hard to fathom ways.

Things are crazy good now, BTW. Almost anything is a few clicks away. The CRT is old, panels so damn good..

Re: What is HDR, anyway?

#335
post #262

Earlier quoted context omitted.

https://www.realtimerendering.com/blog/thought-for-the-day/ It's crazy that post is 15 years old. Like the OP and this post get at, HDR isn't really a good description of what's happening. HDR often means one or more of at least 3 different things (capture, storage, and presentation). It's just the sticker slapped on advertising. Things like lens flares, motion blur, film grain, and shallow depth of field are mimicki…

> Things like lens flares, motion blur, film grain, and shallow depth of field are mimicking cameras and not what being there is like Ignoring film grain, our vision has all these effects all the same. Look in front of you and only a single plane will be in focus (and only your fovea produces any sort of legibility). Look towards a bright light and you might get flaring from just your eyes. Stare out the side of a ca…

> Ugh. I will never understand the obsession this effect.

All of it (lens flares, motion blur, film grain, DoF, tone mapping, and exposure, frame rate) are artistic choices constrained by the equipment we have to collect and present it. I think they'll always follow trends. In my entire career following film, photography, computer graphics, and game dev the only time I've heard anyone talk about how we experience any of those things is when people say humans see roughly equivalent of a 50mm lens (on 35mm film).

Just look at the trend of frame size. Film was roughly 4:3, television copied it. Film started matting/cropping the frame. It got crazy with super wide-screen to where some films used 3 projectors side-by-side and most settled on 16:9. Then television copied it. Widescreen is still seen as more "filmic." I remember being surprised working on a feature that switched to Cinemascope's aspect ratio and seeing that was only 850 pixels tall--a full frame would be about twice that.

To me, high frame rate was always just another style. My only beef was with motion-smoothing muddying up footage shot at different frame rates.

Re: What is HDR, anyway?

#336
post #264

Earlier quoted context omitted.

Check out this old post: https://www.realtimerendering.com/blog/thought-for-the-day/ HDR in games would frequently mean clipping highlights and adding bloom. Prior the "HDR" exposure looked rather flat.

OK, so it doesn't mean real HDR but simulated HDR. Maybe when proper HDR support becomes mainstream in 3D engines, that problem will go away.

Right. Just like the article, HDR is too vague to mean anything specific and a label that's slapped onto products. In gaming, it often meant they were finally simulating light and exposure separately--clipping highlights that would have previously been shown. In their opinion, reducing the fidelity. Same with depth of field blurring things that used to not have blur.

Re: What is HDR, anyway?

#337
post #335

Earlier quoted context omitted.

> Things like lens flares, motion blur, film grain, and shallow depth of field are mimicking cameras and not what being there is like Ignoring film grain, our vision has all these effects all the same. Look in front of you and only a single plane will be in focus (and only your fovea produces any sort of legibility). Look towards a bright light and you might get flaring from just your eyes. Stare out the side of a ca…

> Ugh. I will never understand the obsession this effect. All of it (lens flares, motion blur, film grain, DoF, tone mapping, and exposure, frame rate) are artistic choices constrained by the equipment we have to collect and present it. I think they'll always follow trends. In my entire career following film, photography, computer graphics, and game dev the only time I've heard anyone talk about how we experience any…

The problem is that it just doesn't work on modern, fast displays. Without motion smoothing on a fast and bright screen, 24fps/30fps goes from "choppy" to "seizure inducing and unwatchable". Older sets would just naturally smooth things out.

Even on my LCD TV, smooth motion like credits at certain speeds are extremely uncomfortable to look at at these frame rates.

I consider it borderline irresponsible to continue using these framerates, forcing users into frame interpolation and horrible artifacts, a decision the manufacturer might even have made for them. 120 Hz is finally becoming the norm for regular content (with monitors going to 500+ nowadays), we should at least be able to get to 60 Hz as the lower bound for regular content delivery.

Going further down for artistic value, e.g. for stop motion or actual slide shows is less of a problem in my opinion. It is not as disturbing, and if regular content was appropriately paced there would be no need for interpolation to mess with it...

> Just look at the trend of frame size.

Frame size is different from the other parameters, as it is solely a physical practicality. Bigger is better in all directions, but a cinema screen needs to fit in the building - making a building much taller is less economical than making it wider, and making it whatever it isn't right now adds novelty.

The content needs to be made for the screen with the appropriate balance of periphery and subject to not be completely wrong, so screen technology and recording technology tends to align. Economy of scale causes standardization on lenses and image circles, and the choice of aspect ratio within that circle on the film, forming a feedback loop that enforces the parameters for almost all content.

If some technology somewhere else in the stack causes a change, some will follow for the novelty but others will simply follow the reducing cost, and soon all content aligns on the format, and the majority of home TV sets will be shaped to fit the majority content it can receive.

Re: What is HDR, anyway?

#338
post #327

Earlier quoted context omitted.

You opened this thread arguing that Ansel Adams didn't "use HDR." I linked you to a seminal research paper which argues that he tone mapped HDR content, and goes on to implement a tone mapper based on his approach. This all seems open and shut. > I’m happy to rescind my critique about Ansel Adams Great, I'm done. > and switch instead to pointing out that “HDR” doesn’t refer to the range of the scene Oh god. Here's th…

Hehe outside is “HDR content”? To me that still comes off as confused about what HDR is. I know you aren’t, but that’s what it sounds like. A sunny day has a high dynamic range for sure, but the acronym HDR is a term of art that implies more than that. Your article even explains why. Tone mapping doesn’t imply HDR. Tone mapping is always present, even in LDR and SDR workflows. The paper you cited explicitly notes the…

> Hehe outside is “HDR content”? To me that still comes off as confused about what HDR is.

"Surprisingly, daytime shots with high dynamic range may also suffer from lack of light."

That's from, "Burst photography for high dynamic range and low-light imaging on mobile cameras," written by some of the most respected researchers in computational photography. It has 342 citations according to ACM.

I'm still waiting for a link to your papers.

> Tone mapping doesn’t imply HDR.

https://en.wikipedia.org/wiki/Tone_mapping

First sentence: "Tone mapping is a technique used in image processing and computer graphics to map one set of colors to another to approximate the appearance of high-dynamic-range (HDR) images in a medium that has a more limited dynamic range."

> Why did you make the incorrect and obviously silly assumption that I was suggesting a camera’s aperture changes the outdoor scene’s dynamic range rather than what I actually said, that it changes the exposure?

Because you keep bumbling details like someone with a surface level understanding. Your replies are irrelevant, outdated, or flat out wrong. It all gives me flashbacks to working under engineers-turned-managers who just can't let go, forcing their irrelevant backgrounds into discussions.

It's cool that you studied late 90s 3D rendering. So did I. It doesn't make you an expert in computational photography. Please stop confusing people with your non-sequiturs.

Re: What is HDR, anyway?

#339
post #327

Earlier quoted context omitted.

Hehe outside is “HDR content”? To me that still comes off as confused about what HDR is. I know you aren’t, but that’s what it sounds like. A sunny day has a high dynamic range for sure, but the acronym HDR is a term of art that implies more than that. Your article even explains why. Tone mapping doesn’t imply HDR. Tone mapping is always present, even in LDR and SDR workflows. The paper you cited explicitly notes the…

> Hehe outside is “HDR content”? To me that still comes off as confused about what HDR is. "Surprisingly, daytime shots with high dynamic range may also suffer from lack of light." That's from, "Burst photography for high dynamic range and low-light imaging on mobile cameras," written by some of the most respected researchers in computational photography. It has 342 citations according to ACM. I'm still waiting for a…

What does the lack of light quote prove? That’s a statement about color resolution, not range, and it uses “high dynamic range” and not “HDR content”. I think you’ve missed my point and are not listening.

Yes tone mapping is used on HDR images. It just doesn’t imply HDR. SDR gamma is tone mapping, for example, which the Wikipedia link you sent explains. Your claim is that Adams use of tone mapping is evidence that he is capturing “HDR content”. The paper you sent doesn’t use that language, it doesn’t ever say Adams was doing tone mapping, it says they develop a tone mapping method inspired by Adams’ zone system that extends the idea into higher dynamic range.

You’re using your own misunderstanding and mis-interpretation of my comments as evidence that they’re wrong. Hey I totally might be wrong about a lot of things, and sure maybe I’m completely non-sensical, but you certainly haven’t convinced me of that. I haven’t had trouble speaking with other people about HDR imaging, people who are HDR experts. All I’m getting out of this so far is that some people react very badly to any hint of critique.

From my perspective, I’m also only hearing bumbling errors, errors like that HDR is an adjective, that LDR doesn’t exist and nobody uses it, that using “range” is incorrect when I say it but not when you do and “window of luminance values” is better, and that Ansel Adams was doing HDR imaging.

Ben, we’re having a bona-fide miscommunication, and I wanted to fix it but I’m failing, and it feels like you’re determined not to fix it or find any common ground. In another environment we’d probably be having a friendly, productive and enlightening conversation. I’m sure there are some things I could learn from you.

Re: What is HDR, anyway?

#340
post #134

Earlier quoted context omitted.

Maybe my response was part of the broader HDR symptom—that the acronym is overloaded with different meanings depending on where you're coming from. On the HN frontpage, people are likely thinking of one of at least three things: HDR as display tech (hardware) HDR as wide gamut data format (content) HDR as tone mapping (processing) ... So when the first paragraph says we finally explain what HDR actually means , it se…

> "The first HDR is the "HDR mode" introduced to the iPhone camera in 2010." Yeah, I had a full halt and process exception on that line too. I guess all the research, technical papers and standards development work done by SMPTE, Kodak, et al in the 1990s and early 2000s just didn't happen? Turns out Apple invented it all in 2010 (pack up those Oscars and Emmys awarded for technical achievement and send'em back boys!…

This post is written for people who have heard "HDR" and feel confused. That introduction lists two types of HDR people might think about. "The first" means "the first of two types we're going to explain," not "the first research in the chronological history of HDR."
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