blog

git clone https://git.ce9e.org/blog.git

commit
f1cfd10c1a605d3790d97028e9c40b4b13a9feb9
parent
c750e26c7e5021107e88b9c72940524bf2dbc2d3
Author
Tobias Bengfort <tobias.bengfort@posteo.de>
Date
2025-08-10 14:29
tweaks

Diffstat

M _content/posts/2025-06-23-loudness/index.md 4 ++--
M _content/posts/2025-07-18-hdr/index.md 27 +++++++++++++++------------

2 files changed, 17 insertions, 14 deletions


diff --git a/_content/posts/2025-06-23-loudness/index.md b/_content/posts/2025-06-23-loudness/index.md

@@ -6,7 +6,7 @@ description: "Dialogue in a movie is barely audible, but explosion are far too l
    6     6 ---
    7     7 
    8     8 You know the situation: Dialogue in a movie is barely audible, so you turn the
    9    -1 volume all the way up. The next scene has an explosion and your ears explode.
   -1     9 volume all the way up. The next scene has an car crash and your ears explode.
   10    10 
   11    11 To prevent this, there are algorithms to normalize loudness. I wasn't really
   12    12 interested in reading everything there is to know about loudness normalization
@@ -249,7 +249,7 @@ RLB performs even better than that.
  249   249 
  250   250 In addition to the frequency weighting curve, ITU-R BS.1770-S also specifies an
  251   251 algorithm to calculate "gated" loudness. In this version, power is calculated
  252    -1 as the average over many small chunks. Chunks that are too quite are ignored.
   -1   252 as the average over many small chunks. Chunks that are too quiet are ignored.
  253   253 
  254   254 On top of this, [EBU Tech
  255   255 3341](https://tech.ebu.ch/files/live/sites/tech/files/shared/tech/tech3341.pdf)

diff --git a/_content/posts/2025-07-18-hdr/index.md b/_content/posts/2025-07-18-hdr/index.md

@@ -17,8 +17,8 @@ were referring to the wider goal of having more details in shadows and
   17    17 highlights. A higher dynamic range is one piece of the puzzle, but not all of
   18    18 it.
   19    19 
   20    -1 In this post I will explore of some of the other changes that contribute to
   21    -1 that goal.
   -1    20 In this post I will explore some of the other changes that contribute to that
   -1    21 goal.
   22    22 
   23    23 ## More Bits
   24    24 
@@ -84,12 +84,12 @@ game engines produce an extremely high dynamic range).
   84    84 One option is to clip everything that cannot be displayed to the target space.
   85    85 Since clipping individual channels might change the hue, sometimes people opt
   86    86 to reduce the saturation instead. Another option is to shrink down the entire
   87    -1 space until it fits.
   -1    87 color space until it fits.
   88    88 
   89    89 Which option you choose depends on your specific use case. [ICC
   90    90 profiles](https://www.color.org/icc_specs2.xalter) (a file format for
   91    91 conversion between color spaces) therefore can contain multiple mappings with
   92    -1 different rendering intents.
   -1    92 different *rendering intents*.
   93    93 
   94    94 A special kind of tone mapping is *local tone mapping*, where the mapping is
   95    95 different depending on context. For example, a dark pixel in a bright area of
@@ -110,6 +110,9 @@ only take power away from users, it would also disregard the huge influence
  110   110 that viewing conditions have on human sight. If anything, we need more options
  111   111 for personalization, not less.
  112   112 
   -1   113 I am not entirly sure if this is really what the authors of that specification
   -1   114 had in mind though.
   -1   115 
  113   116 ## Scene-to-Scene differences
  114   117 
  115   118 [ITU-R BT.2390](https://www.itu.int/pub/R-REP-BT.2390/) mentions that a higher
@@ -122,17 +125,17 @@ the next bright scene arrives.
  122   125 
  123   126 ## Is any of this relevant?
  124   127 
  125    -1 A lot of work is currently being put into supporting HDR across the stack. On
   -1   128 A lot of work is currently being put into supporting HDR. On
  126   129 the hardware side we need cameras that can capture more details and screens
  127   130 that can display them. On the software side we need support for different color
  128    -1 spaces across the stack. Many image and video formats have already added that,
  129    -1 [CSS color Level 4](https://www.w3.org/TR/css-color-4/) brings more color
  130    -1 spaces to the web, and Wayland also recently gained a [color management
   -1   131 spaces across the stack. Many image and video formats have already been
   -1   132 adapted, [CSS color Level 4](https://www.w3.org/TR/css-color-4/) brings more
   -1   133 color spaces to the web, and Wayland recently gained a [color management
  131   134 protocol](https://wayland.app/protocols/color-management-v1).
  132   135 
  133   136 While I think that it is nice to have the option of a higher dynamic range and
  134   137 a wider gamut (especially during production), sRGB is fine for most
  135    -1 everyday activity. Adding color management across the stack adds a whole lot of
   -1   138 everyday activity. Adding color management everywhere adds a whole lot of
  136   139 complexity.
  137   140 
  138   141 What I would like to see is better images and more personalization. What I fear
@@ -140,7 +143,7 @@ we will get is less personalization and more scene-to-scene differences.
  140   143 
  141   144 ## Further Reading
  142   145 
  143    -1 -   The wayland ecosystem collected some information around HDR, among them a [list of all relevant specification](https://gitlab.freedesktop.org/pq/color-and-hdr/-/blob/main/doc/specs.md).
  144    -1 -   [SMPTE RP 177](https://pub.smpte.org/pub/rp177/rp0177-1993_stable2010.pdf) explains how calculate a conversion matrix from primaries and white point
   -1   146 -   The Wayland ecosystem collected some information around HDR, among other things a [list of all relevant specification](https://gitlab.freedesktop.org/pq/color-and-hdr/-/blob/main/doc/specs.md).
   -1   147 -   [SMPTE RP 177](https://pub.smpte.org/pub/rp177/rp0177-1993_stable2010.pdf) explains how to calculate a conversion matrix from primaries and white point.
  145   148 -   The kernel documentation has a surprisingly good [explanation of color spaces](https://www.kernel.org/doc/html/v4.9/media/uapi/v4l/colorspaces.html).
  146    -1 -   Matt Taylor has a good [article on tone mapping in games](https://64.github.io/tonemapping/) with lots of screen shots for comparison.
   -1   149 -   Matt Taylor has a good [article on tone mapping in games](https://64.github.io/tonemapping/) with lots of screen shots.