Publications and Data
HDR Guidelines
- Always monitor what you are shooting for the intended distribution dynamic range on set (with some degree of error allowed, of course.) Details may go unseen which could make the captured images unusable for an HDR version.
- Choose a single hero format to light and shoot for - don't bake a compromise between the two into the source material. The material can be often be adapted appropriately for all other delivery formats by a skilled colorist.
- Over-use of image highlights (occupying too much screen time or area) will dull the viewer’s sensitivity and lose the HDR effect. Properly shot, sparse specular highlights allow for a visually stunning use of the upper range.
- Tools which are not developed with the format in mind can often have their functionality broken by HDR material. Consult with technology developers on whether their products were significantly tested with HDR workflows.
- Proof content on a range of display technology types as their varying capabilities may impact creatively relevant image details.
- Perform individual grades for HDR and SDR to maximize benefits of each, then masters for intermediate ranges can be generated by blending between these approved image states. Automatic conversion techniques implemented by content distributors or within display devices should not be trusted to preserve your artistic intentions.
More detailed descriptions of the work conducted for the project, as well as contact info for sourcing the HDR footage shot throughout the project can be found here: https://www.upf.edu/web/hdr4eu/publications. For the case of many challenges listed throughout the document, project partners already offer developed solutions. Their respective websites can be found here: https://www.upf.edu/web/hdr4eu/participants.
While we hope readers find these guidelines helpful, we acknowledge that the best way to learn how to create excellent HDR imagery is through hands-on experimentation. We strongly encourage the reader to produce their own HDR content and play a part in defining the medium.
Final Dissemination Showcase
While the visual impact and the heightened realism of HDR imagery work spectacularly well if used carefully, it also shows the dangers of ignoring the need for multiple versions for distribution. Critical HDR monitoring during the shoot is important for taking full advantage of the camera’s high dynamic range.
The video addresses the Directors of Photography and other content creators and helps building confidence in shooting for HDR by being open about the potential difficulties.
The video addresses the large community of not-yet-professionals and shows how a new generation of content creators can get familiar with HDR, explore its advantages and build confidence in the underlying technology.
The video presents this genuinely groundbreaking academic research with clear visual examples in an understandable form, showing both the relevance of this research for the practical implementation of HDR tools as well as the further understanding of how we perceive and decode colour information in response to different viewing environments.
The research has been submitted for publication in the relevant academic vision science publications and is bound to find interest well beyond the specific field of HDR content creation and consumption.
In turn this required a re-write of the internal rendering engine, introducing more photorealism and physics based rendering even for SDR workflows. The support of the HDRE file format developed by UPF for 3D assets shows close integration between partners. The inclusion of an automatic exposure control tool as well as an eye-adaptation tool show the application of the project academic research in the commercial product.
The video addresses the broadcast market, which is pushing for practical and productive solutions in the area of live-action virtual studio production. With Brainstorm working in close cooperation with its clients, industry acceptance and adoption will follow.
Technical Shootings
During the course of the project 3 technical shootings were performed with the objectives of:
- Capturing technical content for testing and validation of the HDR tools and pipeline.
- Providing suitable solutions for the ‘on-set’ visualisation of the captured material.
1. Initial HDR Technical Shooting: S&M and all partners suggested to ARRI a list of content to be captured that would later be used for testing techniques, creating exemplary content and evaluation of the HDR tools and pipeline. The shooting was done with provided equipment and resulted in test material for various applications of HDR, such as: Scenic productions, Documentary, Sports, Stage shows and concerts.
2. Enhanced HDR Technical Shooting: The second technical shooting allowed partners to shoot content using their enhanced HDR tools already developed by the project. The shot footage was a combination of:
- Similar content to the initial shoot so that qualitative validation could be performed as part of the enhanced HDR pipeline.
- New content that would allow demonstration/validation of the new tools.
S&M and all partners suggested to ARRI a complete list to shoot during this second phase of the project and the footage allowed S&M to do their benchmark evaluation.
3. Production Shooting: The final shoot was an actual production in which S&M engaged with one of its clients to arrange on-set access so that the tools would be used in a proper production environment. This allowed the footage to subsequently be used for further validation and demonstration of the HDR pipeline and tools. S&M used the captured footage as part of their Global Professional Validation.
*To download data from the technical shootings please contact [email protected]
Scientific Publications
- M. Bertalmío. Vision models for High Dynamic Range and Wide Colour Gamut imaging. Academic Press - Elsevier, 2019.
Project Deliverables
D1.1 - UPF - Project Handbook and Quality Plan
D1.2 - UPF - Self-Assessment Plan
D2.1 - ARRI - Initial Captured Material
D2.2 - ARRI - Enhanced Captured Material
D2.3 - S&M - Production captured material
D2.4 - UPF - Real-time tone mapping in a reference environment
D2.5 - ARRI - Real-time HDR to SDR conversion in a generic viewing environment
D2.6 - ARRI - FPGA Implementation and verification in camera
D3.1 - FL - Internal Demonstration of Initial Pipeline Tools
D3.2 - FL - Report leading to integrated demonstration
D3.3 - FL - Final Report on personalized ability of tools
D3.4 - UPF - Non real-time tone mapping and inverse tone mapping in a reference environment
D3.6 - UPF - Personalization for viewer preference and numerical optimization for Delivery
D4.1 - BRA - Report on the Initial eStudio HDR graphics engine
D4.2 - BRA - eStudio HDR graphics engine initial version BRA
D4.3 - BRA - Personalization for viewer preference and numerical optimization for Delivery
D4.4 - UPF - Demonstrator interactive web implementation
D4.5 - UPF - Demonstrator collaborative web tool
D4.6 - UPF - Final implementation of collaborative web tool
D5.1 - BARCO - 1st pre-series production unit for light steering projection technology demonstration
D5.2 - BARCO - 2nd pre-series production unit for light steering projection technology demonstration
D5.3 - UPF - Real-time inverse tone mapping in a reference environment
D5.4 - UPF - Real-time SDR to HDR conversion in a generic viewing environment
D5.5 - UPF - Personalization for viewer preference and numerical optimization for Visualisation
D6.1 - S&M - Recommendation Report for enhanced HDR content capture
D6.2 - S&M - Impact Validation Report for effective HDR material processing and visualisation
D6.4 - UPF - Optimal system gamma
D6.5 - UPF - Pre-compensation of induction effects
D6.6 - UPF - Personalisation considering illuminant colour in viewing environment
D6.7 - UPF - Personalisation considering individual preference
D7.2 - FL - Initial Market Impact Plan
D7.3 - UPF - Data Management Plan
D7.4 - FL - Interim Exploitation Plan
D7.5 - FL - Dissemination Showcase