HDR in der Live-Produktion - Von der Kamera bis zu einem HDR / SDR kompatiblen Workflow - TU Ilmenau
←
→
Page content transcription
If your browser does not render page correctly, please read the page content below
HDR in der Live-Produktion Von der Kamera bis zu einem HDR / SDR kompatiblen Workflow Klaus Weber Principal Camera Solutions & Technology
Agenda • UHD Options & Challenges – More Pixel – Better Pixel – Better Colors • HDR in Live Production – HDR Standards – HDR Workflows • Summary
UHD Options & Challenges • UHD = a large palette of options to choose from: – More Pixels • 4K resolution • 8x more bandwidth than HD – Better Pixels • High Dynamic Range • Larger contrast in a given signal range – Better Colors • Extended Color Gamut • New (incompatible) mapping of colors
UHD Options & Challenges – More Pixels • 4K resolution – 8x more bandwidth than HD 12G 3G 2160p 1.5G 1080p 1080i • 4K requires much more resources than HD – 4x 3G channels in routers, switchers, servers, etc. • Sensitivity – 4-times smaller UHD pixel collect 4-times less photons as HD pixels • If same technology applied at least two f-stop lower sensitivity
UHD Options & Challenges – 4K and lens diffraction • Light rays passing through a small aperture will begin to diverge and interfere with one another – This becomes more significant as the size of the aperture decreases, but occurs to some extent for any aperture or concentrated light source Large Aperture Small Aperture • Why does it matter more in 4K acquisition? – In 4K acquisition the resolution loss hurts two F-stops earlier than in HD!
UHD Options & Challenges – 4K and lens diffraction 5µm pixel Acceptable performance Optimal performance Optimal performance Native HD F8.0 F4.0 F2.0 Poor performance Acceptable performance Optimal performance 2.5µm pixel Native 4K
UHD Options & Challenges – 4K and lens diffraction Optical Resolution LP/mm Focus aberration limit (HD) Focus aberration limit (4K) 4K HD 500 250 400 200 HD Point of maximum lens resolution 4K 300 150 200 100 Desired resolution Diffraction limit (HD) 100 50 Diffraction limit (4K) 2 4 6 8 10 12 14 16 ‘sweet range,’ 4K Aperture in f-stops ‘sweet range,’ HD
UHD Benefits – More Pixels • 4K resolution – Future proof solution – Support the trend towards larger screen sizes
UHD Options & Challenges – Better Colors • Extended Color Gamut – New mapping of a larger color volume CIE 1931 = Visible colors Pointer’s Gamut = Natural colors BT.709 = HDTV standard gamut • BT.709 HDTV standard does NOT support DCI P3 = Cinema standard gamut BT.2020 = UHD standard gamut capabilities of latest display technology – Current standard is still based on CRT displays • With the new BT.2020 nearly all natural colors can be reproduced – With BT.709 only about 69% can be reproduced • But BT.709 and BT.2020 are NOT compatible with each other – Conversion between the different color volumes is a must, but not trivial
UHD Benefits – Better Colors • Extended Color Gamut – Support of the larger color volume supported by the latest television screens • Higher saturated colors can be reproduced without clipping • More natural color reproduction possible BT.709 versus BT.2020
HDR in Live Production
Why HDR - For Artistic Reasons • High scene contrasts are often requested by the production
Why HDR - For Live • High contrast scenes are most challenging in live broadcast applications – Lighting conditions are typically not under our control – Pictures must be perfect at all times and can’t be ‘fixed in post’
Camera-to-Display Transfer Functions OOTF Distribution OETF EOTF • OETF => Opto-Electronic transfer function => Camera transfer function • EOTF => Electro-optical transfer function => Display transfer function • OOTF => Opto-Optical transfer function => Artistic or rendering intent
Camera-to-Display Transfer Functions - SDR OOTF Distribution OETF EOTF
HDR Standards - Status • Two HDR curves are standardized worldwide for: – Production – Distribution – Presentation • SMPTE 2084 / PQ • Hybrid Log Gamma / HLG
HDR Solutions – BBC/NHK Hybrid Log-Gamma In the upper half the signal is mapped in a logarithmic curve The lower half of the HLG signal is close to a regular gamma curve Source: BBC To a SDR monitor the HLG signal look like a regular signal where the knee point is set to a very low level
HDR Solutions – SMPTE 2084 (Dolby PQ) • PQ use available bid depth following human eye sensitivity – The Barten ramp describe the eye sensitivity seeing level differences • Whatever the bid depth is PQ use it in the most optimum way delivering the selected dynamic range – Up to 10.000 nits peak white are supported – 10 bit end-to-end are required as minimum
HDR Standards – Requirements / PQ & HLG • HLG offer more headroom in the darker parts of the image – But in some of the brighter parts it is even more on the “wrong side” – Does offer less dynamic range than PQ means its less future proof • Conversion from one curve into the other add the weak points of both to each other – Any HDR workflow must avoid any unnecessary conversion
Why a native OETF should be used • How applying artistic controls in HDR
Why a native OETF should be used Camera System Imaging Processing Transmission RGB linear in 14-16 bit RGB in 34 bit YCrCb in 10 bit 16.384-65.536 17.179.869.184 1.024
HDR Workflows – Parallel SDR & HDR workflow • Native SDR and HDR signals delivered simultaneously by the camera and processed independently from each other – Highest flexibility • Allow optimizing SDR & HDR images independent from each other – Double workflow require more resources and add complexity to the production • Might not be acceptable on longer term
HDR Workflows – Adopted film workflow • What is a film workflow? “Capture and record everything what might be needed in post” – In live the time between light reaching the imagers and the signal gets “On Air” is typically less than 100 msec – Live workflows currently support 10 bit signal only • Conversion from one 10 bit signal into another 10 bit signal reduces the performance of the signal
HDR Workflows – HDR workflow with SDR conversion • Native 10 bit HDR signals from camera through the production – For uncompromised HDR image quality – SDR images are derived by down-mapping the HDR contend • Require a dependable high quality conversion which can be done with dynamic or with static down-mapping • Both have their strength and their limitations – Providing an efficient and future proof live workflow
HDR Workflows – HDR workflow with SDR conversion • Type of down-mapping define how shading need to be done
What are the challenges producing HDR? • In most cases quite a large number of up- and down-mappers are required – Requirements must be carefully calculated upfront to avoid any shortage
What are the challenges producing HDR? • Lessons learned from test productions completed since 2014 * – European Athletics Championships Zurich - August 2014 • First live HDR recordings in PQ/1080p – Moto GP Final Valencia - November 2014 • First multi camera test in PQ/1080p – Woman World Cup Soccer Vancouver - June 2015 • Comparing 4K SDR and 1080p in HDR – Formula 1 several tests during 2016/2017 • 1080p, 4K, SDR, HDR, etc. – LA Dodgers Baseball Los Angeles - August 2017 • Live production in HLG/1080p with dynamic down-mapping – Cinderella Ballet at Sadler Wells London - December 2017 • 4K PQ/HLG under extremely challenging lighting conditions – Red Bull Crashed Ice Saint Paul - January 2018 • Live production in HLG/1080p with SDR static down-mapping * Selected events only
Summary - Understanding HDR, WCG & Workflows • UHD has a large palette of options to choose from • HDR (including WCG) is a major topic and for good reasons – Much improved viewer experience independent from the screen size • Different HDR workflow are available and all their strength and weaknesses – Full parallel HDR / SDR workflows – HDR/SDR workflow using conversion • Adopted Film Workflow • Native HDR conversion to SDR
You can also read