High Dynamic Range and Wide Gamut Color on the Web
DRANK

IntroductionThe initial commercial application of Color Science (principally colorimetry, rather than color appearance modelling) to the reproduction of color was concerned with surface colors such as painted or printed objects, lit by a single illuminant. The achievable luminance range was thus constrained to the luminance of a perfect diffuse reflector (practically, an unprinted sheet of good paper) at the high end, and the densest printed or painted black that could be achieved without the paper tearing or deforming, at the darkest end. This produced luminance ranges from as low as 20:1 to as high as 90:1 (Fairchild, p.399 [[Fairchild-CAM]]). The achievable Chroma range was also limited by the vibrancy of mass-produced paints and inks, and the prohibitive cost of using additional spot colors to extend the gamut.Self-luminous displays, in that commercial environment, were primarily used at low luminances for soft proofing of an eventual printed product, and were intended to replicat…

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1 comments
  • 以前からWeb3DでもHDR (SDRに丸めるのでなくHDR10的な)をやりたかったのですが、様々な点で時期尚早と感じていました。
    改めて調べてみると、標準化活動としてはColorWeb-CGというW3C Draftの動きがあるようです。
    WebGLは7章、WebGPUは8章で言及があります。雰囲気的にWebGL世代では諦め、WebGPU以降から検討したいようですね。ただ、今のところColorWeb-CGサイドの方がモチベーションが高く、WebGPUコミュニティーではまだそれほどではないようです(WebGPU自体の策定でまだそれどころではないのでしょう)。
    8.1でGithub Issue(ColorWeb-CG)へのリンクがあります
    https://github.com/w3c/ColorWeb-CG/issues/8

    まともなHDR表現のためには、単に最終カラーバッファがRGB10bitなだけではなく、出力・入力までの色空間及び変換のカラーマネジメントが欠かせません。まだまだ先は長そうですね。