Steve Yedlin Enlightens Us All

“Next distinguished cinematographer Steve Yedlin ASC enlightened us all on the subject of HDR. Among the key takeaways were that the whole notion that the SDR version has to look totally different than the HDR version is wrong. Depending what the scene is, there may be no difference between SDR and HDR. Being able to... Continue Reading →

Kelly’s HDR Flip-Flop

Prior to coming in contact with HDR-loathing Steve Yedlin, Cullen Kelly used to be a leading vocal proponent of HDR imaging. Since aligning with Yedlin, he’s done an about-face. Before Yedlin HDR represented a seismic shift in how we approach imaging. It was a new language: “the move to HDR is as significant as any... Continue Reading →

Charles Poynton: “HDR Is SDR”

I’ve documented time and again how Charles Poynton is willing to embellish the truth to push his narrative, and this time is no different. During an episode of the Color Mentor podcast [1], Charles Poynton insists that cinema audiences can’t handle BT.2020 colors; that there’s an industry trend of "bigger, brighter, and more colorful" driven... Continue Reading →

Charles Poynton: BT.2020 Historical Revisionism 

Charles Poynton has repeatedly stated that Dr. Kenichiro Masaoka - the developer of BT.2020 - intended the wide color gamut standard solely as a container, not as a mastering color space. The evidence shows otherwise. Masaoka’s correspondence, published papers and presentations show that BT.2020 was engineered as a forward-looking mastering color space, contingent on emerging... Continue Reading →

PQ ST 2084 Is Not Log

In Debunking “HDR”, Steve Yedlin says, “it doesn't matter what the curve shape is as long as you know what the curve shape is.” Yet he has no idea what PQ is, who developed it, or why.  He mislabels PQ as logarithmic: “And by the way the shape of this curve this logarithmic curve used... Continue Reading →

PQ ≠ HDR10 ≠ BT.2100

Yesterday I looked at the SDR section of Practical HDR and Wide Color Techniques in Gran Turismo SPORT [1] and pointed out several instances where color gamut, OETFs/EOTFs, and standards were conflated. The HDR section of the presentation exhibits a similar pattern, this time treating HDR formats, transfer functions, and complete television-system recommendations as though... Continue Reading →

Shocker: 88% of the Most Impactful HDR Console Games Require Little or No Adjustment

https://youtu.be/lHfNKoTFAzU?si=knqbowbTgIlOmB9m That’s right! Provided (a) you’ve got a calibrated 1000-nit HDR display, (b) you’ve spent all of 30 seconds performing console-level HDR calibration and (c) you game in a controlled viewing environment, dialing in the picture of the very best HDR games could not be simpler. Half of the games listed are virtually plug-and-play. Findings... Continue Reading →

HDR Is Simultaneous, Not Segregated

Timothy Lottes's attempt to rebrand black-level improvements as "contrast feel" while reducing HDR to a one-dimensional "peak white feel" reveals a fundamental misunderstanding of the technology and its perceptual basis. He splits HDR into two sides, when in reality, HDR is defined as the expansion of both ends of the spectrum simultaneously. Contrast vs. Black... Continue Reading →

You Can’t Invert Starry Night (ACES 2.0)

ACES 2.0’s goal of “invertibility” to make HDR match SDR is philosophically flawed. It leads to compromised image quality and enables a workflow where creatives avoid engaging with HDR.  Invertibility In 2024, the ACES Project Co-chair announced a breakthrough—ACES 2.0 was finally “invertible”: “the number one item that we collected during our 'listening tour' was... Continue Reading →

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