[Public WebGL] Rendering to HDR displays (10bits per color component)

Javi Agenjo [email protected]
Fri Jul 13 11:07:42 PDT 2018


Thanks Ken!, great news then, I will keep an eye on the status.

Cheers

On Fri, Jul 13, 2018 at 7:36 PM, Ken Russell <[email protected]> wrote:

> Yes! There's work underway to support an HDR back buffer for the WebGL
> rendering context. The current proposed API is here:
> https://github.com/WICG/canvas-color-space/blob/master/
> CanvasColorSpaceProposal.md
>
> Color spaces and profiles are a complex topic (and I'm no expert) but my
> understanding is that the initial switch is to be able to allocate a
> float16 back buffer for WebGL. The browser will then assume responsibility
> for presenting that to the screen. The colorspace will, I think, be
> extended sRGB.
>
> I've heard from a co-worker who's actively working in this area that they
> have HDR output coming out of WebGL on an HDR monitor.
>
> Not sure of the standardization / shipment status of this. To understand
> the current status in Chrome, please sign up for this group and post to it:
> https://groups.google.com/a/chromium.org/forum/#!forum/graphics-dev
>
> -Ken
>
>
>
> On Thu, Jul 12, 2018 at 2:48 AM Javi Agenjo <[email protected]> wrote:
>
>> Hi:
>>
>> Now that Chrome supports HDR video rendering (in Windows 10) with 10bits
>> per color (using the VP9 Profile 2 10-bit) I was wondering if there would
>> be any changes that we can instantiate a WebGL Context that has more than
>> 8bits per color component, now that HDR displays are starting to roll out
>> commercially.
>>
>> Sorry if this topic has been brought before or if this feature is already
>> supported, but I did my research and couldnt find anything.
>>
>> Thanks
>>
>>
>>
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