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

Ken Russell [email protected]
Fri Jul 13 11:13:50 PDT 2018


Please do post to [email protected] . The folks working on HDR
support are on that list, but not on this one.

-Ken


On Fri, Jul 13, 2018 at 11:09 AM Javi Agenjo <[email protected]> wrote:

> 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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