HDR clips & video feeds Sample Clauses

HDR clips & video feeds. Movies and video sources are more difficult to treat than the static images counterpart, given the myriad of formats and possible conversions required. This complexity is brought down by reducing the internal supported formats to the most performant ones, and supporting the most convenient conversion paths only. That is nevertheless a task hidden to the user and handled transparently by the engine. Image 17. Blackmagic HDR camera, used for development and testing. 5 The 10 bits per channel is actually 10 bits for the red, green and blue channels, plus 2 bits for the alpha, which are mostly used as padding and byte alignment. The half float and float representations are of 16 and 32 bits per channel respectively. In order to fully support HDR, enabling 10 and 16 bits per channel buffers was implemented, as commented on section 7.1. Also, the video system had to be extended in order to support encoding and decoding movies and video sources. Having lots of formats and layouts resulted in a great number of conversions and tests to be performed in order to comply with the wide range of video boards supported. Regarding clips, extra developments were carried out in order to guarantee that performance was not going to be affected by the HDR formats. In this regard, new decoding options were enabled, including extended support for GPU decoding, which was extremely valuable for 4K HDR clips, leveraging CPU for other graphic engine tasks. Also, video conversion tools were extended in order to provide HDR video transcoding specially tailored for real time playback.
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