Essential Guide: Practical High Dynamic Range Broadcast Workflows

HDR is taking the broadcasting world by storm. The combination of a greater dynamic range and wider color gamut is delivering images that truly bring the immersive experience to home viewers. Vibrant colors and detailed specular highlights build a kind of realism into broadcast productions that our predecessors could only have ever dreamed of.

This Essential Guide addresses HDR from the perspective of the HVS (Human Visual System) and discusses what makes HDR so immersive. From a technical viewpoint it explains why HDR is having such a massive positive impact on the industry. And from a creative angle it explains the intricacies of monitoring for any program maker looking to deliver the visual edge.

To completely understand how we can leverage the benefits of HDR we must look deep into the HVS to gain insight into exactly what we’re trying to achieve. At first this may seem obvious as we want to improve the immersive experience, but television, like all things engineering, is a compromise. Consequently, understanding the trade-offs between what we can achieve and what is required is critical to delivering the immersive experience.

Scene referred and display referred systems are considered in detail with real examples of screen brightness and how this effects the viewer. HLG and PQ are discussed along with their respective applications.

Providing practical insight, sponsors Telestream discuss how HDR workflows are addressed in broadcast workflows through real-life examples. Due to the differing screen brightness, comparing SDR and HDR images may not be as straightforward as it may first seem but Telestream demonstrate their working solution to address this.

Download this Essential Guide today if you are an engineer looking to understand and build HDR workflows or are a creative and need to get the best out of HDR.

Supported by

You might also like...

Predicting Editing Performance From Games And Benchmarks: Part 2

Computer game apps read compressed artificial world descriptions from a disk file. This artificial world is regenerated by the CPU and loaded into the GPU where it is displayed to the gamer. The gamer’s actions are fed back to t…

Color and Colorimetry – Part 8

The derivation of the famous CIE horseshoe was explained in the previous part in terms of a re-mapping or distortion of rg color space. The derivation is somewhat abstract because the uses of color science go far beyond the applications…

Audio Over IP Primer For Broadcast - Part 2

In Part 1 we introduced the benefits of Audio over IP and investigated some of the subtleties that make it the ideal choice for modern broadcast facilities. In Part 2, we look at the practicalities of making AoIP work in a real-time…

Why On-Camera Filters Still Matter

We live an era of immensely powerful post-production tools with advanced color-correction and software plug-ins to serve every conceivable function. We can routinely remove guy wires from scenes, change day to night, and add just the right amount of coral…

Sensors and Lenses - Part 2

Last time, we talked about the history that created modern digital cinema technology, and particularly the factors which lead to the modern push for ever larger sensors. It’s been going on in some form for twenty years, to the p…