Why Converting SDR to HDR Involves More Than Just Brightening the Image
The paper presents a pixel‑level statistical study of the ASC StEM2 test film, building a three‑layer physical‑perceptual comparison of EXR, SDR and HDR masters, revealing that about 82 % of image regions can be restored through a restrained restoration process while the remaining areas require targeted semantic adjustments, offering concrete guidance for AI‑driven HDR conversion and industry standards.
Introduction
The ASC StEM2 test material provides three aligned data layers for the same 18,580‑frame sequence: 16‑bit Float EXR source (ACES AP0), a standard‑dynamic‑range (SDR) DCI‑P3 master (Gamma 2.6, 48 cd/m², 12‑bit JPEG 2000) and a high‑dynamic‑range (HDR) master (PQ, 300 cd/m², 12‑bit JPEG 2000). This enables a pixel‑wise statistical study of SDR‑to‑HDR mapping.
Data and Methods
Analysis proceeds in four steps:
Log‑luminance scatter plots of corresponding SDR and HDR pixels.
Isotonic (monotonic) regression to fit a non‑decreasing mapping. The regression objective is shown in
; goodness‑of‑fit is quantified by
.
Gradient‑domain Pearson correlation (ρ) using Sobel‑derived gradients to assess structural consistency.
ICtCp‑based perceptual colour difference ΔE<sub>ITP</sub> for colour analysis.
Brightness Structure Relationship
Scatter analysis reveals a clear monotonic SDR‑to‑HDR relationship (Figure 2). Isotonic regression yields R² > 0.99 for more than 85 % of frames, with an average of 0.9986; the lowest R² (0.917) occurs in a single frame with extreme lighting. Gradient correlation ρ exceeds 0.96, confirming preservation of geometric structure.
Residuals are defined as the deviation of HDR luminance from the isotonic baseline (Equation 4):
Three residual clusters are identified:
Type I – self‑luminous highlights: high residual energy, spatially aligned with bright emitters.
Type II – material & texture: moderate energy, high structural scores.
Type III – negative control: low energy and structure, fully explained by the global mapping.
Statistically, Type III occupies ~50 % of pixels but only 0.8 % of residual energy, while Types I and II together cover ~50 % of pixels and account for >99 % of the energy (Table 2).
Color Structure Relationship
After Bradford white‑point adaptation to DCI‑P3, both SDR and HDR frames are transformed to ICtCp. Four metrics are computed:
Mean hue shift (Mean Δh) = 2.38°; 95th‑percentile Δh = 6.52°.
Chroma Pearson correlation – high, indicating structural consistency of colour saturation.
Proportion of pixels with increased saturation in the mid‑tone range (20–100 cd/m²) ≈ 66.9 % (average ΔS ≈ +0.003).
In dark (<20 cd/m²) and bright (>100 cd/m²) ranges, saturation change is negative (‑0.039 and ‑0.008 respectively) with lower increase proportions (30.8 % and 34.4 %).
These results show overall hue stability and a luminance‑dependent redistribution of saturation.
Behaviour Classification Using Physical Reference
EXR (ACES AP0) is converted to XYZ (D65) and gain‑aligned to the mid‑tone of SDR/HDR. For each pixel x, perceptual distances ΔE<sub>ITP</sub>(SDR) and ΔE<sub>ITP</sub>(HDR) are computed (Equation 5):
Decision rule:
If ΔE<sub>ITP</sub>(HDR) < ΔE<sub>ITP</sub>(SDR) → classify as *physical restoration*.
If ΔE<sub>ITP</sub>(HDR) > ΔE<sub>ITP</sub>(SDR) → classify as *semantic adjustment*.
A 3 JND threshold (≈ 3 ΔE<sub>ITP</sub>) filters insignificant differences. Decision maps (Figure 6) show physical restoration covering 82.4 % of frame area (Table 5); semantic adjustments concentrate in extreme highlights, high‑saturation emissive objects, and specular materials.
Conclusion and Outlook
The empirical study confirms a stable global monotonic SDR‑to‑HDR mapping with high structural fidelity, while localized residuals (Types I and II) require targeted semantic tweaks. This “restrained restoration” mechanism—global monotonic scaling plus selective compensation—provides a quantitative basis for AI‑driven HDR conversion, metadata generation compatible with SMPTE ST 2094, and optimisation of domestic LED‑screen workflows.
Code example
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