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BT.2100で定義され、ともにRec.2020原色の上に乗ります。違いは思想です——PQは明るさを絶対値に固定してディスプレイに適応を求め、HLGはどんなディスプレイでも解釈できる相対的な信号を記述します。",{"type":23,"tag":36,"props":1132,"children":1134},{"id":1133},"hdr10オープンなベースライン",[1135],{"type":28,"value":1136},"HDR10——オープンなベースライン",{"type":23,"tag":24,"props":1138,"children":1139},{},[1140,1144,1146,1151],{"type":23,"tag":47,"props":1141,"children":1142},{},[1143],{"type":28,"value":402},{"type":28,"value":1145},"は、誰もがサポートする最低ラインです。オープンでロイヤリティフリーな規格で、PQカーブ、Rec.2020カラーコンテナ、10bit深度（名前の由来）、そして",{"type":23,"tag":47,"props":1147,"children":1148},{},[1149],{"type":28,"value":1150},"静的メタデータ",{"type":28,"value":1152},"から成ります。",{"type":23,"tag":24,"props":1154,"children":1155},{},[1156,1158,1163],{"type":28,"value":1157},"静的とは、一組の数値が",{"type":23,"tag":1088,"props":1159,"children":1160},{},[1161],{"type":28,"value":1162},"番組全体",{"type":28,"value":1164},"を記述するという意味です。",{"type":23,"tag":159,"props":1166,"children":1167},{},[1168,1178,1188],{"type":23,"tag":163,"props":1169,"children":1170},{},[1171,1176],{"type":23,"tag":47,"props":1172,"children":1173},{},[1174],{"type":28,"value":1175},"マスタリングディスプレイのカラーボリューム",{"type":28,"value":1177},"（SMPTE ST 2086）——グレーディングに使ったモニターの原色・白色点・最小／最大輝度。",{"type":23,"tag":163,"props":1179,"children":1180},{},[1181,1186],{"type":23,"tag":47,"props":1182,"children":1183},{},[1184],{"type":28,"value":1185},"MaxCLL",{"type":28,"value":1187},"（Maximum Content Light Level）——番組中のどこかにある最も明るい単一ピクセル。",{"type":23,"tag":163,"props":1189,"children":1190},{},[1191,1196,1198,1203],{"type":23,"tag":47,"props":1192,"children":1193},{},[1194],{"type":28,"value":1195},"MaxFALL",{"type":28,"value":1197},"（Maximum Frame-Average Light Level）——番組中で最も明るいフレーム",{"type":23,"tag":1088,"props":1199,"children":1200},{},[1201],{"type":28,"value":1202},"平均",{"type":28,"value":1204},"輝度。",{"type":23,"tag":24,"props":1206,"children":1207},{},[1208],{"type":28,"value":1209},"ディスプレイはこれらの数値を一度読み、番組全体を自分の能力にどう収めるかを決めます。これが限界です——一瞬だけ目もくらむ爆発がある暗いスリラーでも、すべてのシーンがそのピークに達しうるかのようにトーンマッピングされてしまいます。",{"type":23,"tag":36,"props":1211,"children":1213},{"id":1212},"hdr10とdolby-vision動的メタデータ",[1214],{"type":28,"value":1215},"HDR10+とDolby Vision——動的メタデータ",{"type":23,"tag":24,"props":1217,"children":1218},{},[1219,1221,1226],{"type":28,"value":1220},"静的メタデータの解決策が",{"type":23,"tag":47,"props":1222,"children":1223},{},[1224],{"type":28,"value":1225},"動的メタデータ",{"type":28,"value":1227},"です——シーンごと、あるいはフレームごとに変化する指示です。",{"type":23,"tag":24,"props":1229,"children":1230},{},[1231,1236,1238,1243],{"type":23,"tag":47,"props":1232,"children":1233},{},[1234],{"type":28,"value":1235},"Dolby Vision",{"type":28,"value":1237},"は、ライセンスが必要なプロプライエタリ形式です。PQを使い、最大",{"type":23,"tag":47,"props":1239,"children":1240},{},[1241],{"type":28,"value":1242},"12bit",{"type":28,"value":1244},"深度をサポートし、シーン単位（またはフレーム単位）のメタデータをRPU（Reference Processing Unit）データストリームに載せます。Dolby VisionファイルはたいていHDR10互換のベースレイヤーを含むため、Dolby Visionをデコードできないディスプレイでも有効なHDR10の絵が得られます。動的メタデータにより、性能の控えめなディスプレイでも、作品中で最も明るい一瞬に縛られることなく、各シーンを独自の条件でトーンマッピングできます。",{"type":23,"tag":24,"props":1246,"children":1247},{},[1248,1253],{"type":23,"tag":47,"props":1249,"children":1250},{},[1251],{"type":28,"value":1252},"HDR10+",{"type":28,"value":1254},"は、Samsung主導のDolby Visionへのロイヤリティフリーな回答です。HDR10のベースライン——10bit、PQ、Rec.2020——に動的なシーン単位メタデータを追加し、ライセンス費用は不要ですが、Dolby Visionが12bitまで対応するのに対しHDR10+は10bitまでです。",{"type":23,"tag":24,"props":1256,"children":1257},{},[1258,1260,1265],{"type":28,"value":1259},"実務的な要点：",{"type":23,"tag":47,"props":1261,"children":1262},{},[1263],{"type":28,"value":1264},"HDR10＝静的・一律、Dolby VisionとHDR10+＝動的・シーンごとに適応。",{"type":28,"value":1266}," マスタリングのピークに既に到達できるディスプレイでは差はわずかです。控えめなディスプレイでは、動的メタデータが、影のディテールを保持できるか黒が潰れるかの分かれ目になります。",{"type":23,"tag":36,"props":1268,"children":1270},{"id":1269},"hlg放送と後方互換性",[1271],{"type":28,"value":1272},"HLG——放送と後方互換性",{"type":23,"tag":24,"props":1274,"children":1275},{},[1276],{"type":28,"value":1277},"HLGは他とは違う問題を解くため、独立して触れる価値があります。一つの信号を何百万もの家庭に送る放送局は、全員がHDRテレビを持っていると仮定できず、ライブ映像に番組ごとのメタデータを付けることもできません。",{"type":23,"tag":24,"props":1279,"children":1280},{},[1281],{"type":28,"value":1282},"HLGはその両方に対応します。同じ放送が、レガシーなSDRテレビではそれなりに正しく見え（ガンマ部分を読む）、HDRテレビでは完全なハイライトレンジが開きます（対数部分も使う）。メタデータも不要、SDRとHDRの別々の信号も不要です。だからHDRのスポーツやライブイベントはほぼ常にHLGで、映画や配信シリーズはPQベースのHDR10やDolby Visionに寄ります。",{"type":23,"tag":36,"props":1284,"children":1286},{"id":1285},"なぜhdrに10bitとrec2020が必要か",[1287],{"type":28,"value":1288},"なぜHDRに10bitとRec.2020が必要か",{"type":23,"tag":24,"props":1290,"children":1291},{},[1292],{"type":28,"value":1293},"HDRは単独では成立しません——以前の記事で扱った二つの要素を引き込みます。",{"type":23,"tag":24,"props":1295,"children":1296},{},[1297,1302,1304,1309,1311,1316,1318,1324],{"type":23,"tag":47,"props":1298,"children":1299},{},[1300],{"type":28,"value":1301},"ビット深度。",{"type":28,"value":1303}," 同じ信号をはるかに広い明るさのレンジに引き伸ばすと、コード値間の段差が大きくなります。8bitではその段差が",{"type":23,"tag":47,"props":1305,"children":1306},{},[1307],{"type":28,"value":1308},"バンディング",{"type":28,"value":1310},"——澄んだ空やグラデーションに走る醜い縞——として見えてしまいます。そのためHDRは",{"type":23,"tag":47,"props":1312,"children":1313},{},[1314],{"type":28,"value":1315},"最低10bit",{"type":28,"value":1317},"を必須とします（Dolby Visionは12bitを許容）。これはまさに",{"type":23,"tag":304,"props":1319,"children":1321},{"href":1320},"/articles/bit-depth-chroma-subsampling",[1322],{"type":28,"value":1323},"ビット深度とクロマの記事",{"type":28,"value":1325},"で述べた点です——ビットを増やせば階調が滑らかになり、HDRこそがそれが本当に必要になる場面です。",{"type":23,"tag":24,"props":1327,"children":1328},{},[1329,1334,1336,1340,1342,1346],{"type":23,"tag":47,"props":1330,"children":1331},{},[1332],{"type":28,"value":1333},"色。",{"type":28,"value":1335}," HDRは",{"type":23,"tag":47,"props":1337,"children":1338},{},[1339],{"type":28,"value":203},{"type":28,"value":1341},"の広色域コンテナとセットです。実際のコンテンツがRec.2020を埋め尽くすことはまれで——多くのHDRはDCI-P3の範囲でグレーディングされ、より大きなRec.2020の箱に入れて運ばれます——が、HDRが可能にするより彩度の高い、より明るい色を収めるには、コンテナがそれだけ広くなければなりません。色域の全体像は",{"type":23,"tag":304,"props":1343,"children":1344},{"href":1064},[1345],{"type":28,"value":1067},{"type":28,"value":1347},"を参照してください。",{"type":23,"tag":24,"props":1349,"children":1350},{},[1351],{"type":28,"value":1352},"つまり実際の「HDR」とは束です——PQまたはHLGの伝達関数、10bit（または12bit）深度、そしてRec.2020原色。どれか一つでも欠ければ、それは本当のHDRではありません。",{"type":23,"tag":36,"props":1354,"children":1356},{"id":1355},"hdrで撮るlogはhdrではない",[1357],{"type":28,"value":1358},"HDRで撮る——LogはHDRではない",{"type":23,"tag":24,"props":1360,"children":1361},{},[1362,1364,1369,1371],{"type":28,"value":1363},"よくある混同：S-Log3やV-Logで撮ることが",{"type":23,"tag":1088,"props":1365,"children":1366},{},[1367],{"type":28,"value":1368},"HDR撮影だ",{"type":28,"value":1370},"と思っている人がいます。違います。",{"type":23,"tag":47,"props":1372,"children":1373},{},[1374],{"type":28,"value":1375},"Logは収録形式、HDRは納品形式です。",{"type":23,"tag":24,"props":1377,"children":1378},{},[1379,1381,1386,1388,1393],{"type":28,"value":1380},"Logガンマは、カメラセンサーの全ダイナミックレンジをグレーディング用の記録可能な信号に詰め込むために存在します——意図的にフラットで、そのまま表示するためのものではありません。PQとHLGは",{"type":23,"tag":1088,"props":1382,"children":1383},{},[1384],{"type":28,"value":1385},"表示される",{"type":28,"value":1387},"ことを前提としたディスプレイ基準の符号化です。HDRグレーディングとは、フラットなLog収録をPQまたはHLGの納品カーブにマッピングする工程であり、SDRグレーディングがLogをRec.709にマッピングするのと同じことです。良いLog収録の広いラチチュードが、説得力のあるHDRマスターを仕上げる余裕を与えてくれる——しかしLogファイルそのものはHDRではありません。収録側の詳細は",{"type":23,"tag":304,"props":1389,"children":1390},{"href":306},[1391],{"type":28,"value":1392},"Logガンマの記事",{"type":28,"value":1394},"が詳しく解説しています。",{"type":23,"tag":36,"props":1396,"children":1398},{"id":1397},"トーンマッピングディスプレイが追いつかないとき",[1399],{"type":28,"value":1400},"トーンマッピング——ディスプレイが追いつかないとき",{"type":23,"tag":24,"props":1402,"children":1403},{},[1404,1406,1410],{"type":28,"value":1405},"PQは絶対的なので、1,000nitでマスタリングされたコンテンツは、ピーク600nitのディスプレイに日常的に届きます。ディスプレイは上位400nitを再現できないため、",{"type":23,"tag":47,"props":1407,"children":1408},{},[1409],{"type":28,"value":1050},{"type":28,"value":1411},"します——最も明るいハイライトを自分の実レンジまで圧縮しつつ、中間調と影は保とうとします。",{"type":23,"tag":24,"props":1413,"children":1414},{},[1415,1417,1422],{"type":28,"value":1416},"ここでメタデータが本領を発揮します。HDR10の静的メタデータでは、ディスプレイは番組全体に対して一度だけ全体的な判断を下します。Dolby VisionやHDR10+の動的メタデータでは、シーンごとの指示を受け取り、必要な瞬間にはるかに多くのディテールを保持できます。コンシューマー機器でトーンマッピングが",{"type":23,"tag":1088,"props":1418,"children":1419},{},[1420],{"type":28,"value":1421},"行われない",{"type":28,"value":1423},"ことはありません——唯一の問題は、その指示がどれだけ優れているかです。",{"type":23,"tag":36,"props":1425,"children":1427},{"id":1426},"hdrはメタデータでどう宣言されるか",[1428],{"type":28,"value":1429},"HDRはメタデータでどう宣言されるか",{"type":23,"tag":24,"props":1431,"children":1432},{},[1433,1435,1440],{"type":28,"value":1434},"カラースペースと同じく、HDRはピクセルに埋め込まれているわけではなく——コンテナやコーデックのメタデータに",{"type":23,"tag":47,"props":1436,"children":1437},{},[1438],{"type":28,"value":1439},"宣言",{"type":28,"value":1441},"されます。そして宣言を無視するプレーヤーは誤った結果を生みます。鍵となるフラグは伝達関数です。",{"type":23,"tag":60,"props":1443,"children":1444},{},[1445,1461],{"type":23,"tag":64,"props":1446,"children":1447},{},[1448],{"type":23,"tag":68,"props":1449,"children":1450},{},[1451,1456],{"type":23,"tag":72,"props":1452,"children":1453},{},[1454],{"type":28,"value":1455},"宣言される内容",{"type":23,"tag":72,"props":1457,"children":1458},{},[1459],{"type":28,"value":1460},"格納場所",{"type":23,"tag":83,"props":1462,"children":1463},{},[1464,1489,1512,1534,1547],{"type":23,"tag":68,"props":1465,"children":1466},{},[1467,1479],{"type":23,"tag":90,"props":1468,"children":1469},{},[1470,1472,1477],{"type":28,"value":1471},"伝達特性 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