Direct answer
In brief
HDR tone mapping is one part of display mapping. It adapts PQ luminance and color that a target television cannot reproduce directly, using clipping, compression, color-volume mapping, metadata, image analysis, or combinations of these tools. No single curve is correct for every source, display, room, or goal. HLG uses a different relative system relationship, and HGiG coordinates game rendering with display behavior rather than simply turning all television mapping off.
An HDR signal can describe luminance and color that a television cannot reproduce directly.
The television must then:
- clip some values
- compress them
- alter colorfulness
- change the black region
- adapt the image to the room
- combine several of these operations
That process is often called tone mapping.
A broader term is display mapping.
Tone mapping usually emphasizes the relationship between encoded luminance and displayed luminance.
Display mapping includes the larger task of adapting the source image to the target display and viewing environment.
That can require a color-volume transform, not just one brightness curve.
The main practical answer is:
Tone mapping is not a repair for a defective HDR signal. It is an adaptation used when the target display, viewing condition, or delivery goal differs from the conditions represented by the source.
The quality of that adaptation matters.
So do the source, panel, room, settings, and calibration.
Start with PQ
PQ is the HDR system in which the target mismatch is easiest to explain.
SMPTE ST 2084 defines an absolute reference EOTF.
Under that EOTF, a normalized PQ signal value maps to a defined display luminance between 0 and 10,000 cd/m². [4]
Suppose a source contains a PQ highlight corresponding to 3,500 cd/m².
Suppose the target television can reproduce only 800 cd/m² for that image area, duration, mode, and color.
The television cannot reproduce the reference luminance directly.
It needs to choose a target output.
“Can reproduce 800 cd/m²” needs conditions
A television does not have one universal peak number.
The available output can depend on:
- white-window size
- full-frame versus small-area content
- duration
- panel temperature
- average picture level
- local dimming
- color
- picture mode
- power limits
- firmware
The HGiG recommendations reflect this difference by defining separate full-frame and smaller-area tone-map luminance parameters. [7]
A target mapper therefore needs more information than one advertised peak-brightness number.
HLG is different
Not every HDR signal encodes an absolute display luminance.
HLG uses a relative scene-light signal.
Recommendation ITU-R BT.2100-3 defines an HLG display relationship that depends on:
- nominal peak luminance
- black level
- system gamma
- viewing condition [3]
The same HLG signal can therefore produce different absolute luminance on displays with different nominal peaks.
This is an intended part of the HLG system.
A manufacturer may still add processing, but the basic adaptation is not the same PQ mismatch described above.
The rest of this article concentrates mainly on PQ display mapping.
Tone mapping is part of display mapping
Recommendation ITU-R BT.2390-12 explains that PQ content may be optimized for a reference monitor and reference environment.
Real displays may have:
- higher black level
- lower peak luminance
- smaller color gamut
- a brighter room
In those cases the display characteristic needs to change through display mapping. [1]
This is broader than preserving highlight detail.
The mapping may also address:
- shadow visibility
- diffuse white
- saturated colors
- viewing comfort
- room adaptation
Reference display does not mean every pixel used the display maximum
Keep these quantities separate.
Mastering-display maximum
The configured maximum luminance of the display used during mastering.
Content maximum
The brightest encoded or measured content value under the selected definition.
MaxCLL
A static content-light metadata field intended to represent the maximum content light level.
MaxFALL
The maximum frame-average light level.
HDR Reference White
A nominal reference signal level. Under current ITU operational guidance it corresponds to 203 cd/m² on a PQ reference display. [2][3]
Target-display maximum
The luminance the receiving display can produce under the relevant size, duration, mode, color, and environmental conditions.
A 4,000 cd/m² mastering display does not prove that the program contains a 4,000 cd/m² highlight.
A target television's 1,000 cd/m² small-window result does not prove it can reproduce a 1,000 cd/m² full-screen image.
The target display has a color volume
Luminance is one axis.
Color also matters.
A display may reproduce an achromatic white highlight at one luminance while reaching much less luminance for a highly saturated red, green, or blue.
The source can exceed the target in:
- luminance
- chromaticity
- saturation
- combinations of luminance and saturation
A mapping that handles only white luminance can still produce clipped, shifted, or desaturated colors.
Option 1: hard clipping
Hard clipping sets every value above a threshold to the threshold.
If a target clips at 800 cd/m²:
- a value at 500 cd/m² remains below the threshold
- a value at 800 cd/m² reaches the threshold
- values above 800 cd/m² cannot remain distinct in output luminance
This preserves the relationship below the clipping point.
It removes luminance distinctions above it.
What clipping can lose
A highlight can contain:
- shape
- surface texture
- reflections
- colored detail
- depth cues
- gradual falloff
If all of that structure lies above the target threshold, hard clipping can flatten it.
A polished surface can become a uniform patch.
A lamp can lose internal detail.
A cloud can lose bright texture.
This is the familiar reason for using a roll-off.
Hard clipping is not always an error
Clipping can be deliberate.
Report ITU-R BT.2408-9 says that hard clipping may be appropriate in some conversion circumstances.
The same report notes that reference-display color conversion may prefer hard clipping for some out-of-gamut values. [2]
A display or workflow may choose clipping when:
- preserving absolute values below the peak is the priority
- the source already fits the target except for a small number of outliers
- predictable reference behavior is required
- the game has already mapped critical objects to the display range
- the conversion specification defines a threshold
The correct question is not:
Does the display clip anything?
It is:
What is clipped, where is the threshold, and what source relationships are lost or preserved?
Option 2: uniform scaling
Another simple mapping multiplies all luminance values by the same factor.
If a 4,000 cd/m² source is scaled into an 1,000 cd/m² target, a factor of one-quarter would map:
- 4,000 to 1,000
- 2,000 to 500
- 400 to 100
- 200 to 50
The ordering remains.
The entire image becomes lower in absolute luminance.
What uniform scaling protects
Uniform scaling can preserve ratios.
It avoids one hard threshold that collapses all high values.
It can be useful when a complete image must be fit into a smaller range with a predictable proportional relationship.
What uniform scaling changes
A display that could reproduce many midtone values directly now places them lower.
That can change:
- diffuse white
- faces
- shadow visibility
- average picture brightness
- perceived contrast
- adaptation
Uniform scaling is therefore not a free solution.
It is also not universally wrong.
It can be part of a deliberate transform or environment adjustment.
Option 3: nonlinear mapping
A nonlinear mapping can preserve one region more closely and compress another.
For PQ display mapping, a common conceptual structure is:
- black adjustment or toe
- central region near 1:1
- knee where compression begins
- shoulder or roll-off toward the target peak
Report ITU-R BT.2408-9 describes an example EETF with a central 1:1 region and toe and knee controls for adapting PQ signals to displays with different black and white luminance. [2]
EETF means electrical-electrical transfer function.
It maps one encoded signal relationship into another before the target EOTF produces light.
The 1:1 region
A 1:1 region leaves selected source values unchanged in the display-light relationship.
This can protect:
- near black
- midtones
- HDR Reference White
- moderate highlights
The exact protected region depends on the mapping goal.
The knee
The knee is where highlight compression begins.
An earlier knee creates more room for a gradual roll-off.
It also alters more source values.
A later knee protects more of the source 1:1.
It leaves less output range for the brightest values.
The shoulder
The shoulder compresses the high end toward the target maximum.
A strong shoulder can preserve the presence of many highlight levels while reducing their spacing.
A weak shoulder can keep highlights brighter but may reach the clipping limit sooner.
Neither is automatically more accurate.
The toe
A toe changes the low end.
It may be used to adapt to:
- a higher display black level
- a brighter surround
- limited near-black output
- a conversion target
A lifted toe can make dark detail more visible.
It can also reduce the intended depth of black.
There is no lossless mapping into a smaller color volume
If the source contains colors and luminance outside the target color volume, every mapping makes a compromise.
Possible priorities include:
- preserve absolute midtones
- preserve highlight detail
- preserve highlight intensity
- preserve diffuse white
- preserve hue
- preserve saturation
- avoid clipping
- preserve shadow detail
- keep the image bright in a lit room
A target display cannot preserve every source coordinate when those coordinates do not fit.
Tone mapping should be judged against a stated priority and condition.
Tone mapping is not enough by itself
Suppose a mapper reduces the luminance of a bright saturated color.
Depending on the processing space and method, the result may:
- retain hue
- lose saturation
- move toward white
- clip one component
- change chromaticity
A complete mapping may need a saturation or gamut adjustment.
SMPTE ST 2094-40 defines dynamic metadata for a color-volume transform and includes tone and color-saturation mapping information. [5]
The correct broader phrase is often:
tone and color-volume mapping
Global mapping
A global mapper applies one relationship across the image at a given time.
Advantages can include:
- predictable grayscale relationship
- lower risk of local halos
- simpler temporal behavior
- easier measurement
Limitations can include:
- one bright object influencing the whole frame
- less ability to protect local contrast
- compromise between dark and bright regions
Local mapping
A local mapper can vary the transform by image region. [15]
It may attempt to preserve local contrast in:
- faces
- windows
- lamps
- clouds
- dark rooms with bright openings
Local mapping is not the same as local dimming.
Local tone mapping
An image-processing transform that varies spatially.
Local dimming
A display-light control that varies backlight or emissive output by area.
The two can interact.
They are not the same mechanism.
Local mapping tradeoffs
A local method may create:
- halos
- changed depth
- inconsistent object brightness
- altered texture
- edge artifacts
- a less reference-like global relationship
It can also make difficult scenes easier to see on a limited display.
The result must be evaluated on the tested implementation.
Temporal mapping
A dynamic mapper can change with time.
If it reacts too quickly, the viewer may see:
- brightness pumping
- flicker
- curve changes at cuts
- unstable highlights
If it reacts too slowly, the mapping may lag behind the scene.
Good temporal processing balances:
- responsiveness
- stability
- cut detection
- fades
- flashes
- game interactivity
No one response time is correct for every source.
Metadata can guide the mapping
Metadata can describe the mastering display, content light levels, scene characteristics, or creative transforms.
It can help the target system choose a mapping suited to the source and display.
Metadata do not increase the physical peak or color volume of the television.
They do not replace the mapping algorithm.
Static metadata
The HDR10 media profile includes:
These values can help identify the source context.
They remain limited.
Static metadata do not define one curve
A television can use HDR10 static metadata while also performing:
- scene analysis
- frame analysis
- histogram analysis
- panel-state adaptation
- room adaptation
- manufacturer-specific processing
The static nature of the metadata does not make the display processing static.
Static metadata may be incomplete
A field can be:
- unknown
- zero
- inherited
- inaccurate
- missing
- ignored
- inconsistent with the active image
A robust display needs a fallback.
That is one reason real-time image analysis exists.
Dynamic metadata
Dynamic metadata can vary with the content.
The SMPTE ST 2094 suite is intended for color-volume transforms when the target display has a smaller color volume than the mastering display.
The metadata can vary scene-by-scene or image-by-image. [6]
That gives the target more content-dependent information.
HDR10+
HDR10+ uses SMPTE ST 2094-40 Application #4 metadata.
The system can provide:
- scene statistics
- target-display information
- knee and curve information
- saturation-mapping guidance
- scene- or frame-dependent updates [5][11][12]
The display still has physical limits and an implementation.
The metadata do not guarantee one identical output across products.
Dolby Vision
Dolby Vision content mapping can use:
Dolby's workflow allows the creator to inspect and adjust mapped targets.
This provides more creative guidance than unreviewed automatic mapping alone.
It does not remove every consumer variable.
Dolby Vision is not one consumer mapper
Dolby Vision behavior can depend on:
- profile
- content-mapping version
- source-led or display-led pathway
- decoder
- panel capability
- manufacturer integration
- picture mode
- firmware
- ambient-light mode
Two Dolby Vision televisions do not become identical.
The system can reduce uncontrolled variation.
It does not eliminate it.
Dynamic metadata are not an automatic quality score
Dynamic metadata can help when:
- the content varies substantially
- the target is limited
- the metadata are valid
- the mapping is well implemented
- creative trims are useful
HDR10 can perform well when:
- source values fit the target closely
- static metadata are reliable
- the television's analysis is effective
- the reference-oriented mode is well designed
Compare the actual result.
Do not rank it from the badge alone.
Why televisions differ
A television's displayed HDR result can depend on:
- EOTF tracking
- peak luminance
- full-frame luminance
- black level
- near-black behavior
- color volume
- panel temperature
- local dimming
- automatic brightness behavior
- global or local mapping
- metadata interpretation
- temporal filtering
- picture mode
- room-light processing
Two products with similar advertised peak luminance may still produce different images.
Price is not a measurement
A higher-priced television may include more capable hardware or processing.
That does not establish the behavior of a specific mode.
A lower-priced television may track the selected target well in some conditions.
Use model-specific measurements.
Do not substitute price category for evidence.
What a reviewer needs to record
A meaningful tone-mapping result should identify:
- exact model
- screen size
- region
- firmware
- input or internal app
- HDR format
- metadata
- picture mode
- tone-mapping setting
- peak-brightness setting
- pattern size
- pattern duration
- meter
- profiling
- room condition
- date
A single photograph or one advertised number is not enough.
Dynamic Tone Mapping controls
Many televisions offer a setting with a dynamic-sounding name.
Possible labels include:
- Dynamic Tone Mapping
- Active Tone Mapping
- HDR Tone Mapping
- Brightness Preferred
- Gradation Preferred
- Contrast Enhancer
These labels are not standardized.
What a dynamic mode may do
A mode can:
- raise midtones
- lower midtones
- preserve highlights
- clip highlights
- alter reference white
- change saturation
- analyze each scene
- react to average picture level
- compensate for the room
One brand's On is not another brand's On.
Accuracy versus visibility
A reference-oriented mode may attempt to preserve the applicable target until the display reaches its limit.
A brighter mode may intentionally alter the image so it is easier to see in a lit room.
Those are different goals.
A viewer can prefer the brighter presentation.
The preference does not prove closer reference reproduction.
Should Dynamic Tone Mapping be enabled?
There is no universal answer.
Use this decision:
Choose the reference-oriented mode when:
- the room is controlled
- comparison to the applicable target is the goal
- the mode's EOTF and roll-off have been verified
- the source and metadata are reliable
Consider a brighter or adaptive mode when:
- the room is bright
- visibility is the main problem
- the reference mode is impractical for the environment
- the viewer accepts a changed presentation
Measure or compare the exact mode.
Do not assume the label describes the result.
“Off” may still map
A television called Tone Mapping Off may still:
- roll off highlights
- clip at a target
- apply panel protection
- convert color volume
- adjust for local dimming
- process metadata
The word Off may mean:
- no optional dynamic enhancement
- no scene-adaptive mode
- more static mapping
- hard clipping
- a manufacturer reference mode
Only documentation and testing can determine the behavior.
Peak-brightness controls
A setting called:
- Peak Brightness
- Peak Luminance
- HDR Brightness
- OLED Light
- Backlight
can affect the output available to the mapper.
The control may also change:
- EOTF tracking
- full-frame output
- power limiting
- local dimming
- panel protection
- picture-mode target
The correct setting is model-specific.
Highest is not automatically reference
For some HDR modes, the documented reference configuration may use the highest panel-drive setting.
For others, the mode configures it automatically.
A manually changed value may cause the measured curve to deviate.
Use the exact manual and measurement workflow.
Do not copy a peak setting from another model or screen size.
Room-light adaptation
ITU-R BT.2408-9 notes that manufacturers may provide modified brightness and display characteristics for PQ monitoring in environments brighter than the reference surround. [2]
This is practical.
It is also a change from the reference viewing condition.
Room-light adaptation can:
- lift shadows
- raise midtones
- change the knee
- reduce perceived black depth
- make highlights easier to see
The correct choice depends on whether the goal is:
- reference comparison
- comfortable home viewing
- visibility in daylight
HGiG and games
Games are different from fixed video.
A game engine can know:
- object importance
- scene exposure
- bloom
- lighting
- user interface
- gameplay-critical highlights
- display calibration values
This makes source-side tone mapping possible.
What HGiG recommends
The HDR Gaming Interest Group Version 1.1 document recommends a coordinated system. [7]
The game uses a parameterized tone mapper.
The display or system provides information related to the display's tone-mapping range.
The game renders critical objects within defined HDR ranges.
The display preserves gradation in those ranges in Game mode.
Primary and extended HDR ranges
HGiG defines:
- Primary HDR range, intended to preserve critical gradation including full-frame cases
- Extended HDR range, allowing higher luminance for smaller image areas
The distinction reflects the fact that display capability can depend on image area.
It is more precise than using one peak number.
HGiG is not just hard clipping
A common explanation says HGiG turns tone mapping off and makes the television hard clip.
That can resemble one manufacturer's implementation.
It is not the complete recommendation.
The HGiG system still includes:
- game-engine tone mapping
- display range information
- system calibration
- display gradation preservation
- possible behavior above the primary range
The goal is to avoid uncontrolled overlapping mappings while preserving gameplay-critical detail.
Double mapping
A game may tone map into an assumed target.
The television may then apply another mapping.
Those transforms can interact.
Possible results include:
- altered midtones
- reduced highlight separation
- clipped detail
- changed exposure
- inconsistent gameplay visibility
This is the problem coordinated calibration tries to reduce.
Double mapping is not guaranteed to look bad in every game.
It makes the result harder to predict.
A menu named HGiG is a product feature
The mode name does not prove:
- exact HGiG Version 1.1 behavior
- correct full-frame and small-area ranges
- no additional processing
- correct game use of calibration values
- accurate clipping point
- matching range across firmware versions
Test the exact television and game.
Calibrating a game system
A defensible setup should:
- Put the television in the intended Game mode.
- Select the intended tone-mapping behavior before calibration.
- Disable unrelated adaptive controls for diagnosis.
- Run the system or game calibration exactly as documented.
- Verify that the game uses the calibration information.
- Check full-frame and small highlight behavior.
- Record the television mode and firmware.
Do not use universal click counts from another television.
Dolby Vision picture modes
Some televisions offer modes with names such as:
- Dolby Vision Dark
- Dolby Vision Bright
- Dolby Vision IQ
- Cinema
- Cinema Home
The names and behavior vary.
A dark-room label does not prove reference EOTF tracking.
A bright-room label does not prove the best adaptation.
Use the manufacturer's exact documentation and measurements.
How to compare two tone-mapping modes
Use both patterns and real images.
Pattern 1: PQ EOTF sweep
Shows:
- 1:1 tracking
- knee location
- roll-off
- clipping
- peak output
Pattern 2: small highlight steps
Shows:
- highlight separation
- clipping
- compression
Pattern 3: large bright area
Shows:
- full-frame capability
- power behavior
- different mapping by area
Pattern 4: saturated color ramps
Shows:
- color-volume clipping
- desaturation
- hue changes
Pattern 5: near-black steps
Shows:
- toe
- black lift
- shadow clipping
Real scene sequence
Use scenes with:
- dark interior and bright window
- specular metal
- clouds
- saturated lights
- large bright exterior
- cuts between dark and bright scenes
Patterns explain the curve.
Scenes expose image and temporal behavior.
Change one setting at a time
A valid comparison keeps constant:
- source
- title or pattern
- metadata
- input
- picture mode
- white point
- color controls
- room
- measurement position
Change only the mapping control.
Otherwise the result cannot be attributed to tone mapping alone.
What calibration can verify
Calibration and controlled measurement can evaluate:
- PQ EOTF tracking
- HLG EOTF behavior
- HDR Reference White
- knee and roll-off
- clipping point
- black lift
- peak and sustained luminance
- full-frame and window behavior
- grayscale
- saturation
- color-volume mapping
- static metadata response
- dynamic metadata response
- temporal stability
- room-light mode
- Game mode and HGiG-like behavior
What calibration cannot recover
Calibration cannot:
- restore highlight detail clipped in the source
- recreate out-of-gamut source values lost during conversion
- infer creative intent from one metadata number
- make a limited display reproduce a larger color volume
- eliminate every manufacturer processing choice
- make copied values valid for another panel
- make a consumer television identical to a mastering display
It can reduce measurable display error under stated conditions.
Tone mapping is not the whole television
The title calls tone mapping the secret main character.
That is an analogy.
Tone mapping can be a major reason HDR differs across displays.
The result also depends on:
- source quality
- mastering
- transfer function
- metadata
- panel capability
- black level
- color volume
- room
- calibration
The analogy stops when it suggests processing can overcome any physical limitation.
It cannot.
Where this leaves the Foundations arc
The earlier Foundations articles established:
- light and vision
- color and gamut
- white and adaptation
- transfer functions
- SDR and HDR luminance
- PQ and HLG
- bit depth
- chroma subsampling
- HDR formats and metadata
Tone mapping connects those concepts to the target display.
For PQ, the source can contain absolute reference luminance and color outside the target display's capabilities.
Display mapping decides what relationships to preserve and what must change.
For HLG, the reference display relationship already adapts to peak, black, and viewing conditions.
Additional manufacturer processing can still alter the result.
There is no universal map that preserves everything.
There is a controlled set of compromises.
When the mapping works well:
- important midtones remain believable
- highlights retain useful structure
- shadows remain appropriate
- colors stay within the target without unnecessary distortion
- changes remain stable over time
When it works poorly:
- highlights flatten
- the image becomes unnecessarily dim or bright
- saturation collapses
- colors shift
- black detail disappears
- brightness pumps
The final question is not:
Did the television use tone mapping?
The useful questions are:
What source and target color volumes were involved?
Which relationships did the mapping preserve?
Which values were compressed, clipped, lifted, or shifted?
Did the measured result approach the intended target under the stated viewing conditions?
That is the bridge between display science and calibration in practice.
Sources and standards
Primary HDR display-mapping standards, operational guidance, gaming recommendations, and format-owner documentation used in this article. Last verified July 31, 2026.
International Telecommunication Union Radiocommunication Sector. High Dynamic Range Television for Production and International Programme Exchange. Report ITU-R BT.2390-12, March 2025.
↩
https://www.itu.int/dms_pub/itu-r/opb/rep/R-REP-BT.2390-12-2025-PDF-E.pdfInternational Telecommunication Union Radiocommunication Sector. Guidelines for operational practices in high dynamic range television production. Report ITU-R BT.2408-9, March 2026.
↩↩↩↩
https://www.itu.int/pub/R-REP-BT.2408-9-2026International Telecommunication Union Radiocommunication Sector. Image Parameter Values for High Dynamic Range Television for Use in Production and International Programme Exchange. Recommendation ITU-R BT.2100-3, February 2025.
↩↩
https://www.itu.int/dms_pubrec/itu-r/rec/bt/R-REC-BT.2100-3-202502-I%21%21PDF-E.pdfSociety of Motion Picture and Television Engineers. High Dynamic Range Electro-Optical Transfer Function of Mastering Reference Displays. SMPTE ST 2084:2014, reaffirmed 2017.
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https://pub.smpte.org/pub/st2084/st2084-2014.pdfSociety of Motion Picture and Television Engineers. Dynamic Metadata for Color Volume Transform - Application #4. SMPTE ST 2094-40:2020, approved April 9, 2020.
↩↩
https://pub.smpte.org/pub/st2094-40/st2094-40-2020.pdfSociety of Motion Picture and Television Engineers. The ST 2094 Standards Suite for Dynamic Metadata. January 12, 2017.
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https://www.smpte.org/standards/webcasts/st2094_standards_dynamic_metadata_videoHDR Gaming Interest Group. For a Better HDR Gaming Experience: Best Practice Recommendations for Game HDR Creation. Version 1.1, July 11, 2019.
↩↩
https://www.hgig.org/doc/ForBetterHDRGaming.pdfDolby Laboratories. Dolby Vision for Content Creators.
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https://professional.dolby.com/content-creation/dolby-vision-for-content-creators/Dolby Laboratories. Dolby Vision Metadata Levels. Updated April 1, 2025.
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https://professionalsupport.dolby.com/s/article/Dolby-Vision-Metadata-LevelsDolby Laboratories. Dolby Vision Color Grading Best Practices Guide. Version 4, December 16, 2019.
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https://professional.dolby.com/siteassets/pdfs/dolby_vision_best-practices_colorgrading_v4.pdfHDR10+ Technologies, LLC. Understanding the HDR10 Ecosystem. Updated April 2025.
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https://hdr10plus.org/wp-content/uploads/2025/04/HDR10_Ecosystem_April_2025.pdfHDR10+ Technologies, LLC. HDR10+ System Whitepaper. September 4, 2019.
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https://hdr10plus.org/wp-content/uploads/2023/11/HDR10_WhitePaper.pdfConsumer Technology Association Video Division. 4K Ultra High-Definition TV and High Dynamic Range Compatible Display Consumer Definitions.
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https://cdn.cta.tech/cta/media/media/membership/pdfs/video-technology-consumer-definitions.pdfInternational Telecommunication Union Telecommunication Standardization Sector. Information Technology - Generic Coding of Moving Pictures and Associated Audio Information: Systems. Recommendation ITU-T H.222.0 v10, April 2025. The current edition is access restricted; the MaxCLL and MaxFALL field definitions were checked against the publicly accessible v9 edition from August 2023.
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https://www.itu.int/rec/T-REC-H.222.0HDR10+ Technologies, LLC. HDR10+ Advanced White Paper. February 6, 2026.
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https://hdr10plus.org/wp-content/uploads/2026/02/HDR10_ADVANCED_WP_020526.pdf