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Vibrant header image reading: The ORION-CONVERT TM algorith
ORION-CONVERT™  takes a novel three-step approach to HDR <-> SDR conversion, with a simple and intuitive set of user controls. The intent is not that these controls should be adjusted continuously during a broadcast transmission, but rather that settings suitable for a particular situation will be found and used as “presets”.

Because the ORION-CONVERT™ transform is mathematically defined, it is mathematically invertible. After selecting parameters for HDR to SDR (down-conversion) using identical parameters in a subsequent SDR to HDR (up-conversion) will perform exactly the same process in reverse. The compressed highlights of the SDR signal are expanded and converted to HDR, providing a pixel-perfect round trip.

Packed with easy to use standard presets (NBCU, British TV, etc...) and look presets (HLG mild, HLG live, SLog3 mild and Slog3 live), ORION-CONVERT™ offers a flexible and easy to use traditional LUT-based workflows.
Presets for all the available conversion workflows: NBCU, British TV, etc...
SDR, HLG, PQ, Slog3 and LogC3 EOTF.
Gamuts supported: BT709, BT2020, LogC3, SGamut3 and SGamut3.cine
Scene-light and Display-light modes
3 step conversion configuration with Look controls.
Look presets for:
HLG Live, HLG Mild, SLog3 Live and Slog3 Mild Presets.
Easy pixel perfect round tripping
Clamping options
2 stage knee adjustment and Gamma Compensation
Fully ITU BT2100 and BT2408 compliant.
ORION CONVERT v2.0 GUI

1. Input compression / EXPANSION

The first stage of highlight compression (or expansion, depending on the direction of the conversion).

In an HDR to SDR conversion, this happens in the HDR domain.

2. CONVERSION

Here the user would configure the colourimetric conversion depending on their needs. Controls such as type of conversion, Mode and reference points are available to the user.

3. output compression / EXpANSION

Second stage highlight compression (or expansion) which happens after the colourimetric conversion.

In an HDR to SDR conversion, this happens in the SDR domain.

4. Look

Powerful parametric controls that allows you to take control over your image pipeline's look.

5. Output

Signal clamping, P3 limiting (HDR output only) and  Gamma Compensation.

VIEW USER MANUAL

see manual > see manual > see manual > see manual

A vibrant headline image reading: HDR Television
In the context of ORION-CONVERT™, HDR refers to High Dynamic Range displays (TVs or monitors) or a video signal intended to be viewed on such a display, not to the concept of HDR used in stills photography.

Modern television cameras can capture a fairly high dynamic range, and their internal processing is able to output either an HDR signal which will reproduce that dynamic range on a suitable display or an SDR signal in which the highlights are either clipped or compressed in order to make the image viewable on an SDR display.

There is no one “correct” way to convert an HDR image for SDR viewing and several different methods are used, which attempt to preserve as much as possible of the appearance of the original HDR image in the SDR version. Or in other cases, a different look from the HDR may be desired. This is where ORION-CONVERT™ comes in.
color photo black and white
SDR
HDR

Awards & Recognition

IBC 2021
Special Award
Winner
Emmys 2020
Nomination

Used by

UEFA
Euro 2024
FIFA World Cup
Qatar 2022
FIFA Women's World Cup
Qatar 2023
Tennis French Open
Paris 2022
Winter Olympics
Beijing 2022
FIFA Arab Cup
Qatar 2021
Summer Olympics
Tokyo 2022
UEFA
Euro 2020
FIFA World Cup
Qatar 2022
Winter Olympics
Beijing 2022
FIFA Arab Cup
Qatar 2021
Summer Olympics
Tokyo 2022
UEFA
Euro 2020
A vibrant headline image reading: The Team
Portret of Pablo García Soriano
pablo garcia soriano
Pablo makes sure that technology works for artists and creators as well as for engineers the way they expect it to. He has worked as a colourist and colour supervisor for more than 15 years and since 2016 at some of the world’s largest broadcast sports events as an HDR supervisor and consultant. Pablo is a member of the ACES Technical Advisory Committee for the development of ACES 2.0.
Portrait of Gino Bollaert
Gino Bollaert
Gino is a product designer and software architect with 20 years of experience. He co-designed FMOD Studio, a paradigm-shifting digital audio workstation for games used by Microsoft, Sony, Disney, EA and other major game studios. Gino has recently been collaborating with colour scientists from CSIC (Spain) to develop applications using adaptive camera-to-display tone-mapping technology.
Photo of Nick Shaw
Nick Shaw
Nick has been working in post-production for over 25 years. He now provides consultancy and training on colour-managed pipelines, through his company, Antler Post, to post and VFX facilities in London and internationally. He has also been heavily involved in the development of ACES 2.0 as a consultant for AMPAS and as a member of the Technical Advisory Committee.
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