Video
This document assumes at least some basic understanding of how TV works.
It deals primarily with the things that both analogue and digital TV have
in common. It does not provide an in depth explanation of how things
work. Instead, it provides just enough information to explain some of the
differences between various TV standards, using a test card as an example.
Some images are clickable, providing a 768x576 or 1920x1080 version.
TV
SDTV and TV in general.
Colour bars
Colour bar at 75% brightness. This adds a red, green and a blue image.
The green image has one green and one black bar. The red image has two red
and two black bars. The blue image four blue and four black bars;
This yields the following eight bar colour image;
Note: Some 75% colour bar test card generators add a 100% brightness
horizontal white bar. And some have the vertical white bar at 100%.
When colour TV was introduced a good black and white representation of the
colour signal was required. After all, most people would watch colour
transmissions on a black and white TV. And since the human eye is most
sensitive green and least to blue, the black and white signal consists of
29.9 % red, 58.7 % green and 11.4 % blue (these are often rounded to
0.30, 0.59 and 0.11) (note that 0.30 + 0.59 + 0.11 = 1 or 100%);
The left most bar in the black and white image is of course, also at 75%
brightness.
Note that in the back and white representation of the colour image, green
is brighter than magenta (purple). A lot of black and white photos of
colour TVs get this wrong!
Signals
Signals related to the above colour bar. You may find oscillograms similar
to these in analogue TV service manuals.
All seven graphs below are to the same scale.
Red, Green and Blue
For black, these signals are zero.
Y
This is in fact the signal of the above black and white image:
Y = 0.299 * Red + 0.587 * Green + 0.114 * Blue.
For black, this signal is zero.
Note: The graph does not include horizontal retrace.
R-Y, G-Y and B-Y
These are Red minus back and white, Green minus back and white and
Blue minus back and white:
If you flip the Y-graph upside down and add it to the R, G and B graphs
above you get the graphs below;
Of these B-Y has the largest and G-Y the smallest amplitude.
Note that these signals can have both positive and negative values.
And for pure grey tones, including black and white, these signals are zero.
U, V, Pb and Pr
The U and Pb signals are B-Y with a reduced amplitude;
U = 0.492 * (B-Y).
And Pb = 0.564 * (B-Y).
The V and Pr signals are R-Y with a reduced amplitude;
V = 0.877 * (R-Y).
And Pr = 0.713 * (R-Y).
U and V are specific to PAL
(See terminology confusion below).
Pb and Pr on the other hand are generic. And the basis of a lot of modern
TV systems.
I and Q
I and Q are specific to NTSC (See
terminology confusion below).
Derived from B-Y and R-Y;
I = -0.27 * (B-Y) + 0.74 * (R-Y) Q = 0.41 * (B-Y) + 0.48 * (R-Y)
Derived from U and V;
I = -0.545 * U + 0.839 * V Q = 0.839 * U + 0.545 * V
Recreate RGB
Both analogue and digital colour television transmit the Y, B-Y and R-Y signals in one form or an other. The G-Y signal is calculated at the receiving end:
If: Y = k * R + l * G + m * B Than: k * (R-Y) + l * (G-Y) + m * (B-Y) = 0. Or: k m G-Y = - ─── * (R-Y) - ─── * (B-Y) l l And substituting k, l and m for 0.299, 0.587 resp 0.114; 0.299 0.114 G-Y = - ─────── * (R-Y) - ─────── * (B-Y) 0.587 0.587 Which yields: G-Y = - 0.509 * (R-Y) - 0.194 * (B-Y)
A lengthy explanation here.
We could derive B-Y from G-Y and R-Y. Or R-Y from G-Y and B-Y. But since Y mostly consist of green, on average B-Y and R-Y will have a bigger amplitude than G-Y. So, from a signal to noise ratio perspective, it makes more sense to derive G-Y from B-Y and R-Y.
B-Y and R-Y are usually transmitted with a smaller bandwidth than Y:
A typical Y bandwidth is 4.2 to 6 MHz. For B-Y and R-Y it's usually
1.3 MHz. And a Q signal has an even smaller bandwidth. About 0.5 MHz.
This reduces the total amount of information roughly by half while retaining
a lot of the small details in the image.
One of the consequences of this is, that the Y signal can change much faster
than the B-Y and R-Y signals.
At the receiving end R, G and B are recreated from Y, B-Y and R-Y.
Using Y, U and V (Used in vintage TVs);
B-Y = 2.033 * U R-Y = 1.140 * V G-Y = - 0.509 * (R-Y) - 0.194 * (B-Y) R = R-Y + Y G = G-Y + Y B = B-Y + Y
Using Y, I and Q (Used in vintage TVs);
B-Y = - 1.107 * I + 1.704 * Q R-Y = 0.965 * I + 0.621 * Q G-Y = - 0.509 * (R-Y) - 0.194 * (B-Y) R = R-Y + Y G = G-Y + Y B = B-Y + Y
Or using Y, Pb and Pr (Current);
B-Y = 1.773 * Pb R-Y = 1.403 * Pr G-Y = - 0.509 * (R-Y) - 0.194 * (B-Y) R = R-Y + Y G = G-Y + Y B = B-Y + Y
An electronic circuit that does arithmetic like above is called a matrix. In it's most basic form a few resistors is all it takes.
Due to the limited bandwidth of B-Y and R-Y, these are not exact copies of
the original R, G and B signals.
For instance, note the little spikes at the bar boundaries of the recreated
red and green signals. Which were not present in the original signals;
The image below zooms in on the second spike in green, which is at the
yellow - cyan boundary. And besides green, it also shows Y and G-Y.
The centre of the fall in Y coincides exactly with the centre of the rise
in G-Y;
G-Y by rises exactly by the same amount as the drop in Y. So the green
signal (G = G-Y + Y) starts and ends with exactly the same value.
However, Y changes about four times faster than G-Y. Which causes a little
Z-like structure in the green signal. The same effect causes the spikes in
red.
The rises on the other hand, have little dents. Which only becomes
apparent when you zoom in on the little details.
The image below zooms in on the blue signal during the same yellow to cyan
transition:
The falls have steep bits. Which are all but invisible, even if you zoom
in.
In the black parts the spikes drop below zero. And in a 100% brightness
colour bar the spikes on the bright parts peek above 100%.
The spikes are very small and an analogue system can easily deal with
these. But in a digital system we have to add a little margin, clip the
spikes away or do both.
Note that these spikes are not caused by ringing or overshoot in filters. Overshoot in video signals results in ugly images, so filters are designed is such a way that there is very little overshoot, let alone ringing. So this has nothing to do with the Gibbs phenomenon either.
Of course, the exact nature of these artefacts depend on the image content and the way the signals are processed.
Values
The colour bar above has a brightness of 75%.
The table below is based on 100%;
Sig nal |
Bar colour | |||||||
---|---|---|---|---|---|---|---|---|
White | Yellow | Cyan | Green | Mag | Red | Blue | Black | |
R | 1 | 1 | 0 | 0 | 1 | 1 | 0 | 0 |
G | 1 | 1 | 1 | 1 | 0 | 0 | 0 | 0 |
B | 1 | 0 | 1 | 0 | 1 | 0 | 1 | 0 |
Y | 1 | 0.886 | 0.701 | 0.587 | 0.413 | 0.299 | 0.114 | 0 |
R-Y | 0 | 0.114 | -0.701 | -0.587 | 0.587 | 0.701 | -0.114 | 0 |
G-Y | 0 | 0.114 | 0.299 | 0.413 | -0.413 | -0.299 | -0.114 | 0 |
B-Y | 0 | -0.886 | 0.299 | -0.587 | 0.587 | -0.299 | 0.886 | 0 |
φ ° | NA | 173 | 293 | 225 | 45 | 113 | 353 | NA |
U | 0 | -0.436 | 0.147 | -0.289 | 0.289 | -0.147 | 0.436 | 0 |
V | 0 | 0.100 | -0.615 | -0.515 | 0.515 | 0.615 | -0.100 | 0 |
φuv | NA | 167 | 283 | 241 | 61 | 103 | 347 | NA |
Pb | 0 | -0.500 | 0.169 | -0.331 | 0.331 | -0.169 | 0.500 | 0 |
Pr | 0 | 0.081 | -0.500 | -0.419 | 0.419 | 0.500 | -0.081 | 0 |
φp | NA | 171 | 289 | 232 | 52 | 109 | 351 | NA |
These are relative values. In most analogue video signals, '1' corresponds
to 0.7 Volt. In which case, depending on the standard, '0' corresponds to
either 0 or 0.05 Volt. And synchronisation pulses, if any, correspond to
-0.3 Volt. (An exception is VGA, which has 5 Vpp sync signals.)
In the table below, '0' corresponds to 0 Volt;
Sig nal |
Bar colour | |||||||
---|---|---|---|---|---|---|---|---|
White | Yellow | Cyan | Green | Mag | Red | Blue | Black | |
Y | 0.700 | 0.620 | 0.491 | 0.411 | 0.289 | 0.209 | 0.080 | 0.000 |
Pb | 0.000 | -0.350 | 0.118 | -0.232 | 0.232 | -0.118 | 0.350 | 0.000 |
Pr | 0.000 | 0.057 | -0.350 | -0.293 | 0.293 | 0.350 | -0.057 | 0.000 |
φ, φuv and φp are;
φ = arctan(R-Y / B-Y)
φuv = arctan(V / U)
φp = arctan(Pr / Pb)
Note that these are meaningless in case of pure grey tones. In which case
B-Y, R-Y, U, V, Pb and Pr are all zero.
And if B-Y is zero (or very small) and R-Y is not, you have to do a arccot
instead of a actan and work from there.
See colour circles below.
MP4 Video
A 30 second 25 fps interleaved Video of the
above 75% brightness colour bar image.
Note: There is no sound.
Colour circles
A B-Y - R-Y, a U - V and a Pb - Pr colour circle.
The U - V circle also shows I and Q.
The horizontal value runs from -1 at the left to 1 at the right.
The vertical value runs from 1 at the top to -1 at the bottom.
And Y is 1 at the centre and 0 at the rim of the circle.
All of this is a bit arbitrary, but it does show that B-Y - R-Y, U - V and
Pb - Pr are different things
(See terminology confusion below).
Note that -(B-Y) = Y-B and -(R-Y) = Y-R.
The example φ in all three images is between 0° and Magenta.
The angle between U and Q is 33°. And between U and I 123°;
If you tilt your head 33° to the left, you will find that I and Q are
perpendicular.
YPbPr is current: It's from the 1990's. And lives on in a digital version
called YCbCr.
YUV and YIQ on the other hand are vintage: YUV is from 1962 and YIQ from 1953.
B-Y is a shade of violet.
R-Y is somewhere between red and purple.
Both -(B-Y) and -(R-Y) are shades of green.
G-Y=0 is either a shade of brown / orange (brown is in fact a dark shade
of orange) or a shade of blue.
And contrast colours are always 180° apart;
Primary | Secondary |
---|---|
Red | Cyan |
Green | Magenta |
Blue | Yellow |
The range of available colours is much larger than just the colours in these circles. After all, a colour isn't just determined by B-Y and R-Y, it depends on Y as well. And there are colours outside the circles. The total range of colours of all three systems is in fact, the same.
Some test cards contain a G-Y = 0. And since
G-Y = - 0.509 * (R-Y) - 0.194 * (B-Y),
the equivalent of G-Y = 0 is
'-0.509 * (R-Y) = 0.194 * (B-Y)'.
Or 'R-Y = -0.381 * (B-Y)'.
Or 'B-Y = -2.624 * (R-Y)'.
The PM5544
test card shows some of these colours as follows:
B-Y |
R-Y |
G-Y=0 |
-(B-Y) |
-(R-Y) |
G-Y=0 |
As far as I can work out, the brightness of the grey background is about
50%. And the (combined) amplitude of U and V in these colours about 0.24.
Other colours in the PM5544 test card are regular 75% brightness colour
bar colours.
The PM5544 is probably the best (SD)TV test card ever conceived!
There are also test cards with I and Q;
Q |
I |
-I |
Note: I and Q are not necessary darker than U and V.
Gamma
In a valve, the anode (output) current increases roughly with the square of the grid (input) voltage. The same applies to picture tubes: The cathode ray current increases more or less with the square of the cylinder voltage. Or to be more exact, with the 2.2 power thereof;
output = input²·²
To compensate, before being transmitted, the video signal gets a gamma correction. And since 1 / 2.2 ≈ 0.45;
output = input⁰·⁴⁵
Different systems use different gamma values. Just about anything from 2.2
to 2.8.
Some image files contain meta information stating the gamma correction used.
To indicate that a signal is gamma a corrected an apostrophe (') is used;
Y' = 0.299 * R' + 0.587 * G' + 0.114 * B'
Notes:
An apostrophe may absent, even though the signal or data is gamma
corrected.
For reasons of compatibility with CRTs, flat screen displays use gamma
correction as well.
Computer displays use a gamma that is different from TV.
Using a wrong gamma correction will cause problems with the darker shades
in an image:
A gamma correction that is too strong will cause the darker shades to be
too bright.
A gamma correction that is too weak will cause the darker shades to be too
dark.
A gamma that is just a little bit off, still produces a nice image. Unless
you're into DTP or you want your shadows exactly right.
Digital
These are usually 8-bit unsigned integers in the 0 to 255 range. Although
higher resolutions are also used. Such as 10 or 12 bits.
Cb and Cr are the digital equivalents of Pb and Pr. Signed numbers derived
from Pb and Pr are changed to unsigned;
8-bit | 10-bit | 12-bit | |||
---|---|---|---|---|---|
Signed | Unsigned | Signed | Unsigned | Signed | Unsigned |
126 | 254 | 507 | 1019 | 2031 | 4079 |
112 | 240 | 448 | 960 | 1792 | 3840 |
107 | 235 | 428 | 940 | 1712 | 3760 |
0 | 128 | 0 | 512 | 0 | 2048 |
-112 | 16 | -448 | 64 | -1792 | 256 |
-127 | 1 | -508 | 4 | -2032 | 16 |
In 8-bit systems Y is limited to the 16 to 235 range.
And Cb and Cr to the 16 to 240 range;
Y = 16 + 219 * Yanalogue
Cb = 128 + 224 * Pb
Cr = 128 + 224 * Pr
Note that in case of pure grey tones Cb and Cr are both 128.
Below a 75% brightness colour bar;
Sig nal |
Bar colour | |||||||
---|---|---|---|---|---|---|---|---|
White | Yellow | Cyan | Green | Mag | Red | Blue | Black | |
R | 191 | 191 | 0 | 0 | 191 | 191 | 0 | 0 |
G | 191 | 191 | 191 | 191 | 0 | 0 | 0 | 0 |
B | 191 | 0 | 191 | 0 | 191 | 0 | 191 | 0 |
Y | 180 | 162 | 131 | 112 | 84 | 65 | 35 | 16 |
Cb | 128 | 44 | 156 | 72 | 184 | 100 | 212 | 128 |
Cr | 128 | 142 | 44 | 58 | 198 | 212 | 114 | 128 |
And a 100% brightness colour bar;
Sig nal |
Bar colour | |||||||
---|---|---|---|---|---|---|---|---|
White | Yellow | Cyan | Green | Mag | Red | Blue | Black | |
R | 255 | 255 | 0 | 0 | 255 | 255 | 0 | 0 |
G | 255 | 255 | 255 | 255 | 0 | 0 | 0 | 0 |
B | 255 | 0 | 255 | 0 | 255 | 0 | 255 | 0 |
Y | 235 | 210 | 170 | 145 | 106 | 81 | 41 | 16 |
Cb | 128 | 16 | 166 | 54 | 202 | 90 | 240 | 128 |
Cr | 128 | 146 | 16 | 34 | 222 | 240 | 110 | 128 |
While recreating RGB small spikes may occur. If one is to recreate the
full 0 to 255 range, these need to be clipped away in order to avoid
values outside the 0 to 255 range.
If one is absolutely sure that the remote end handles this properly, one may
encode Y, Cb and Cr without the 16 to 235 resp 16 to 240 limits and use 0
to 255 instead. This may cause compatibility issues though; Values 0 and 255
are reserved in colour data.
Below an 100% brightness colour bar of which the bottom half is in the 16 to
235 range;
In the bottom half of the picture, black is in fact a dark shade of grey.
JPEG Images
JPEG images use the the same system as above, but without the limited
range. It uses 0 to 255 instead.
Assuming that R, G and and B are in the 0 to 255 range;
Y = 0.299 * R + 0.587 * G + 0.114 * B Cb = 128 + 0.564 * (B-Y) Cr = 128 + 0.713 * (R-Y)
The results are rounded to the nearest integer and limited to the 0 to 255 range.
Chroma sub sampling
The most commonly used forms of chroma sub sampling are '4:4:4' and
'4:2:0'. Sometimes referred to as '444' and '420':
With 4:4:4 Cb and Cr have the same resolution as Y: For each Y sample
there is a Cb and and a Cr sample.
With 4:2:0 it's 1/4: For every four Y samples, there is one Cb and one Cr
sample. This reduces the total amount of information roughly by half.
So chroma sub sampling performs a function simular to the low pass filters
in the B-Y and R-Y signals. And causes similar artefacts that need to be
dealt with.
More on chroma sub sampling at Wikipedia:
Chroma
subsampling
HDTV
Here the Y signal is not an accurate black and white representation of the
colour image;
Y = 0.213 * R + 0.715 * G + 0.072 * B Pb = 0.539 * (B-Y) Pr = 0.635 * (R-Y)
Note that this different from SDTV. If we want recreate RGB accurately,
we need to know how YPbPr was composed;
One can actually generate a high resolution image, using the SDTV
method of generating YPbPr! So we can't make assumptions based on the
resolution alone!
Sig nal |
Bar colour | |||||||
---|---|---|---|---|---|---|---|---|
White | Yellow | Cyan | Green | Mag | Red | Blue | Black | |
Y | 180 | 168 | 145 | 133 | 63 | 51 | 28 | 16 |
Cb | 128 | 44 | 147 | 63 | 193 | 109 | 212 | 128 |
Cr | 128 | 136 | 44 | 52 | 204 | 212 | 120 | 128 |
Note: This is different from the 75% SDTV colour bar.
UHD
This is different from both SDTV and HDTV;
Y = 0.2627 * R + 0.678 * G + 0.0593 * B Pb = 0.5315 * (B-Y) Pr = 0.6782 * (R-Y)
Most TV standards gamma correct R, G and B before calculating Y. UHD on the other hand, can also calculate Y based on linear (non gamma corrected) R, G and B, and then do the gamma correction on Y.
Terminology confusion
PAL
Strictly speaking PAL is not a frame rate but a (now obsolete) colour TV
standard.
And although PAL mostly uses 25 frames per second, there are also
30 fps versions.
NTSC
Strictly speaking NTSC is not a frame rate but a (now obsolete) colour TV
standard.
And although NTSC mostly uses 30 (29.97) frames per second, there are also
25 fps versions.
YUV
Sometimes 'YUV' is used when one actually means YPbPr or YCbCr.
YUV is also used as a generic term for all Y - B-Y - R-Y derivatives.
In which case one may need additional meta information in the file header or
data stream in order tell what YUV really means. For instance, it might say
'Matrix coefficients: BT.470 System B/G'. Which is classic SDTV.
YPbPr and YCbCr
Sometimes 'YPbPr' is used when one actually means YCbCr.
YPbPr is analogue, YCbCr is digital.
And both can mean different things, depending on the standard used.
Standards
Some commonly used standards.
Most use the same white point. Some have different primary colours. And there
are different Gammas.
sRGB is a computer display standard. BT.709 is used for HDTV and HDMI.
And BT.2020 is UHD. Others are conventional TV standards.
Primary colours
Below a table with primary colours and white points. The X and Y coordinates are as in CIE 1931 color space.
Prim & Wht |
Standards | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
NTSC 1953, BT.470 M |
SMPTE 170M, BT.601 525 lines |
BT.470 B/G, BT.601 625 lines |
BT.709, sRGB |
BT.2020 | ||||||
X | Y | X | Y | X | Y | X | Y | X | Y | |
R | 0.67 | 0.33 | 0.630 | 0.340 | 0.640 | 0.330 | 0.640 | 0.330 | 0.708 | 0.292 |
G | 0.21 | 0.71 | 0.310 | 0.595 | 0.290 | 0.600 | 0.300 | 0.600 | 0.170 | 0.797 |
B | 0.14 | 0.08 | 0.155 | 0.070 | 0.150 | 0.060 | 0.150 | 0.060 | 0.131 | 0.046 |
W | 0.310 | 0.316 | 0.3127 | 0.3290 | 0.3127 | 0.3290 | 0.3127 | 0.3290 | 0.3127 | 0.3290 |
NTSC 1953 has the same primary colours as BT.470 M.
SMPTE 170M the same as BT.601 525 lines.
BT.470 B/G the same as BT.601 625 lines.
And sRGB has the same primary colours as BT.709.
And BT.2020 has a very large colour space.
Generate YPbPr
Different systems calculate Y, Pb and Pr differently.
Classic SD
Y = 0.299 * R + 0.587 * G + 0.114 * B Pb = 0.564 * (B-Y) Pr = 0.713 * (R-Y)
BT.709
Y = 0.213 * R + 0.715 * G + 0.072 * B Pb = 0.539 * (B-Y) Pr = 0.635 * (R-Y)
BT.2020
Y = 0.2627 * R + 0.678 * G + 0.0593 * B Pb = 0.5315 * (B-Y) Pr = 0.6782 * (R-Y)
YPbPr Overview
The table below shows the different results.
Colour | Classic SD | BT.709 | BT.2020 | ||||||
---|---|---|---|---|---|---|---|---|---|
Y | Pb | Pr | Y | Pb | Pr | Y | Pb | Pr | |
White | 1.000 | 0.000 | 0.000 | 1.000 | 0.000 | 0.000 | 1.000 | 0.000 | 0.000 |
Yellow | 0.886 | -0.500 | 0.081 | 0.928 | -0.500 | 0.046 | 0.941 | -0.500 | 0.040 |
Cyan | 0.701 | 0.169 | -0.500 | 0.787 | 0.115 | -0.500 | 0.737 | 0.140 | -0.500 |
Green | 0.587 | -0.331 | -0.419 | 0.715 | -0.385 | -0.454 | 0.678 | -0.360 | -0.460 |
Magenta | 0.413 | 0.331 | 0.419 | 0.285 | 0.385 | 0.454 | 0.322 | 0.360 | 0.460 |
Red | 0.299 | -0.169 | 0.500 | 0.213 | -0.115 | 0.500 | 0.263 | -0.140 | 0.500 |
Blue | 0.114 | 0.500 | -0.081 | 0.072 | 0.500 | -0.046 | 0.059 | 0.500 | -0.040 |
Black | 0.000 | 0.000 | 0.000 | 0.000 | 0.000 | 0.000 | 0.000 | 0.000 | 0.000 |
In all three Y is in the 0 to 1 range and Pb and Pr in the -0.5 to 0.5
range.
However, in order to recreate RGB you need to know which standard is used.
Some files contains meta information about the used standard.
Recreate RGB
sRGB uses Red Green and Blue. While the others use Y and signals derived from B-Y and R-Y in one form or an other.
Classic SD
B-Y = 2.033 * U R-Y = 1.140 * V B-Y = 1.773 * Pb R-Y = 1.403 * Pr G-Y = - 0.509 * (R-Y) - 0.194 * (B-Y)
BT.709
B-Y = 1.855 * Pb R-Y = 1.575 * Pr G-Y = - 0.298 * (R-Y) - 0.101 * (B-Y)
BT.2020
B-Y = 1.8814 * Pb R-Y = 1.4746 * Pr G-Y = - 0.3875 * R-Y - 0.0875 * B-Y
Gamma
BT.470 M
This is 2.2;
output = input⁰·⁴⁵
BT.470 B/G
This is 2.8;
output = input⁰·³⁶
BT.601, BT.709 and BT.2020
This is a linear - 2.2 power mix.
For input values below 0.018 it's:
output = 4.5 * input
And for 0.018 and greater it's;
output = (1.099 * input)⁰·⁴⁵ - 0.099
Here is a bit of confusion: Apparently BT.2020 is expected to be viewed on a 2.4 gamma monitor. Which is a sRGB gamma.
sRGB
This is a linear - 2.4 power mix.
For input values below 0.0031 it's:
output = 12.92 * input
And for 0.0031 and greater it's;
output = (1.055 * input)⁰·⁴² - 0.055
Apparently, a lot of systems that claim to be sRGB use a gamma of 2.2 instead.
Converting YPbPr to RGB the wrong way
So what if you decode one standard as an other?
In the six images below, the bottom half is converted back to RGB the
wrong way. For comparison, all images have a 4:3 aspect ratio.
Classic SD
The first image was converted back assuming it to be BT.709.
And the second image was converted to BT.2020.
BT.709
The first image was converted back assuming it to be SD.
And the second image was converted to BT.2020.
BT.2020
The first image was converted back assuming it to be SD.
And the second image was converted to BT.709.