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Photography basics: Shutter angle and shutter speed and motion blur
http://www.shutterangle.com/2012/cinematic-look-frame-rate-shutter-speed/
https://www.cinema5d.com/global-vs-rolling-shutter/
https://www.wikihow.com/Choose-a-Camera-Shutter-Speed
https://www.provideocoalition.com/shutter-speed-vs-shutter-angle/
Shutter is the device that controls the amount of light through a lens. Basically in general it controls the amount of time a film is exposed.
Shutter speed is how long this device is open for, which also defines motion blur… the longer it stays open the blurrier the image captured.
The number refers to the amount of light actually allowed through.
As a reference, shooting at 24fps, at 180 shutter angle or 1/48th of shutter speed (0.0208 exposure time) will produce motion blur which is similar to what we perceive at naked eye
Talked of as in (shutter) angles, for historical reasons, as the original exposure mechanism was controlled through a pie shaped mirror in front of the lens.
A shutter of 180 degrees is blocking/allowing light for half circle. (half blocked, half open). 270 degrees is one quarter pie shaped, which would allow for a higher exposure time (3 quarter pie open, vs one quarter closed) 90 degrees is three quarter pie shaped, which would allow for a lower exposure (one quarter open, three quarters closed)
The shutter angle can be converted back and fort with shutter speed with the following formulas:
https://www.provideocoalition.com/shutter-speed-vs-shutter-angle/shutter angle =
(360 * fps) * (1/shutter speed)
or
(360 * fps) / shutter speedshutter speed =
(360 * fps) * (1/shutter angle)
or
(360 * fps) / shutter angleFor example here is a chart from shutter angle to shutter speed at 24 fps:
270 = 1/32
180 = 1/48
172.8 = 1/50
144 = 1/60
90 = 1/96
72 = 1/120
45 = 1/198
22.5 = 1/348
11 = 1/696
8.6 = 1/1000The above is basically the relation between the way a video camera calculates shutter (fractions of a second) and the way a film camera calculates shutter (in degrees).
Smaller shutter angles show strobing artifacts. As the camera only ever sees at least half of the time (for a typical 180 degree shutter). Due to being obscured by the shutter during that period, it doesn’t capture the scene continuously.
This means that fast moving objects, and especially objects moving across the frame, will exhibit jerky movement. This is called strobing. The defect is also very noticeable during pans. Smaller shutter angles (shorter exposure) exhibit more pronounced strobing effects.
Larger shutter angles show more motion blur. As the longer exposure captures more motion.
Note that in 3D you want to first sum the total of the shutter open and shutter close values, than compare that to the shutter angle aperture, ie:
shutter open -0.0625
shutter close 0.0625
Total shutter = 0.0625+0.0625 = 0.125
Shutter angle = 360*0.125 = 45shutter open -0.125
shutter close 0.125
Total shutter = 0.125+0.125 = 0.25
Shutter angle = 360*0.25 = 90shutter open -0.25
shutter close 0.25
Total shutter = 0.25+0.25 = 0.5
Shutter angle = 360*0.5 = 180shutter open -0.375
shutter close 0.375
Total shutter = 0.375+0.375 = 0.75
Shutter angle = 360*0.75 = 270Faster frame rates can resolve both these issues.
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iOS using Swift
http://cdn2.raywenderlich.com/wp-content/uploads/2014/06/RW-Swift-Cheatsheet-0_3.pdf
http://www.raywenderlich.com/115279/swift-2-tutorial-part-2-a-simple-ios-app
http://www.raywenderlich.com/115253/swift-2-tutorial-a-quick-start
http://neonto.com/?ref=producthunt#slice-pricing
https://www.toptal.com/ios/ios-user-interfaces-storyboards-vs-nibs-vs-custom-code
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Rendering – BRDF – Bidirectional reflectance distribution function
http://en.wikipedia.org/wiki/Bidirectional_reflectance_distribution_function
The bidirectional reflectance distribution function is a four-dimensional function that defines how light is reflected at an opaque surface
http://www.cs.ucla.edu/~zhu/tutorial/An_Introduction_to_BRDF-Based_Lighting.pdf
In general, when light interacts with matter, a complicated light-matter dynamic occurs. This interaction depends on the physical characteristics of the light as well as the physical composition and characteristics of the matter.
That is, some of the incident light is reflected, some of the light is transmitted, and another portion of the light is absorbed by the medium itself.
A BRDF describes how much light is reflected when light makes contact with a certain material. Similarly, a BTDF (Bi-directional Transmission Distribution Function) describes how much light is transmitted when light makes contact with a certain material
http://www.cs.princeton.edu/~smr/cs348c-97/surveypaper.html
It is difficult to establish exactly how far one should go in elaborating the surface model. A truly complete representation of the reflective behavior of a surface might take into account such phenomena as polarization, scattering, fluorescence, and phosphorescence, all of which might vary with position on the surface. Therefore, the variables in this complete function would be:
incoming and outgoing angle incoming and outgoing wavelength incoming and outgoing polarization (both linear and circular) incoming and outgoing position (which might differ due to subsurface scattering) time delay between the incoming and outgoing light ray