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Anders Langlands – Render Color Spaceshttps://www.colour-science.org/anders-langlands/ This page compares images rendered in Arnold using spectral rendering and different sets of colourspace primaries: Rec.709, Rec.2020, ACES and DCI-P3. The SPD data for the GretagMacbeth Color Checker are the measurements of Noburu Ohta, taken from Mansencal, Mauderer and Parsons (2014)ย colour-science.org. 
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Bjรถrn Ottosson – How software gets color wronghttps://bottosson.github.io/posts/colorwrong/ Most software around us today are decent at accurately displaying colors. Processing of colors is another story unfortunately, and is often done badly. To understand what the problem is, letโs start with an example of three ways of blending green and magenta: - Perceptual blendย โ A smooth transition using a model designed to mimic human perception of color. The blending is done so that the perceived brightness and color varies smoothly and evenly.
- Linear blendย โ A model for blending color based on how light behaves physically. This type of blending can occur in many ways naturally, for example when colors are blended together by focus blur in a camera or when viewing a pattern of two colors at a distance.
- sRGB blendย โ This is how colors would normally be blended in computer software, using sRGB to represent the colors.ย
 Letโs look at some more examples of blending of colors, to see how these problems surface more practically. The examples use strong colors since then the differences are more pronounced. This is using the same three ways of blending colors as the first example. Instead of making it as easy as possible to work with color, most software make it unnecessarily hard, by doing image processing with representations not designed for it. Approximating the physical behavior of light with linear RGB models is one easy thing to do, but more work is needed to create image representations tailored for image processing and human perception. Also see: 
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EVER (Exact Volumetric Ellipsoid Rendering) – Gaussian splatting alternativehttps://radiancefields.com/how-ever-(exact-volumetric-ellipsoid-rendering)-does-this-work https://half-potato.gitlab.io/posts/ever/ Unlike previous methods like Gaussian Splatting, EVER leverages ellipsoids instead of Gaussians and uses Ray Tracing instead of Rasterization. This shift eliminates artifacts like popping and blending inconsistencies, offering sharper and more accurate renderings. 
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The Rise and Fall of Adobe – The better, alternative software list to a criminal companyBest alternatives to Adobe: https://github.com/KenneyNL/Adobe-Alternatives - Affinity (Photo and illustration editing) https://affinity.serif.com/
- DaVinci Resolve (video editing): https://www.blackmagicdesign.com/au/products/davinciresolve/
- Clip Studio Paint (illustration): https://www.clipstudio.net/en/
- Toon Boom (animation): https://www.toonboom.com/
 
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Microsoft is discontinuing its HoloLens headsetshttps://www.theverge.com/2024/10/1/24259369/microsoft-hololens-2-discontinuation-support Software support for the original HoloLens headset will end on December 10th. Microsoftโs struggles with HoloLens have been apparent over the past two years. 
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Meta Horizon Hyperscape๐๐๐ญ๐ ๐๐ฒ๐ฉ๐๐ซ๐ฌ๐๐๐ฉ๐ ๐ข๐ง ๐ ๐ง๐ฎ๐ญ๐ฌ๐ก๐๐ฅ๐ฅ 
 Hyperscape technology allows us to scan spaces with just a phone and create photorealistic replicas of the physical world with high fidelity. You can experience these digital replicas on the Quest 3 or on the just announced Quest 3S.https://www.youtube.com/clip/UgkxGlXM3v93kLg1D9qjJIKmvIYW-vHvdbd0 ๐๐ข๐ ๐ก ๐ ๐ข๐๐๐ฅ๐ข๐ญ๐ฒ ๐๐ง๐๐๐ฅ๐๐ฌ ๐ ๐๐๐ฐ ๐๐๐ง๐ฌ๐ ๐จ๐ ๐๐ซ๐๐ฌ๐๐ง๐๐ 
 This level of photorealism will enable a new way to be together, where spaces look, sound, and feel like you are physically there.๐๐ข๐ฆ๐ฉ๐ฅ๐ ๐๐๐ฉ๐ญ๐ฎ๐ซ๐ ๐ฉ๐ซ๐จ๐๐๐ฌ๐ฌ ๐ฐ๐ข๐ญ๐ก ๐ฒ๐จ๐ฎ๐ซ ๐ฆ๐จ๐๐ข๐ฅ๐ ๐ฉ๐ก๐จ๐ง๐ 
 Currently not available, but in the future, it will offer a new way to create worlds in Horizon and will be the easiest way to bring physical spaces to the digital world. Creators can capture physical environments on their mobile device and invite friends, fans, or customers to visit and engage in the digital replicas.๐๐ฅ๐จ๐ฎ๐-๐๐๐ฌ๐๐ ๐๐ซ๐จ๐๐๐ฌ๐ฌ๐ข๐ง๐ ๐๐ง๐ ๐๐๐ง๐๐๐ซ๐ข๐ง๐ 
 Using Gaussian Splatting, a 3D modeling technique that renders fine details with high accuracy and efficiency, we process the model input data in the cloud and render the created model through cloud rendering and streaming on Quest 3 and the just announced Quest 3S.๐๐ซ๐ฒ ๐ข๐ญ ๐จ๐ฎ๐ญ ๐ฒ๐จ๐ฎ๐ซ๐ฌ๐๐ฅ๐ 
 If you are in the US and you have a Meta Quest 3 or 3S you can try it out here:https://www.meta.com/experiences/meta-horizon-hyperscape-demo/7972066712871980/ 
FEATURED POSTS
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RawTherapee – a free, open source, cross-platform raw image and HDRi processing program5.10 of this tool includes excellent tools to clean up cr2 and cr3 used on set to support HDRI processing. 
 Converting raw to AcesCG 32 bit tiffs with metadata.ย
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Photography basics: Lumens vs Candelas (candle) vs Lux vs FootCandle vs Watts vs Irradiance vs Illuminancehttps://www.translatorscafe.com/unit-converter/en-US/illumination/1-11/ The power output of a light source is measured using the unit of watts W. This is a direct measure to calculate how much power the light is going to drain from your socket and it is not relatable to the light brightness itself. The amount of energy emitted from it per second. That energy comes out in a form of photons which we can crudely represent with rays of light coming out of the source. The higher the power the more rays emitted from the source in a unit of time. Not all energy emitted is visible to the human eye, so we often rely on photometric measurements, which takes in account the sensitivity of human eye to different wavelenghts Details in the post 
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