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https://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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Resolution – Aspect Ratio | 4:03 | 16:09 | 16:10 | 3:02 | 5:03 | 5:04 |
CGA | 320 x 200 | |||||
QVGA | 320 x 240 | |||||
VGA (SD, Standard Definition) | 640 x 480 | |||||
NTSC | 720 x 480 | |||||
WVGA | 854 x 450 | |||||
WVGA | 800 x 480 | |||||
PAL | 768 x 576 | |||||
SVGA | 800 x 600 | |||||
XGA | 1024 x 768 | |||||
not named | 1152 x 768 | |||||
HD 720 (720P, High Definition) | 1280 x 720 | |||||
WXGA | 1280 x 800 | |||||
WXGA | 1280 x 768 | |||||
SXGA | 1280 x 1024 | |||||
not named (768P, HD, High Definition) | 1366 x 768 | |||||
not named | 1440 x 960 | |||||
SXGA+ | 1400 x 1050 | |||||
WSXGA | 1680 x 1050 | |||||
UXGA (2MP) | 1600 x 1200 | |||||
HD1080 (1080P, Full HD) | 1920 x 1080 | |||||
WUXGA | 1920 x 1200 | |||||
2K | 2048 x (any) | |||||
QWXGA | 2048 x 1152 | |||||
QXGA (3MP) | 2048 x 1536 | |||||
WQXGA | 2560 x 1600 | |||||
QHD (Quad HD) | 2560 x 1440 | |||||
QSXGA (5MP) | 2560 x 2048 | |||||
4K UHD (4K, Ultra HD, Ultra-High Definition) | 3840 x 2160 | |||||
QUXGA+ | 3840 x 2400 | |||||
IMAX 3D | 4096 x 3072 | |||||
8K UHD (8K, 8K Ultra HD, UHDTV) | 7680 x 4320 | |||||
10K (10240×4320, 10K HD) | 10240 x (any) | |||||
16K (Quad UHD, 16K UHD, 8640P) | 15360 x 8640 |
http://www.calculator.org/property.aspx?name=solid+angle
A measure of how large the object appears to an observer looking from that point. Thus. A measure for objects in the sky. Useful to retuen the size of the sun and moon… and in perspective, how much of their contribution to lighting. Solid angle can be represented in ‘angular diameter’ as well.
http://en.wikipedia.org/wiki/Solid_angle
http://www.mathsisfun.com/geometry/steradian.html
A solid angle is expressed in a dimensionless unit called a steradian (symbol: sr). By default in terms of the total celestial sphere and before atmospheric’s scattering, the Sun and the Moon subtend fractional areas of 0.000546% (Sun) and 0.000531% (Moon).
http://en.wikipedia.org/wiki/Solid_angle#Sun_and_Moon
On earth the sun is likely closer to 0.00011 solid angle after athmospheric scattering. The sun as perceived from earth has a diameter of 0.53 degrees. This is about 0.000064 solid angle.
http://www.numericana.com/answer/angles.htm
The mean angular diameter of the full moon is 2q = 0.52° (it varies with time around that average, by about 0.009°). This translates into a solid angle of 0.0000647 sr, which means that the whole night sky covers a solid angle roughly one hundred thousand times greater than the full moon.
More info
http://lcogt.net/spacebook/using-angles-describe-positions-and-apparent-sizes-objects
http://amazing-space.stsci.edu/glossary/def.php.s=topic_astronomy
Angular Size
The apparent size of an object as seen by an observer; expressed in units of degrees (of arc), arc minutes, or arc seconds. The moon, as viewed from the Earth, has an angular diameter of one-half a degree.
The angle covered by the diameter of the full moon is about 31 arcmin or 1/2°, so astronomers would say the Moon’s angular diameter is 31 arcmin, or the Moon subtends an angle of 31 arcmin.
Video Projection Tool Software
https://hcgilje.wordpress.com/vpt/
https://www.projectorpoint.co.uk/news/how-bright-should-my-projector-be/
http://www.adwindowscreens.com/the_calculator/
heavym
https://heavym.net/en/
MadMapper
https://madmapper.com/
venturebeat.com/2020/05/25/ai-researchers-say-they-created-a-better-way-to-generate-3d-photos/
https://shihmengli.github.io/3D-Photo-Inpainting/
https://app.wandb.ai/authors/3D-Inpainting/reports/3D-Image-Inpainting–VmlldzoxNzIwNTY
https://github.com/vt-vl-lab/3d-photo-inpainting
https://colab.research.google.com/drive/1706ToQrkIZshRSJSHvZ1RuCiM__YX3Bz
https://www.kickstarter.com/projects/photonlms/photon-light-module-system
Photo editing
skylum.com/luminar
Photo editing
photolemur.com/
Photo editing
https://skylum.com/aurorahdr
Noise reduction
https://skylum.com/noiseless
Noise reduction
https://www.picturecode.com/showcase/noise.php
Noise reduction
https://topazlabs.com/denoise-ai/
Noise reduction
https://ni.neatvideo.com/examples#kingfisher
Color picker/editor
www.ricoholmes.com/cc-hover-color-picker.html
Texturing
digitalanarchy.com/demos/textureanarchy.html
Photo enhancer
cc-extensions.com/products/alce/
Photo sharpner
https://topazlabs.com/sharpen-ai/
Custom guides
guideguide.me/
Photo editor
www.on1.com/products/effects/
Image scaler
exposure.software/blowup/
Particle support
www.painterartist.com/en/product/particleshop/
Edge enhancer
fixelalgorithms.co/products/edgehancer3/
Jpeg to Raw
https://topazlabs.com/jpeg-to-raw-ai/
Animation editor
https://exchange.adobe.com/creativecloud.details.100950.powtoon-extension-for-photoshop.html
Best free Actions collection
https://blog.spoongraphics.co.uk/freebies/12-free-cinematic-photo-effect-actions-adobe-photoshop
Add-ons collection
https://www.the-orange-box.com/photoshop-add-ons/
Real-World Measurements for Call of Duty: Advanced Warfare
www.activision.com/cdn/research/Real_World_Measurements_for_Call_of_Duty_Advanced_Warfare.pdf
Local version
Real_World_Measurements_for_Call_of_Duty_Advanced_Warfare.pdf
Building a Portable PBR Texture Scanner by Stephane Lb
http://rtgfx.com/pbr-texture-scanner/
How To Split Specular And Diffuse In Real Images, by John Hable
http://filmicworlds.com/blog/how-to-split-specular-and-diffuse-in-real-images/
Capturing albedo using a Spectralon
https://www.activision.com/cdn/research/Real_World_Measurements_for_Call_of_Duty_Advanced_Warfare.pdf
Real_World_Measurements_for_Call_of_Duty_Advanced_Warfare.pdf
Spectralon is a teflon-based pressed powderthat comes closest to being a pure Lambertian diffuse material that reflects 100% of all light. If we take an HDR photograph of the Spectralon alongside the material to be measured, we can derive thediffuse albedo of that material.
The process to capture diffuse reflectance is very similar to the one outlined by Hable.
1. We put a linear polarizing filter in front of the camera lens and a second linear polarizing filterin front of a modeling light or a flash such that the two filters are oriented perpendicular to eachother, i.e. cross polarized.
2. We place Spectralon close to and parallel with the material we are capturing and take brack-eted shots of the setup7. Typically, we’ll take nine photographs, from -4EV to +4EV in 1EVincrements.
3. We convert the bracketed shots to a linear HDR image. We found that many HDR packagesdo not produce an HDR image in which the pixel values are linear. PTGui is an example of apackage which does generate a linear HDR image. At this point, because of the cross polarization,the image is one of surface diffuse response.
4. We open the file in Photoshop and normalize the image by color picking the Spectralon, filling anew layer with that color and setting that layer to “Divide”. This sets the Spectralon to 1 in theimage. All other color values are relative to this so we can consider them as diffuse albedo.
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