COMPOSITION
DESIGN
COLOR
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What light is best to illuminate gems for resale
www.palagems.com/gem-lighting2
Artificial light sources, not unlike the diverse phases of natural light, vary considerably in their properties. As a result, some lamps render an object’s color better than others do.
The most important criterion for assessing the color-rendering ability of any lamp is its spectral power distribution curve.
Natural daylight varies too much in strength and spectral composition to be taken seriously as a lighting standard for grading and dealing colored stones. For anything to be a standard, it must be constant in its properties, which natural light is not.
For dealers in particular to make the transition from natural light to an artificial light source, that source must offer:
1- A degree of illuminance at least as strong as the common phases of natural daylight.
2- Spectral properties identical or comparable to a phase of natural daylight.A source combining these two things makes gems appear much the same as when viewed under a given phase of natural light. From the viewpoint of many dealers, this corresponds to a naturalappearance.
The 6000° Kelvin xenon short-arc lamp appears closest to meeting the criteria for a standard light source. Besides the strong illuminance this lamp affords, its spectrum is very similar to CIE standard illuminants of similar color temperature.
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About color: What is a LUT
Read more: About color: What is a LUThttp://www.lightillusion.com/luts.html
https://www.shutterstock.com/blog/how-use-luts-color-grading
A LUT (Lookup Table) is essentially the modifier between two images, the original image and the displayed image, based on a mathematical formula. Basically conversion matrices of different complexities. There are different types of LUTS – viewing, transform, calibration, 1D and 3D.
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Scientists claim to have discovered ‘new colour’ no one has seen before: Olo
https://www.bbc.com/news/articles/clyq0n3em41o
By stimulating specific cells in the retina, the participants claim to have witnessed a blue-green colour that scientists have called “olo”, but some experts have said the existence of a new colour is “open to argument”.
The findings, published in the journal Science Advances on Friday, have been described by the study’s co-author, Prof Ren Ng from the University of California, as “remarkable”.
(A) System inputs. (i) Retina map of 103 cone cells preclassified by spectral type (7). (ii) Target visual percept (here, a video of a child, see movie S1 at 1:04). (iii) Infrared cellular-scale imaging of the retina with 60-frames-per-second rolling shutter. Fixational eye movement is visible over the three frames shown.
(B) System outputs. (iv) Real-time per-cone target activation levels to reproduce the target percept, computed by: extracting eye motion from the input video relative to the retina map; identifying the spectral type of every cone in the field of view; computing the per-cone activation the target percept would have produced. (v) Intensities of visible-wavelength 488-nm laser microdoses at each cone required to achieve its target activation level.
(C) Infrared imaging and visible-wavelength stimulation are physically accomplished in a raster scan across the retinal region using AOSLO. By modulating the visible-wavelength beam’s intensity, the laser microdoses shown in (v) are delivered. Drawing adapted with permission [Harmening and Sincich (54)].
(D) Examples of target percepts with corresponding cone activations and laser microdoses, ranging from colored squares to complex imagery. Teal-striped regions represent the color “olo” of stimulating only M cones.
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Willem Zwarthoed – Aces gamut in VFX production pdf
https://www.provideocoalition.com/color-management-part-12-introducing-aces/
Local copy:
https://www.slideshare.net/hpduiker/acescg-a-common-color-encoding-for-visual-effects-applications
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Capturing the world in HDR for real time projects – Call of Duty: Advanced Warfare
Read more: Capturing the world in HDR for real time projects – Call of Duty: Advanced WarfareReal-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
LIGHTING
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GretagMacbeth Color Checker Numeric Values and Middle Gray
Read more: GretagMacbeth Color Checker Numeric Values and Middle GrayThe human eye perceives half scene brightness not as the linear 50% of the present energy (linear nature values) but as 18% of the overall brightness. We are biased to perceive more information in the dark and contrast areas. A Macbeth chart helps with calibrating back into a photographic capture into this “human perspective” of the world.
https://en.wikipedia.org/wiki/Middle_gray
In photography, painting, and other visual arts, middle gray or middle grey is a tone that is perceptually about halfway between black and white on a lightness scale in photography and printing, it is typically defined as 18% reflectance in visible light
Light meters, cameras, and pictures are often calibrated using an 18% gray card[4][5][6] or a color reference card such as a ColorChecker. On the assumption that 18% is similar to the average reflectance of a scene, a grey card can be used to estimate the required exposure of the film.
https://en.wikipedia.org/wiki/ColorChecker
The exposure meter in the camera does not know whether the subject itself is bright or not. It simply measures the amount of light that comes in, and makes a guess based on that. The camera will aim for 18% gray independently, meaning if you take a photo of an entirely white surface, and an entirely black surface you should get two identical images which both are gray (at least in theory). Thus enters the Macbeth chart.
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Note that Chroma Key Green is reasonably close to an 18% gray reflectance.
http://www.rags-int-inc.com/PhotoTechStuff/MacbethTarget/
https://upload.wikimedia.org/wikipedia/commons/b/b4/CIE1931xy_ColorChecker_SMIL.svg
RGB coordinates of the Macbeth ColorChecker
https://pdfs.semanticscholar.org/0e03/251ad1e6d3c3fb9cb0b1f9754351a959e065.pdf
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NVidia DiffusionRenderer – Neural Inverse and Forward Rendering with Video Diffusion Models. How NVIDIA reimagined relighting
https://www.fxguide.com/quicktakes/diffusing-reality-how-nvidia-reimagined-relighting/
https://research.nvidia.com/labs/toronto-ai/DiffusionRenderer/
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Vahan Sosoyan MakeHDR – an OpenFX open source plug-in for merging multiple LDR images into a single HDRI
Read more: Vahan Sosoyan MakeHDR – an OpenFX open source plug-in for merging multiple LDR images into a single HDRIhttps://github.com/Sosoyan/make-hdr
Feature notes
- Merge up to 16 inputs with 8, 10 or 12 bit depth processing
- User friendly logarithmic Tone Mapping controls within the tool
- Advanced controls such as Sampling rate and Smoothness
Available at cross platform on Linux, MacOS and Windows Works consistent in compositing applications like Nuke, Fusion, Natron.
NOTE: The goal is to clean the initial individual brackets before or at merging time as much as possible.
This means:- keeping original shooting metadata
- de-fringing
- removing aberration (through camera lens data or automatically)
- at 32 bit
- in ACEScg (or ACES) wherever possible
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