COMPOSITION
DESIGN
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Pantheon of the War – The colossal war painting
Read more: Pantheon of the War – The colossal war paintingFour years in the making with the help of 150 artists, in commemoration of WW1.
edition.cnn.com/style/article/pantheon-de-la-guerre-wwi-painting/index.html
A panoramic canvas measuring 402 feet (122 meters) around and 45 feet (13.7 meters) high. It contained over 5,000 life-size portraits of war heroes, royalty and government officials from the Allies of World War I.
Partial section upload:
COLOR
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Scene Referred vs Display Referred color workflows
Read more: Scene Referred vs Display Referred color workflowsDisplay Referred it is tied to the target hardware, as such it bakes color requirements into every type of media output request.
Scene Referred uses a common unified wide gamut and targeting audience through CDL and DI libraries instead.
So that color information stays untouched and only “transformed” as/when needed.Sources:
– Victor Perez – Color Management Fundamentals & ACES Workflows in Nuke
– https://z-fx.nl/ColorspACES.pdf
– Wicus
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PTGui 13 beta adds control through a Patch Editor
Additions:
- Patch Editor (PTGui Pro)
- DNG output
- Improved RAW / DNG handling
- JPEG 2000 support
- Performance improvements
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Björn Ottosson – How software gets color wrong
Read more: Björn 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, let’s start with an example of three ways of blending green and magenta:
- Perceptual blend – 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 blend – 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 blend – This is how colors would normally be blended in computer software, using sRGB to represent the colors.
Let’s 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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What Is The Resolution and view coverage Of The human Eye. And what distance is TV at best?
Read more: What Is The Resolution and view coverage Of The human Eye. And what distance is TV at best?https://www.discovery.com/science/mexapixels-in-human-eye
About 576 megapixels for the entire field of view.
Consider a view in front of you that is 90 degrees by 90 degrees, like looking through an open window at a scene. The number of pixels would be:
90 degrees * 60 arc-minutes/degree * 1/0.3 * 90 * 60 * 1/0.3 = 324,000,000 pixels (324 megapixels).At any one moment, you actually do not perceive that many pixels, but your eye moves around the scene to see all the detail you want. But the human eye really sees a larger field of view, close to 180 degrees. Let’s be conservative and use 120 degrees for the field of view. Then we would see:
120 * 120 * 60 * 60 / (0.3 * 0.3) = 576 megapixels.
Or.
7 megapixels for the 2 degree focus arc… + 1 megapixel for the rest.
https://clarkvision.com/articles/eye-resolution.html
Details in the post
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Photography basics: Color Temperature and White Balance
Read more: Photography basics: Color Temperature and White BalanceColor Temperature of a light source describes the spectrum of light which is radiated from a theoretical “blackbody” (an ideal physical body that absorbs all radiation and incident light – neither reflecting it nor allowing it to pass through) with a given surface temperature.
https://en.wikipedia.org/wiki/Color_temperature
Or. Most simply it is a method of describing the color characteristics of light through a numerical value that corresponds to the color emitted by a light source, measured in degrees of Kelvin (K) on a scale from 1,000 to 10,000.
More accurately. The color temperature of a light source is the temperature of an ideal backbody that radiates light of comparable hue to that of the light source.
As such, the color temperature of a light source is a numerical measurement of its color appearance. It is based on the principle that any object will emit light if it is heated to a high enough temperature, and that the color of that light will shift in a predictable manner as the temperature is increased. The system is based on the color changes of a theoretical “blackbody radiator” as it is heated from a cold black to a white hot state.
So, why do we measure the hue of the light as a “temperature”? This was started in the late 1800s, when the British physicist William Kelvin heated a block of carbon. It glowed in the heat, producing a range of different colors at different temperatures. The black cube first produced a dim red light, increasing to a brighter yellow as the temperature went up, and eventually produced a bright blue-white glow at the highest temperatures. In his honor, Color Temperatures are measured in degrees Kelvin, which are a variation on Centigrade degrees. Instead of starting at the temperature water freezes, the Kelvin scale starts at “absolute zero,” which is -273 Centigrade.
More about black bodies here: https://www.pixelsham.com/2013/03/14/black-body-color
Details in the post
LIGHTING
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Photography basics: Why Use a (MacBeth) Color Chart?
Read more: Photography basics: Why Use a (MacBeth) Color Chart?Start here: https://www.pixelsham.com/2013/05/09/gretagmacbeth-color-checker-numeric-values/
https://www.studiobinder.com/blog/what-is-a-color-checker-tool/
In LightRoom
in Final Cut
in Nuke
Note: In Foundry’s Nuke, the software will map 18% gray to whatever your center f/stop is set to in the viewer settings (f/8 by default… change that to EV by following the instructions below).
You can experiment with this by attaching an Exposure node to a Constant set to 0.18, setting your viewer read-out to Spotmeter, and adjusting the stops in the node up and down. You will see that a full stop up or down will give you the respective next value on the aperture scale (f8, f11, f16 etc.).One stop doubles or halves the amount or light that hits the filmback/ccd, so everything works in powers of 2.
So starting with 0.18 in your constant, you will see that raising it by a stop will give you .36 as a floating point number (in linear space), while your f/stop will be f/11 and so on.If you set your center stop to 0 (see below) you will get a relative readout in EVs, where EV 0 again equals 18% constant gray.
In other words. Setting the center f-stop to 0 means that in a neutral plate, the middle gray in the macbeth chart will equal to exposure value 0. EV 0 corresponds to an exposure time of 1 sec and an aperture of f/1.0.
This will set the sun usually around EV12-17 and the sky EV1-4 , depending on cloud coverage.
To switch Foundry’s Nuke’s SpotMeter to return the EV of an image, click on the main viewport, and then press s, this opens the viewer’s properties. Now set the center f-stop to 0 in there. And the SpotMeter in the viewport will change from aperture and fstops to EV.
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What’s the Difference Between Ray Casting, Ray Tracing, Path Tracing and Rasterization? Physical light tracing…
RASTERIZATION
Rasterisation (or rasterization) is the task of taking the information described in a vector graphics format OR the vertices of triangles making 3D shapes and converting them into a raster image (a series of pixels, dots or lines, which, when displayed together, create the image which was represented via shapes), or in other words “rasterizing” vectors or 3D models onto a 2D plane for display on a computer screen.For each triangle of a 3D shape, you project the corners of the triangle on the virtual screen with some math (projective geometry). Then you have the position of the 3 corners of the triangle on the pixel screen. Those 3 points have texture coordinates, so you know where in the texture are the 3 corners. The cost is proportional to the number of triangles, and is only a little bit affected by the screen resolution.
In computer graphics, a raster graphics or bitmap image is a dot matrix data structure that represents a generally rectangular grid of pixels (points of color), viewable via a monitor, paper, or other display medium.
With rasterization, objects on the screen are created from a mesh of virtual triangles, or polygons, that create 3D models of objects. A lot of information is associated with each vertex, including its position in space, as well as information about color, texture and its “normal,” which is used to determine the way the surface of an object is facing.
Computers then convert the triangles of the 3D models into pixels, or dots, on a 2D screen. Each pixel can be assigned an initial color value from the data stored in the triangle vertices.
Further pixel processing or “shading,” including changing pixel color based on how lights in the scene hit the pixel, and applying one or more textures to the pixel, combine to generate the final color applied to a pixel.
The main advantage of rasterization is its speed. However, rasterization is simply the process of computing the mapping from scene geometry to pixels and does not prescribe a particular way to compute the color of those pixels. So it cannot take shading, especially the physical light, into account and it cannot promise to get a photorealistic output. That’s a big limitation of rasterization.
There are also multiple problems:
If you have two triangles one is behind the other, you will draw twice all the pixels. you only keep the pixel from the triangle that is closer to you (Z-buffer), but you still do the work twice.
The borders of your triangles are jagged as it is hard to know if a pixel is in the triangle or out. You can do some smoothing on those, that is anti-aliasing.
You have to handle every triangles (including the ones behind you) and then see that they do not touch the screen at all. (we have techniques to mitigate this where we only look at triangles that are in the field of view)
Transparency is hard to handle (you can’t just do an average of the color of overlapping transparent triangles, you have to do it in the right order)
RAY CASTING
It is almost the exact reverse of rasterization: you start from the virtual screen instead of the vector or 3D shapes, and you project a ray, starting from each pixel of the screen, until it intersect with a triangle.The cost is directly correlated to the number of pixels in the screen and you need a really cheap way of finding the first triangle that intersect a ray. In the end, it is more expensive than rasterization but it will, by design, ignore the triangles that are out of the field of view.
You can use it to continue after the first triangle it hit, to take a little bit of the color of the next one, etc… This is useful to handle the border of the triangle cleanly (less jagged) and to handle transparency correctly.
RAYTRACING
Same idea as ray casting except once you hit a triangle you reflect on it and go into a different direction. The number of reflection you allow is the “depth” of your ray tracing. The color of the pixel can be calculated, based off the light source and all the polygons it had to reflect off of to get to that screen pixel.The easiest way to think of ray tracing is to look around you, right now. The objects you’re seeing are illuminated by beams of light. Now turn that around and follow the path of those beams backwards from your eye to the objects that light interacts with. That’s ray tracing.
Ray tracing is eye-oriented process that needs walking through each pixel looking for what object should be shown there, which is also can be described as a technique that follows a beam of light (in pixels) from a set point and simulates how it reacts when it encounters objects.
Compared with rasterization, ray tracing is hard to be implemented in real time, since even one ray can be traced and processed without much trouble, but after one ray bounces off an object, it can turn into 10 rays, and those 10 can turn into 100, 1000…The increase is exponential, and the the calculation for all these rays will be time consuming.
Historically, computer hardware hasn’t been fast enough to use these techniques in real time, such as in video games. Moviemakers can take as long as they like to render a single frame, so they do it offline in render farms. Video games have only a fraction of a second. As a result, most real-time graphics rely on the another technique called rasterization.
PATH TRACING
Path tracing can be used to solve more complex lighting situations.
Path tracing is a type of ray tracing. When using path tracing for rendering, the rays only produce a single ray per bounce. The rays do not follow a defined line per bounce (to a light, for example), but rather shoot off in a random direction. The path tracing algorithm then takes a random sampling of all of the rays to create the final image. This results in sampling a variety of different types of lighting.When a ray hits a surface it doesn’t trace a path to every light source, instead it bounces the ray off the surface and keeps bouncing it until it hits a light source or exhausts some bounce limit.
It then calculates the amount of light transferred all the way to the pixel, including any color information gathered from surfaces along the way.
It then averages out the values calculated from all the paths that were traced into the scene to get the final pixel color value.It requires a ton of computing power and if you don’t send out enough rays per pixel or don’t trace the paths far enough into the scene then you end up with a very spotty image as many pixels fail to find any light sources from their rays. So when you increase the the samples per pixel, you can see the image quality becomes better and better.
Ray tracing tends to be more efficient than path tracing. Basically, the render time of a ray tracer depends on the number of polygons in the scene. The more polygons you have, the longer it will take.
Meanwhile, the rendering time of a path tracer can be indifferent to the number of polygons, but it is related to light situation: If you add a light, transparency, translucence, or other shader effects, the path tracer will slow down considerably.blogs.nvidia.com/blog/2018/03/19/whats-difference-between-ray-tracing-rasterization/
https://en.wikipedia.org/wiki/Rasterisation
https://www.quora.com/Whats-the-difference-between-ray-tracing-and-path-tracing
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Rendering – BRDF – Bidirectional reflectance distribution function
Read more: Rendering – BRDF – Bidirectional reflectance distribution functionhttp://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
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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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Photography basics: Solid Angle measures
Read more: Photography basics: Solid Angle measureshttp://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.
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domeble – Hi-Resolution CGI Backplates and 360° HDRI
When collecting hdri make sure the data supports basic metadata, such as:
- Iso
- Aperture
- Exposure time or shutter time
- Color temperature
- Color space Exposure value (what the sensor receives of the sun intensity in lux)
- 7+ brackets (with 5 or 6 being the perceived balanced exposure)
In image processing, computer graphics, and photography, high dynamic range imaging (HDRI or just HDR) is a set of techniques that allow a greater dynamic range of luminances (a Photometry measure of the luminous intensity per unit area of light travelling in a given direction. It describes the amount of light that passes through or is emitted from a particular area, and falls within a given solid angle) between the lightest and darkest areas of an image than standard digital imaging techniques or photographic methods. This wider dynamic range allows HDR images to represent more accurately the wide range of intensity levels found in real scenes ranging from direct sunlight to faint starlight and to the deepest shadows.
The two main sources of HDR imagery are computer renderings and merging of multiple photographs, which in turn are known as low dynamic range (LDR) or standard dynamic range (SDR) images. Tone Mapping (Look-up) techniques, which reduce overall contrast to facilitate display of HDR images on devices with lower dynamic range, can be applied to produce images with preserved or exaggerated local contrast for artistic effect. Photography
In photography, dynamic range is measured in Exposure Values (in photography, exposure value denotes all combinations of camera shutter speed and relative aperture that give the same exposure. The concept was developed in Germany in the 1950s) differences or stops, between the brightest and darkest parts of the image that show detail. An increase of one EV or one stop is a doubling of the amount of light.
The human response to brightness is well approximated by a Steven’s power law, which over a reasonable range is close to logarithmic, as described by the Weber�Fechner law, which is one reason that logarithmic measures of light intensity are often used as well.
HDR is short for High Dynamic Range. It’s a term used to describe an image which contains a greater exposure range than the “black” to “white” that 8 or 16-bit integer formats (JPEG, TIFF, PNG) can describe. Whereas these Low Dynamic Range images (LDR) can hold perhaps 8 to 10 f-stops of image information, HDR images can describe beyond 30 stops and stored in 32 bit images.
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Lighting Every Darkness with 3DGS: Fast Training and Real-Time Rendering and Denoising for HDR View Synthesis
Read more: Lighting Every Darkness with 3DGS: Fast Training and Real-Time Rendering and Denoising for HDR View Synthesishttps://srameo.github.io/projects/le3d/
LE3D is a method for real-time HDR view synthesis from RAW images. It is particularly effective for nighttime scenes.
https://github.com/Srameo/LE3D
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