COMPOSITION
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Christopher Butler – Understanding the Eye-Mind Connection – Vision is a mental processRead more: Christopher Butler – Understanding the Eye-Mind Connection – Vision is a mental processhttps://www.chrbutler.com/understanding-the-eye-mind-connection The intricate relationship between the eyes and the brain, often termed the eye-mind connection, reveals that vision is predominantly a cognitive process. This understanding has profound implications for fields such as design, where capturing and maintaining attention is paramount. This essay delves into the nuances of visual perception, the brain’s role in interpreting visual data, and how this knowledge can be applied to effective design strategies. This cognitive aspect of vision is evident in phenomena such as optical illusions, where the brain interprets visual information in a way that contradicts physical reality. These illusions underscore that what we “see” is not merely a direct recording of the external world but a constructed experience shaped by cognitive processes. Understanding the cognitive nature of vision is crucial for effective design. Designers must consider how the brain processes visual information to create compelling and engaging visuals. This involves several key principles: - Attention and Engagement
- Visual Hierarchy
- Cognitive Load Management
- Context and Meaning
  
DESIGN
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Mariko Mori – Kamitate Stone at Sean Kelly GalleryRead more: Mariko Mori – Kamitate Stone at Sean Kelly GalleryMariko Mori, the internationally celebrated artist who blends technology, spirituality, and nature, debuts Kamitate Stone I this October at Sean Kelly Gallery in New York. The work continues her exploration of luminous form, energy, and transcendence. 
COLOR
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Tim Kang – calibrated white light values in sRGB color spaceRead more: Tim Kang – calibrated white light values in sRGB color space8bit sRGB encoded 
 2000K 255 139 22
 2700K 255 172 89
 3000K 255 184 109
 3200K 255 190 122
 4000K 255 211 165
 4300K 255 219 178
 D50 255 235 205
 D55 255 243 224
 D5600 255 244 227
 D6000 255 249 240
 D65 255 255 255
 D10000 202 221 255
 D20000 166 196 2558bit Rec709 Gamma 2.4 
 2000K 255 145 34
 2700K 255 177 97
 3000K 255 187 117
 3200K 255 193 129
 4000K 255 214 170
 4300K 255 221 182
 D50 255 236 208
 D55 255 243 226
 D5600 255 245 229
 D6000 255 250 241
 D65 255 255 255
 D10000 204 222 255
 D20000 170 199 2558bit Display P3 encoded 
 2000K 255 154 63
 2700K 255 185 109
 3000K 255 195 127
 3200K 255 201 138
 4000K 255 219 176
 4300K 255 225 187
 D50 255 239 212
 D55 255 245 228
 D5600 255 246 231
 D6000 255 251 242
 D65 255 255 255
 D10000 208 223 255
 D20000 175 199 25510bit Rec2020 PQ (100 nits) 
 2000K 520 435 273
 2700K 520 466 358
 3000K 520 475 384
 3200K 520 480 399
 4000K 520 495 446
 4300K 520 500 458
 D50 520 510 482
 D55 520 514 497
 D5600 520 514 500
 D6000 520 517 509
 D65 520 520 520
 D10000 479 489 520
 D20000 448 464 520
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Is a MacBeth Colour Rendition Chart the Safest Way to Calibrate a Camera?Read more: Is a MacBeth Colour Rendition Chart the Safest Way to Calibrate a Camera?www.colour-science.org/posts/the-colorchecker-considered-mostly-harmless/ “Unless you have all the relevant spectral measurements, a colour rendition chart should not be used to perform colour-correction of camera imagery but only for white balancing and relative exposure adjustments.” “Using a colour rendition chart for colour-correction might dramatically increase error if the scene light source spectrum is different from the illuminant used to compute the colour rendition chart’s reference values.” “other factors make using a colour rendition chart unsuitable for camera calibration: – Uncontrolled geometry of the colour rendition chart with the incident illumination and the camera. 
 – Unknown sample reflectances and ageing as the colour of the samples vary with time.
 – Low samples count.
 – Camera noise and flare.
 – Etc…“Those issues are well understood in the VFX industry, and when receiving plates, we almost exclusively use colour rendition charts to white balance and perform relative exposure adjustments, i.e. plate neutralisation.” 
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OpenColorIO standardRead more: OpenColorIO standardhttps://www.provideocoalition.com/color-management-part-11-introducing-opencolorio/ OpenColorIO (OCIO) is a new open source project from Sony Imageworks. Based on development started in 2003, OCIO enables color transforms and image display to be handled in a consistent manner across multiple graphics applications. Unlike other color management solutions, OCIO is geared towards motion-picture post production, with an emphasis on visual effects and animation color pipelines. 
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Victor Perez – ACES Color Management in DaVinci ResolveRead more: Victor Perez – ACES Color Management in DaVinci Resolvehttpv://www.youtube.com/watch?v=i–TS88-6xA 
LIGHTING
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Tracing Spherical harmonics and how Weta used them in productionRead more: Tracing Spherical harmonics and how Weta used them in productionA way to approximate complex lighting in ultra realistic renders. All SH lighting techniques involve replacing parts of standard lighting equations with spherical functions that have been projected into frequency space using the spherical harmonics as a basis. http://www.cs.columbia.edu/~cs4162/slides/spherical-harmonic-lighting.pdf Spherical harmonics as used at Weta Digital 
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Vahan Sosoyan MakeHDR – an OpenFX open source plug-in for merging multiple LDR images into a single HDRIRead 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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How are Energy and Matter the Same?Read more: How are Energy and Matter the Same?www.turnerpublishing.com/blog/detail/everything-is-energy-everything-is-one-everything-is-possible/ www.universetoday.com/116615/how-are-energy-and-matter-the-same/ As Einstein showed us, light and matter and just aspects of the same thing. Matter is just frozen light. And light is matter on the move. Albert Einstein’s most famous equation says that energy and matter are two sides of the same coin. How does one become the other? Relativity requires that the faster an object moves, the more mass it appears to have. This means that somehow part of the energy of the car’s motion appears to transform into mass. Hence the origin of Einstein’s equation. How does that happen? We don’t really know. We only know that it does. Matter is 99.999999999999 percent empty space. Not only do the atom and solid matter consist mainly of empty space, it is the same in outer space The quantum theory researchers discovered the answer: Not only do particles consist of energy, but so does the space between. This is the so-called zero-point energy. Therefore it is true: Everything consists of energy. Energy is the basis of material reality. Every type of particle is conceived of as a quantum vibration in a field: Electrons are vibrations in electron fields, protons vibrate in a proton field, and so on. Everything is energy, and everything is connected to everything else through fields.  
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Rendering – BRDF – Bidirectional reflectance distribution functionRead 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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