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.
Supported by LG, Philips, Panasonic and Sony sell the OLED system TVs. OLED stands for “organic light emitting diode.” It is a fundamentally different technology from LCD, the major type of TV today. OLED is “emissive,” meaning the pixels emit their own light.
Samsung is branding its best TVs with a new acronym: “QLED” QLED (according to Samsung) stands for “quantum dot LED TV.” It is a variation of the common LED LCD, adding a quantum dot film to the LCD “sandwich.” QLED, like LCD, is, in its current form, “transmissive” and relies on an LED backlight.
OLED is the only technology capable of absolute blacks and extremely bright whites on a per-pixel basis. LCD definitely can’t do that, and even the vaunted, beloved, dearly departed plasma couldn’t do absolute blacks.
QLED, as an improvement over OLED, significantly improves the picture quality. QLED can produce an even wider range of colors than OLED, which says something about this new tech. QLED is also known to produce up to 40% higher luminance efficiency than OLED technology. Further, many tests conclude that QLED is far more efficient in terms of power consumption than its predecessor, OLED.
The primary goal of physically-based rendering (PBR) is to create a simulation that accurately reproduces the imaging process of electro-magnetic spectrum radiation incident to an observer. This simulation should be indistinguishable from reality for a similar observer.
Because a camera is not sensitive to incident light the same way than a human observer, the images it captures are transformed to be colorimetric. A project might require infrared imaging simulation, a portion of the electro-magnetic spectrum that is invisible to us. Radically different observers might image the same scene but the act of observing does not change the intrinsic properties of the objects being imaged. Consequently, the physical modelling of the virtual scene should be independent of the observer.
IES profiles are useful for creating life-like lighting, as they can represent the physical distribution of light from any light source.
The IES format was created by the Illumination Engineering Society, and most lighting manufacturers provide IES profile for the lights they manufacture.
import math,sys
def Exposure2Intensity(exposure):
exp = float(exposure)
result = math.pow(2,exp)
print(result)
Exposure2Intensity(0)
def Intensity2Exposure(intensity):
inarg = float(intensity)
if inarg == 0:
print("Exposure of zero intensity is undefined.")
return
if inarg < 1e-323:
inarg = max(inarg, 1e-323)
print("Exposure of negative intensities is undefined. Clamping to a very small value instead (1e-323)")
result = math.log(inarg, 2)
print(result)
Intensity2Exposure(0.1)
Why Exposure?
Exposure is a stop value that multiplies the intensity by 2 to the power of the stop. Increasing exposure by 1 results in double the amount of light.
Artists think in “stops.” Doubling or halving brightness is easy math and common in grading and look-dev. Exposure counts doublings in whole stops:
+1 stop = ×2 brightness
−1 stop = ×0.5 brightness
This gives perceptually even controls across both bright and dark values.
Why Intensity?
Intensity is linear. It’s what render engines and compositors expect when:
Summing values
Averaging pixels
Multiplying or filtering pixel data
Use intensity when you need the actual math on pixel/light data.
Formulas (from your Python)
Intensity from exposure: intensity = 2**exposure
Exposure from intensity: exposure = log₂(intensity)
Guardrails:
Intensity must be > 0 to compute exposure.
If intensity = 0 → exposure is undefined.
Clamp tiny values (e.g. 1e−323) before using log₂.
Use Exposure (stops) when…
You want artist-friendly sliders (−5…+5 stops)
Adjusting look-dev or grading in even stops
Matching plates with quick ±1 stop tweaks
Tweening brightness changes smoothly across ranges
Use Intensity (linear) when…
Storing raw pixel/light values
Multiplying textures or lights by a gain
Performing sums, averages, and filters
Feeding values to render engines expecting linear data
Examples
+2 stops → 2**2 = 4.0 (×4)
+1 stop → 2**1 = 2.0 (×2)
0 stop → 2**0 = 1.0 (×1)
−1 stop → 2**(−1) = 0.5 (×0.5)
−2 stops → 2**(−2) = 0.25 (×0.25)
Intensity 0.1 → exposure = log₂(0.1) ≈ −3.32
Rule of thumb
Think in stops (exposure) for controls and matching. Compute in linear (intensity) for rendering and math.
To measure the contrast ratio you will need a light meter. The process starts with you measuring the main source of light, or the key light.
Get a reading from the brightest area on the face of your subject. Then, measure the area lit by the secondary light, or fill light. To make sense of what you have just measured you have to understand that the information you have just gathered is in F-stops, a measure of light. With each additional F-stop, for example going one stop from f/1.4 to f/2.0, you create a doubling of light. The reverse is also true; moving one stop from f/8.0 to f/5.6 results in a halving of the light.
RGBW (RGB + White) LED strip uses a 4-in-1 LED chip made up of red, green, blue, and white.
RGBWW (RGB + White + Warm White) LED strip uses either a 5-in-1 LED chip with red, green, blue, white, and warm white for color mixing. The only difference between RGBW and RGBWW is the intensity of the white color. The term RGBCCT consists of RGB and CCT. CCT (Correlated Color Temperature) means that the color temperature of the led strip light can be adjusted to change between warm white and white. Thus, RGBWW strip light is another name of RGBCCT strip.
RGBCW is the acronym for Red, Green, Blue, Cold, and Warm. These 5-in-1 chips are used in supper bright smart LED lighting products
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