COMPOSITION
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Types of Film Lights and their efficiency – CRI, Color Temperature and Luminous Efficacy
Read more: Types of Film Lights and their efficiency – CRI, Color Temperature and Luminous Efficacynofilmschool.com/types-of-film-lights
“Not every light performs the same way. Lights and lighting are tricky to handle. You have to plan for every circumstance. But the good news is, lighting can be adjusted. Let’s look at different factors that affect lighting in every scene you shoot. ”
Use CRI, Luminous Efficacy and color temperature controls to match your needs.
Color Temperature
Color temperature describes the “color” of white light by a light source radiated by a perfect black body at a given temperature measured in degrees Kelvinhttps://www.pixelsham.com/2019/10/18/color-temperature/
CRI
“The Color Rendering Index is a measurement of how faithfully a light source reveals the colors of whatever it illuminates, it describes the ability of a light source to reveal the color of an object, as compared to the color a natural light source would provide. The highest possible CRI is 100. A CRI of 100 generally refers to a perfect black body, like a tungsten light source or the sun. ”https://www.studiobinder.com/blog/what-is-color-rendering-index/
https://en.wikipedia.org/wiki/Color_rendering_index
Light source CCT (K) CRI Low-pressure sodium (LPS/SOX) 1800 −44 Clear mercury-vapor 6410 17 High-pressure sodium (HPS/SON) 2100 24 Coated mercury-vapor 3600 49 Halophosphate warm-white fluorescent 2940 51 Halophosphate cool-white fluorescent 4230 64 Tri-phosphor warm-white fluorescent 2940 73 Halophosphate cool-daylight fluorescent 6430 76 “White” SON 2700 82 Standard LED Lamp 2700–5000 83 Quartz metal halide 4200 85 Tri-phosphor cool-white fluorescent 4080 89 High-CRI LED lamp (blue LED) 2700–5000 95 Ceramic discharge metal-halide lamp 5400 96 Ultra-high-CRI LED lamp (violet LED) 2700–5000 99 Incandescent/halogen bulb 3200 100 Luminous Efficacy
Luminous efficacy is a measure of how well a light source produces visible light, watts out versus watts in, measured in lumens per watt. In other words it is a measurement that indicates the ability of a light source to emit visible light using a given amount of power. It is a ratio of the visible energy to the power that goes into the bulb.FILM LIGHT TYPES
Consumer light types
Tungsten Lights
Light interiors and match domestic places or office locations. Daylight.Advantages of Tungsten Lights
Almost perfect color rendition
Low cost
Does not use mercury like CFLs (fluorescent) or mercury vapor lights
Better color temperature than standard tungsten
Longer life than a conventional incandescent
Instant on to full brightness, no warm-up time, and it is dimmableDisadvantages of Tungsten Lights
Extremely hot
High power requirement
The lamp is sensitive to oils and cannot be touched
The bulb is capable of blowing and sending hot glass shards outward. A screen or layer of glass on the outside of the lamp can protect users.Hydrargyrum medium-arc iodide lights
HMI’s are used when high output is required. They are also used to recreate sun shining through windows or to fake additional sun while shooting exteriors. HMIs can light huge areas at once.Advantages of HMI lights
High light output
Higher efficiency
High color temperatureDisadvantages of HMI lights:
High cost
High power requirement
Dims only to about 50%
the color temperature increases with dimming
HMI bulbs will explode is dropped and release toxic chemicalsFluorescent
Fluorescent film lighting is achieved by laying multiple tubes next to each other, combining as many as you want for the desired brightness. The good news is you can choose your bulbs to either be warm or cool depending on the scenario you’re shooting. You want to get these bulbs close to the subject because they’re not great at opening up spaces. Fluorescent lighting is used to light interiors and is more compact and cooler than tungsten or HMI lighting.Advantages of Fluorescent lights
High efficiency
Low power requirement
Low cost
Long lamp life
Cool
Capable of soft even lighting over a large area
LightweightDisadvantages of Fluorescent lights
Flicker
High CRI
Domestic tubes have low CRI & poor color rendition.LED
LED’s are more and more common on film sets. You can use batteries to power them. That makes them portable and sleek – no messy cabled needed. You can rig your own panels of LED lights to fit any space necessary as well. LED’s can also power Fresnel style lamp heads such as the Arri L-series.Advantages of LED light
Soft, even lighting
Pure light without UV-artifacts
High efficiency
Low power consumption, can be battery powered
Excellent dimming by means of pulse width modulation control
Long lifespan
Environmentally friendly
Insensitive to shock
No risk of explosionDisadvantages of LED light
High cost.
LED’s are currently still expensive for their total light output
DESIGN
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Myriam Catrin – amazing design
Read more: Myriam Catrin – amazing designhttps://www.artstation.com/myriamcatrin
Creator of the comic book ” Passages. Book I” released with @therealarttitude
https://arttitudebootleg.bigcartel.com/product/passages-myriam-catrin
instagram/ FB page: @myriamcatrin / @MyriamCatrinComics
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Disco Diffusion V4.1 Google Colab, Dall-E, Starryai – creating images with AI
Read more: Disco Diffusion V4.1 Google Colab, Dall-E, Starryai – creating images with AIDisco Diffusion (DD) is a Google Colab Notebook which leverages an AI Image generating technique called CLIP-Guided Diffusion to allow you to create compelling and beautiful images from just text inputs. Created by Somnai, augmented by Gandamu, and building on the work of RiversHaveWings, nshepperd, and many others.
Phone app: https://www.starryai.com/
docs.google.com/document/d/1l8s7uS2dGqjztYSjPpzlmXLjl5PM3IGkRWI3IiCuK7g
colab.research.google.com/drive/1sHfRn5Y0YKYKi1k-ifUSBFRNJ8_1sa39
Colab, or “Colaboratory”, allows you to write and execute Python in your browser, with
– Zero configuration required
– Access to GPUs free of charge
– Easy sharinghttps://80.lv/articles/a-beautiful-roman-villa-made-with-disco-diffusion-5-2/
COLOR
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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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Image rendering bit depth
The terms 8-bit, 16-bit, 16-bit float, and 32-bit refer to different data formats used to store and represent image information, as bits per pixel.
https://en.wikipedia.org/wiki/Color_depth
In color technology, color depth also known as bit depth, is either the number of bits used to indicate the color of a single pixel, OR the number of bits used for each color component of a single pixel.
When referring to a pixel, the concept can be defined as bits per pixel (bpp).
When referring to a color component, the concept can be defined as bits per component, bits per channel, bits per color (all three abbreviated bpc), and also bits per pixel component, bits per color channel or bits per sample (bps). Modern standards tend to use bits per component, but historical lower-depth systems used bits per pixel more often.
Color depth is only one aspect of color representation, expressing the precision with which the amount of each primary can be expressed; the other aspect is how broad a range of colors can be expressed (the gamut). The definition of both color precision and gamut is accomplished with a color encoding specification which assigns a digital code value to a location in a color space.
Here’s a simple explanation of each.
8-bit images (i.e. 24 bits per pixel for a color image) are considered Low Dynamic Range.
They can store around 5 stops of light and each pixel carry a value from 0 (black) to 255 (white).
As a comparison, DSLR cameras can capture ~12-15 stops of light and they use RAW files to store the information.16-bit: This format is commonly referred to as “half-precision.” It uses 16 bits of data to represent color values for each pixel. With 16 bits, you can have 65,536 discrete levels of color, allowing for relatively high precision and smooth gradients. However, it has a limited dynamic range, meaning it cannot accurately represent extremely bright or dark values. It is commonly used for regular images and textures.
16-bit float: This format is an extension of the 16-bit format but uses floating-point numbers instead of fixed integers. Floating-point numbers allow for more precise calculations and a larger dynamic range. In this case, the 16 bits are used to store both the color value and the exponent, which controls the range of values that can be represented. The 16-bit float format provides better accuracy and a wider dynamic range than regular 16-bit, making it useful for high-dynamic-range imaging (HDRI) and computations that require more precision.
32-bit: (i.e. 96 bits per pixel for a color image) are considered High Dynamic Range. This format, also known as “full-precision” or “float,” uses 32 bits to represent color values and offers the highest precision and dynamic range among the three options. With 32 bits, you have a significantly larger number of discrete levels, allowing for extremely accurate color representation, smooth gradients, and a wide range of brightness values. It is commonly used for professional rendering, visual effects, and scientific applications where maximum precision is required.
Bits and HDR coverage
High Dynamic Range (HDR) images are designed to capture a wide range of luminance values, from the darkest shadows to the brightest highlights, in order to reproduce a scene with more accuracy and detail. The bit depth of an image refers to the number of bits used to represent each pixel’s color information. When comparing 32-bit float and 16-bit float HDR images, the drop in accuracy primarily relates to the precision of the color information.
A 32-bit float HDR image offers a higher level of precision compared to a 16-bit float HDR image. In a 32-bit float format, each color channel (red, green, and blue) is represented by 32 bits, allowing for a larger range of values to be stored. This increased precision enables the image to retain more details and subtleties in color and luminance.
On the other hand, a 16-bit float HDR image utilizes 16 bits per color channel, resulting in a reduced range of values that can be represented. This lower precision leads to a loss of fine details and color nuances, especially in highly contrasted areas of the image where there are significant differences in luminance.
The drop in accuracy between 32-bit and 16-bit float HDR images becomes more noticeable as the exposure range of the scene increases. Exposure range refers to the span between the darkest and brightest areas of an image. In scenes with a limited exposure range, where the luminance differences are relatively small, the loss of accuracy may not be as prominent or perceptible. These images usually are around 8-10 exposure levels.
However, in scenes with a wide exposure range, such as a landscape with deep shadows and bright highlights, the reduced precision of a 16-bit float HDR image can result in visible artifacts like color banding, posterization, and loss of detail in both shadows and highlights. The image may exhibit abrupt transitions between tones or colors, which can appear unnatural and less realistic.
To provide a rough estimate, it is often observed that exposure values beyond approximately ±6 to ±8 stops from the middle gray (18% reflectance) may be more prone to accuracy issues in a 16-bit float format. This range may vary depending on the specific implementation and encoding scheme used.
To summarize, the drop in accuracy between 32-bit and 16-bit float HDR images is mainly related to the reduced precision of color information. This decrease in precision becomes more apparent in scenes with a wide exposure range, affecting the representation of fine details and leading to visible artifacts in the image.
In practice, this means that exposure values beyond a certain range will experience a loss of accuracy and detail when stored in a 16-bit float format. The exact range at which this loss occurs depends on the encoding scheme and the specific implementation. However, in general, extremely bright or extremely dark values that fall outside the representable range may be subject to quantization errors, resulting in loss of detail, banding, or other artifacts.
HDRs used for lighting purposes are usually slightly convolved to improve on sampling speed and removing specular artefacts. To that extent, 16 bit float HDRIs tend to me most used in CG cycles.
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Composition – cinematography Cheat Sheet
Where is our eye attracted first? Why?
Size. Focus. Lighting. Color.
Size. Mr. White (Harvey Keitel) on the right.
Focus. He’s one of the two objects in focus.
Lighting. Mr. White is large and in focus and Mr. Pink (Steve Buscemi) is highlighted by
a shaft of light.
Color. Both are black and white but the read on Mr. White’s shirt now really stands out.
What type of lighting?-> High key lighting.
Features bright, even illumination and few conspicuous shadows. This lighting key is often used in musicals and comedies.Low key lighting
Features diffused shadows and atmospheric pools of light. This lighting key is often used in mysteries and thrillers.High contrast lighting
Features harsh shafts of lights and dramatic streaks of blackness. This type of lighting is often used in tragedies and melodramas.What type of shot?
Extreme long shot
Taken from a great distance, showing much of the locale. Ifpeople are included in these shots, they usually appear as mere specks-> Long shot
Corresponds to the space between the audience and the stage in a live theater. The long shots show the characters and some of the locale.Full shot
Range with just enough space to contain the human body in full. The full shot shows the character and a minimal amount of the locale.Medium shot
Shows the human figure from the knees or waist up.Close-Up
Concentrates on a relatively small object and show very little if any locale.Extreme close-up
Focuses on an unnaturally small portion of an object, giving that part great detail and symbolic significance.What angle?
Bird’s-eye view.
The shot is photographed directly from above. This type of shot can be disorienting, and the people photographed seem insignificant.High angle.
This angle reduces the size of the objects photographed. A person photographed from this angle seems harmless and insignificant, but to a lesser extent than with the bird’s-eye view.-> Eye-level shot.
The clearest view of an object, but seldom intrinsically dramatic, because it tends to be the norm.Low angle.
This angle increases high and a sense of verticality, heightening the importance of the object photographed. A person shot from this angle is given a sense of power and respect.Oblique angle.
For this angle, the camera is tilted laterally, giving the image a slanted appearance. Oblique angles suggest tension, transition, a impending movement. They are also called canted or dutch angles.What is the dominant color?
The use of color in this shot is symbolic. The scene is set in warehouse. Both the set and characters are blues, blacks and whites.
This was intentional allowing for the scenes and shots with blood to have a great level of contrast.
What is the Lens/Filter/Stock?
Telephoto lens.
A lens that draws objects closer but also diminishes the illusion of depth.Wide-angle lens.
A lens that takes in a broad area and increases the illusion of depth but sometimes distorts the edges of the image.Fast film stock.
Highly sensitive to light, it can register an image with little illumination. However, the final product tends to be grainy.Slow film stock.
Relatively insensitive to light, it requires a great deal of illumination. The final product tends to look polished.The lens is not wide-angle because there isn’t a great sense of depth, nor are several planes in focus. The lens is probably long but not necessarily a telephoto lens because the depth isn’t inordinately compressed.
The stock is fast because of the grainy quality of the image.
Subsidiary Contrast; where does the eye go next?
The two guns.
How much visual information is packed into the image? Is the texture stark, moderate, or highly detailed?
Minimalist clutter in the warehouse allows a focus on a character driven thriller.
What is the Composition?
Horizontal.
Compositions based on horizontal lines seem visually at rest and suggest placidity or peacefulness.Vertical.
Compositions based on vertical lines seem visually at rest and suggest strength.-> Diagonal.
Compositions based on diagonal, or oblique, lines seem dynamic and suggest tension or anxiety.-> Binary. Binary structures emphasize parallelism.
Triangle.
Triadic compositions stress the dynamic interplay among three mainCircle.
Circular compositions suggest security and enclosure.Is the form open or closed? Does the image suggest a window that arbitrarily isolates a fragment of the scene? Or a proscenium arch, in which the visual elements are carefully arranged and held in balance?
The most nebulous of all the categories of mise en scene, the type of form is determined by how consciously structured the mise en scene is. Open forms stress apparently simple techniques, because with these unself-conscious methods the filmmaker is able to emphasize the immediate, the familiar, the intimate aspects of reality. In open-form images, the frame tends to be deemphasized. In closed form images, all the necessary information is carefully structured within the confines of the frame. Space seems enclosed and self-contained rather than continuous.
Could argue this is a proscenium arch because this is such a classic shot with parallels and juxtapositions.
Is the framing tight or loose? Do the character have no room to move around, or can they move freely without impediments?
Shots where the characters are placed at the edges of the frame and have little room to move around within the frame are considered tight.
Longer shots, in which characters have room to move around within the frame, are considered loose and tend to suggest freedom.
Center-framed giving us the entire scene showing isolation, place and struggle.
Depth of Field. On how many planes is the image composed (how many are in focus)? Does the background or foreground comment in any way on the mid-ground?
Standard DOF, one background and clearly defined foreground.
Which way do the characters look vis-a-vis the camera?
An actor can be photographed in any of five basic positions, each conveying different psychological overtones.
Full-front (facing the camera):
the position with the most intimacy. The character is looking in our direction, inviting our complicity.Quarter Turn:
the favored position of most filmmakers. This position offers a high degree of intimacy but with less emotional involvement than the full-front.-> Profile (looking of the frame left or right):
More remote than the quarter turn, the character in profile seems unaware of being observed, lost in his or her own thoughts.Three-quarter Turn:
More anonymous than the profile, this position is useful for conveying a character’s unfriendly or antisocial feelings, for in effect, the character is partially turning his or her back on us, rejecting our interest.Back to Camera:
The most anonymous of all positions, this position is often used to suggest a character’s alienation from the world. When a character has his or her back to the camera, we can only guess what’s taking place internally, conveying a sense of concealment, or mystery.How much space is there between the characters?
Extremely close, for a gunfight.
The way people use space can be divided into four proxemic patterns.
Intimate distances.
The intimate distance ranges from skin contact to about eighteen inches away. This is the distance of physical involvement–of love, comfort, and tenderness between individuals.-> Personal distances.
The personal distance ranges roughly from eighteen inches away to about four feet away. These distances tend to be reserved for friends and acquaintances. Personal distances preserve the privacy between individuals, yet these rages don’t necessarily suggest exclusion, as intimate distances often do.Social distances.
The social distance rages from four feet to about twelve feet. These distances are usually reserved for impersonal business and casual social gatherings. It’s a friendly range in most cases, yet somewhat more formal than the personal distance.Public distances.
The public distance extends from twelve feet to twenty-five feet or more. This range tends to be formal and rather detached. -
No one could see the colour blue until modern times
Read more: No one could see the colour blue until modern timeshttps://www.businessinsider.com/what-is-blue-and-how-do-we-see-color-2015-2
The way that humans see the world… until we have a way to describe something, even something so fundamental as a colour, we may not even notice that something it’s there.
Ancient languages didn’t have a word for blue — not Greek, not Chinese, not Japanese, not Hebrew, not Icelandic cultures. And without a word for the colour, there’s evidence that they may not have seen it at all.
https://www.wnycstudios.org/story/211119-colors
Every language first had a word for black and for white, or dark and light. The next word for a colour to come into existence — in every language studied around the world — was red, the colour of blood and wine.
After red, historically, yellow appears, and later, green (though in a couple of languages, yellow and green switch places). The last of these colours to appear in every language is blue.
The only ancient culture to develop a word for blue was the Egyptians — and as it happens, they were also the only culture that had a way to produce a blue dye.
https://mymodernmet.com/shades-of-blue-color-history/
Considered to be the first ever synthetically produced color pigment, Egyptian blue (also known as cuprorivaite) was created around 2,200 B.C. It was made from ground limestone mixed with sand and a copper-containing mineral, such as azurite or malachite, which was then heated between 1470 and 1650°F. The result was an opaque blue glass which then had to be crushed and combined with thickening agents such as egg whites to create a long-lasting paint or glaze.
If you think about it, blue doesn’t appear much in nature — there aren’t animals with blue pigments (except for one butterfly, Obrina Olivewing, all animals generate blue through light scattering), blue eyes are rare (also blue through light scattering), and blue flowers are mostly human creations. There is, of course, the sky, but is that really blue?
So before we had a word for it, did people not naturally see blue? Do you really see something if you don’t have a word for it?
A researcher named Jules Davidoff traveled to Namibia to investigate this, where he conducted an experiment with the Himba tribe, who speak a language that has no word for blue or distinction between blue and green. When shown a circle with 11 green squares and one blue, they couldn’t pick out which one was different from the others.
When looking at a circle of green squares with only one slightly different shade, they could immediately spot the different one. Can you?
Davidoff says that without a word for a colour, without a way of identifying it as different, it’s much harder for us to notice what’s unique about it — even though our eyes are physically seeing the blocks it in the same way.
Further research brought to wider discussions about color perception in humans. Everything that we make is based on the fact that humans are trichromatic. The television only has 3 colors. Our color printers have 3 different colors. But some people, and in specific some women seemed to be more sensible to color differences… mainly because they’re just more aware or – because of the job that they do.
Eventually this brought to the discovery of a small percentage of the population, referred to as tetrachromats, which developed an extra cone sensitivity to yellow, likely due to gene modifications.
The interesting detail about these is that even between tetrachromats, only the ones that had a reason to develop, label and work with extra color sensitivity actually developed the ability to use their native skills.
So before blue became a common concept, maybe humans saw it. But it seems they didn’t know they were seeing it.
If you see something yet can’t see it, does it exist? Did colours come into existence over time? Not technically, but our ability to notice them… may have…
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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:
LIGHTING
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RawTherapee – a free, open source, cross-platform raw image and HDRi processing program
5.10 of this tool includes excellent tools to clean up cr2 and cr3 used on set to support HDRI processing.
Converting raw to AcesCG 32 bit tiffs with metadata. -
Fast, optimized ‘for’ pixel loops with OpenCV and Python to create tone mapped HDR images
Read more: Fast, optimized ‘for’ pixel loops with OpenCV and Python to create tone mapped HDR imageshttps://pyimagesearch.com/2017/08/28/fast-optimized-for-pixel-loops-with-opencv-and-python/
https://learnopencv.com/exposure-fusion-using-opencv-cpp-python/
Exposure Fusion is a method for combining images taken with different exposure settings into one image that looks like a tone mapped High Dynamic Range (HDR) image.
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Tracing Spherical harmonics and how Weta used them in production
A 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
https://www.fxguide.com/fxfeatured/the-science-of-spherical-harmonics-at-weta-digital/
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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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