COLOR

  • 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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    Read more: Is a MacBeth Colour Rendition Chart the Safest Way to Calibrate a Camera?
  • What is a Gamut or Color Space and why do I need to know about CIE

    http://www.xdcam-user.com/2014/05/what-is-a-gamut-or-color-space-and-why-do-i-need-to-know-about-it/

     

    In video terms gamut is normally related to as the full range of colours and brightness that can be either captured or displayed.

     

    Generally speaking all color gamuts recommendations are trying to define a reasonable level of color representation based on available technology and hardware. REC-601 represents the old TVs. REC-709 is currently the most distributed solution. P3 is mainly available in movie theaters and is now being adopted in some of the best new 4K HDR TVs. Rec2020 (a wider space than P3 that improves on visibke color representation) and ACES (the full coverage of visible color) are other common standards which see major hardware development these days.

     

     

    To compare and visualize different solution (across video and printing solutions), most developers use the CIE color model chart as a reference.
    The CIE color model is a color space model created by the International Commission on Illumination known as the Commission Internationale de l’Elcairage (CIE) in 1931. It is also known as the CIE XYZ color space or the CIE 1931 XYZ color space.
    This chart represents the first defined quantitative link between distributions of wavelengths in the electromagnetic visible spectrum, and physiologically perceived colors in human color vision. Or basically, the range of color a typical human eye can perceive through visible light.

     

    Note that while the human perception is quite wide, and generally speaking biased towards greens (we are apes after all), the amount of colors available through nature, generated through light reflection, tend to be a much smaller section. This is defined by the Pointer’s Chart.

     

    In short. Color gamut is a representation of color coverage, used to describe data stored in images against available hardware and viewer technologies.

     

    Camera color encoding from
    https://www.slideshare.net/hpduiker/acescg-a-common-color-encoding-for-visual-effects-applications

     

    CIE 1976

    http://bernardsmith.eu/computatrum/scan_and_restore_archive_and_print/scanning/

     

    https://store.yujiintl.com/blogs/high-cri-led/understanding-cie1931-and-cie-1976

     

    The CIE 1931 standard has been replaced by a CIE 1976 standard. Below we can see the significance of this.

     

    People have observed that the biggest issue with CIE 1931 is the lack of uniformity with chromaticity, the three dimension color space in rectangular coordinates is not visually uniformed.

     

    The CIE 1976 (also called CIELUV) was created by the CIE in 1976. It was put forward in an attempt to provide a more uniform color spacing than CIE 1931 for colors at approximately the same luminance

     

    The CIE 1976 standard colour space is more linear and variations in perceived colour between different people has also been reduced. The disproportionately large green-turquoise area in CIE 1931, which cannot be generated with existing computer screens, has been reduced.

     

    If we move from CIE 1931 to the CIE 1976 standard colour space we can see that the improvements made in the gamut for the “new” iPad screen (as compared to the “old” iPad 2) are more evident in the CIE 1976 colour space than in the CIE 1931 colour space, particularly in the blues from aqua to deep blue.

     

     

    https://dot-color.com/2012/08/14/color-space-confusion/

    Despite its age, CIE 1931, named for the year of its adoption, remains a well-worn and familiar shorthand throughout the display industry. CIE 1931 is the primary language of customers. When a customer says that their current display “can do 72% of NTSC,” they implicitly mean 72% of NTSC 1953 color gamut as mapped against CIE 1931.

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    Read more: What is a Gamut or Color Space and why do I need to know about CIE
  • 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.

    Read more: Scientists claim to have discovered ‘new colour’ no one has seen before: Olo
  • Rec-2020 – TVs new color gamut standard used by Dolby Vision?

    https://www.hdrsoft.com/resources/dri.html#bit-depth

     

    The dynamic range is a ratio between the maximum and minimum values of a physical measurement. Its definition depends on what the dynamic range refers to.

    For a scene: Dynamic range is the ratio between the brightest and darkest parts of the scene.

    For a camera: Dynamic range is the ratio of saturation to noise. More specifically, the ratio of the intensity that just saturates the camera to the intensity that just lifts the camera response one standard deviation above camera noise.

    For a display: Dynamic range is the ratio between the maximum and minimum intensities emitted from the screen.

     

    The Dynamic Range of real-world scenes can be quite high — ratios of 100,000:1 are common in the natural world. An HDR (High Dynamic Range) image stores pixel values that span the whole tonal range of real-world scenes. Therefore, an HDR image is encoded in a format that allows the largest range of values, e.g. floating-point values stored with 32 bits per color channel. Another characteristics of an HDR image is that it stores linear values. This means that the value of a pixel from an HDR image is proportional to the amount of light measured by the camera.

     

    For TVs HDR is great, but it’s not the only new TV feature worth discussing.

     

    Wide color gamut, or WCG, is often lumped in with HDR. While they’re often found together, they’re not intrinsically linked. Where HDR is an increase in the dynamic range of the picture (with contrast and brighter highlights in particular), a TV’s wide color gamut coverage refers to how much of the new, larger color gamuts a TV can display.

     

    Wide color gamuts only really matter for HDR video sources like UHD Blu-rays and some streaming video, as only HDR sources are meant to take advantage of the ability to display more colors.

     

     

    www.cnet.com/how-to/what-is-wide-color-gamut-wcg/

     

    Color depth is only one aspect of color representation, expressing the precision with which the amount of each primary can be expressed through a pixel; the other aspect is how broad a range of colors can be expressed (the gamut)

     

    Image rendering bit depth

     

    Wide color gamuts include a greater number of colors than what most current TVs can display, so the greater a TV’s coverage of a wide color gamut, the more colors a TV will be able to reproduce.

     

    When we talk about a color space or color gamut we refer to the range of color values stored in an image. The perception of these color also requires a display that has been tuned with to resolve these color profiles at best. This is often referred to as a ‘viewer lut’.

     

    So this comes also usually paired with an increase in bit depth, going from the old 8 bit system (256 shades per color, with the potential of over 16.7 million colors: 256 green x 256 blue x 256 red) to 10  (1024+ shades per color, with access to over a billion colors) or higher bits, like 12 bit (4096 shades per RGB for 68 billion colors).

    The advantage of higher bit depth is in the ability to bias color with the minimum loss.

    https://photo.stackexchange.com/questions/72116/whats-the-point-of-capturing-14-bit-images-and-editing-on-8-bit-monitors

     

    For an extreme example, raising the brightness from a completely dark image allows for better reproduction, independently on the reproduction medium, due to the amount of data available at editing time:

    For reference, 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.

     

    https://www.cambridgeincolour.com/tutorials/dynamic-range.htm

     

    https://www.hdrsoft.com/resources/dri.html#bit-depth

     

    Note that the number of bits itself may be a misleading indication of the real dynamic range that the image reproduces — converting a Low Dynamic Range image to a higher bit depth does not change its dynamic range, of course.

    • 8-bit images (i.e. 24 bits per pixel for a color image) are considered Low Dynamic Range.
    • 16-bit images (i.e. 48 bits per pixel for a color image) resulting from RAW conversion are still considered Low Dynamic Range, even though the range of values they can encode is significantly higher than for 8-bit images (65536 versus 256). Note that converting a RAW file involves applying a tonal curve that compresses the dynamic range of the RAW data so that the converted image shows correctly on low dynamic range monitors. The need to adapt the output image file to the dynamic range of the display is the factor that dictates how much the dynamic range is compressed, not the output bit-depth. By using 16 instead of 8 bits, you will gain precision but you will not gain dynamic range.
    • 32-bit images (i.e. 96 bits per pixel for a color image) are considered High Dynamic Range.Unlike 8- and 16-bit images which can take a finite number of values, 32-bit images are coded using floating point numbers, which means the values they can take is unlimited.It is important to note, though, that storing an image in a 32-bit HDR format is a necessary condition for an HDR image but not a sufficient one. When an image comes from a single capture with a standard camera, it will remain a Low Dynamic Range image,

     

     

    Also note that bit depth and dynamic range are often confused as one, but are indeed separate concepts and there is no direct one to one relationship between them. Bit depth is about capacity, dynamic range is about the actual ratio of data stored.
    The bit depth of a capturing or displaying device gives you an indication of its dynamic range capacity. That is, the highest dynamic range that the device would be capable of reproducing if all other constraints are eliminated.

     

    https://rawpedia.rawtherapee.com/Bit_Depth

     

    Finally, note that there are two ways to “count” bits for an image — either the number of bits per color channel (BPC) or the number of bits per pixel (BPP). A bit (0,1) is the smallest unit of data stored in a computer.

    For a grayscale image, 8-bit means that each pixel can be one of 256 levels of gray (256 is 2 to the power 8).

    For an RGB color image, 8-bit means that each one of the three color channels can be one of 256 levels of color.
    Since each pixel is represented by 3 colors in this case, 8-bit per color channel actually means 24-bit per pixel.

    Similarly, 16-bit for an RGB image means 65,536 levels per color channel and 48-bit per pixel.

    To complicate matters, when an image is classified as 16-bit, it just means that it can store a maximum 65,535 values. It does not necessarily mean that it actually spans that range. If the camera sensors can not capture more than 12 bits of tonal values, the actual bit depth of the image will be at best 12-bit and probably less because of noise.

    The following table attempts to summarize the above for the case of an RGB color image.

     

     

    Type of digital supportBit depth per color channelBit depth per pixelFStopsTheoretical maximum Dynamic RangeReality
    8-bit8248256:1most consumer images
    12-bit CCD1236124,096:1real maximum limited by noise
    14-bit CCD14421416,384:1real maximum limited by noise
    16-bit TIFF (integer)16481665,536:1bit-depth in this case is not directly related to the dynamic range captured
    16-bit float EXR16483065,536:1values are distributed more closely in the (lower) darker tones than in the (higher) lighter ones, thus allowing for a more accurate description of the tones more significant to humans. The range of normalized 16-bit floats can represent thirty stops of information with 1024 steps per stop. We have eighteen and a half stops over middle gray, and eleven and a half below. The denormalized numbers provide an additional ten stops with decreasing precision per stop.
    http://download.nvidia.com/developer/GPU_Gems/CD_Image/Image_Processing/OpenEXR/OpenEXR-1.0.6/doc/#recs
    HDR image (e.g. Radiance format)3296“infinite”4.3 billion:1real maximum limited by the captured dynamic range

    32-bit floats are often called “single-precision” floats, and 64-bit floats are often called “double-precision” floats. 16-bit floats therefore are called “half-precision” floats, or just “half floats”.

     

    https://petapixel.com/2018/09/19/8-12-14-vs-16-bit-depth-what-do-you-really-need

    On a separate note, even Photoshop does not handle 16bit per channel. Photoshop does actually use 16-bits per channel. However, it treats the 16th digit differently – it is simply added to the value created from the first 15-digits. This is sometimes called 15+1 bits. This means that instead of 216 possible values (which would be 65,536 possible values) there are only 215+1 possible values (which is 32,768 +1 = 32,769 possible values).

     

    Rec-601 (for the older SDTV format, very similar to rec-709) and Rec-709 (the HDTV’s recommended set of color standards, at times also referred to sRGB, although not exactly the same) are currently the most spread color formats and hardware configurations in the world.

     

    Following those you can find the larger P3 gamut, more commonly used in theaters and in digital production houses (with small variations and improvements to color coverage), as well as most of best 4K/WCG TVs.

     

    And a new standard is now promoted against P3, referred to Rec-2020 and UHDTV.

     

    It is still debatable if this is going to be adopted at consumer level beyond the P3, mainly due to lack of hardware supporting it. But initial tests do prove that it would be a future proof investment.

    www.colour-science.org/anders-langlands/

     

    Rec. 2020 is ultimately designed for television, and not cinema. Therefore, it is to be expected that its properties must behave according to current signal processing standards. In this respect, its foundation is based on current HD and SD video signal characteristics.

     

    As far as color bit depth is concerned, it allows for a maximum of 12 bits, which is more than enough for humans.

    Comparing standards, REC-709 covers 35.9% of the human visible spectrum. P3 45.5%. And REC-2020 75.8%.
    https://www.avsforum.com/forum/166-lcd-flat-panel-displays/2812161-what-color-volume.html

     

    Comparing coverage to hardware devices

     

    To note that all the new standards generally score very high on the Pointer’s Gamut chart. But with REC-2020 scoring 99.9% vs P3 at 88.2%.
    www.tftcentral.co.uk/articles/pointers_gamut.htm

    https://www.slideshare.net/hpduiker/acescg-a-common-color-encoding-for-visual-effects-applications

     

    The Pointer’s gamut is (an approximation of) the gamut of real surface colors as can be seen by the human eye, based on the research by Michael R. Pointer (1980). What this means is that every color that can be reflected by the surface of an object of any material is inside the Pointer’s gamut. Basically establishing a widely respected target for color reproduction. Visually, Pointers Gamut represents the colors we see about us in the natural world. Colors outside Pointers Gamut include those that do not occur naturally, such as neon lights and computer-generated colors possible in animation. Which would partially be accounted for with the new gamuts.

    cinepedia.com/picture/color-gamut/

     

    Not all current TVs can support the full spread of the new gamuts. Here is a list of modern TVs’ color coverage in percentage:
    www.rtings.com/tv/tests/picture-quality/wide-color-gamut-rec-709-dci-p3-rec-2020

     

    There are no TVs that can come close to displaying all the colors within Rec.2020, and there likely won’t be for at least a few years. However, to help future-proof the technology, Rec.2020 support is already baked into the HDR spec. That means that the same genuine HDR media that fills the DCI P3 space on a compatible TV now, will in a few years also fill Rec.2020 on a TV supporting that larger space.

     

    Rec.2020’s main gains are in the number of new tones of green that it will display, though it also offers improvements to the number of blue and red colors as well. Altogether, Rec.2020 will cover about 75% of the visual spectrum, which is a sizeable increase in coverage even over DCI P3.

     

     

    Dolby Vision

    https://www.highdefdigest.com/news/show/what-is-dolby-vision/39049

    https://www.techhive.com/article/3237232/dolby-vision-vs-hdr10-which-is-best.html

     

    Dolby Vision is a proprietary end-to-end High Dynamic Range (HDR) format that covers content creation and playback through select cinemas, Ultra HD displays, and 4K titles. Like other HDR standards, the process uses expanded brightness to improve contrast between dark and light aspects of an image, bringing out deeper black levels and more realistic details in specular highlights — like the sun reflecting off of an ocean — in specially graded Dolby Vision material.

     

    The iPhone 12 Pro gets the ability to record 4K 10-bit HDR video. According to Apple, it is the very first smartphone that is capable of capturing Dolby Vision HDR.

    The iPhone 12 Pro takes two separate exposures and runs them through Apple’s custom image signal processor to create a histogram, which is a graph of the tonal values in each frame. The Dolby Vision metadata is then generated based on that histogram. In Laymen’s terms, it is essentially doing real-time grading while you are shooting. This is only possible due to the A14 Bionic chip.

     

    Dolby Vision also allows for 12-bit color, as opposed to HDR10’s and HDR10+’s 10-bit color. While no retail TV we’re aware of supports 12-bit color, Dolby claims it can be down-sampled in such a way as to render 10-bit color more accurately.

     

     

     

     

     

    Resources for more reading:

    https://www.avsforum.com/forum/166-lcd-flat-panel-displays/2812161-what-color-volume.html

     

    wolfcrow.com/say-hello-to-rec-2020-the-color-space-of-the-future/

     

    www.cnet.com/news/ultra-hd-tv-color-part-ii-the-future/

     

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    Read more: Rec-2020 – TVs new color gamut standard used by Dolby Vision?
  • 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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    Read more: Image rendering bit depth
  • 3D Lighting Tutorial by Amaan Kram

    http://www.amaanakram.com/lightingT/part1.htm

    The goals of lighting in 3D computer graphics are more or less the same as those of real world lighting.

     

    Lighting serves a basic function of bringing out, or pushing back the shapes of objects visible from the camera’s view.
    It gives a two-dimensional image on the monitor an illusion of the third dimension-depth.

    But it does not just stop there. It gives an image its personality, its character. A scene lit in different ways can give a feeling of happiness, of sorrow, of fear etc., and it can do so in dramatic or subtle ways. Along with personality and character, lighting fills a scene with emotion that is directly transmitted to the viewer.

     

    Trying to simulate a real environment in an artificial one can be a daunting task. But even if you make your 3D rendering look absolutely photo-realistic, it doesn’t guarantee that the image carries enough emotion to elicit a “wow” from the people viewing it.

     

    Making 3D renderings photo-realistic can be hard. Putting deep emotions in them can be even harder. However, if you plan out your lighting strategy for the mood and emotion that you want your rendering to express, you make the process easier for yourself.

     

    Each light source can be broken down in to 4 distinct components and analyzed accordingly.

    · Intensity
    · Direction
    · Color
    · Size

     

    The overall thrust of this writing is to produce photo-realistic images by applying good lighting techniques.

    , ,
    Read more: 3D Lighting Tutorial by Amaan Kram

LIGHTING

  • Photography basics: Exposure Value vs Photographic Exposure vs Il/Luminance vs Pixel luminance measurements

    Also see: https://www.pixelsham.com/2015/05/16/how-aperture-shutter-speed-and-iso-affect-your-photos/

     

    In photography, exposure value (EV) is a number that represents a combination of a camera’s shutter speed and f-number, such that all combinations that yield the same exposure have the same EV (for any fixed scene luminance).

     

     

    The EV concept was developed in an attempt to simplify choosing among combinations of equivalent camera settings. Although all camera settings with the same EV nominally give the same exposure, they do not necessarily give the same picture. EV is also used to indicate an interval on the photographic exposure scale. 1 EV corresponding to a standard power-of-2 exposure step, commonly referred to as a stop

     

    EV 0 corresponds to an exposure time of 1 sec and a relative aperture of f/1.0. If the EV is known, it can be used to select combinations of exposure time and f-number.

     

    https://www.streetdirectory.com/travel_guide/141307/photography/exposure_value_ev_and_exposure_compensation.html

    Note EV does not equal to photographic exposure. Photographic Exposure is defined as how much light hits the camera’s sensor. It depends on the camera settings mainly aperture and shutter speed. Exposure value (known as EV) is a number that represents the exposure setting of the camera.

     

    Thus, strictly, EV is not a measure of luminance (indirect or reflected exposure) or illuminance (incidental exposure); rather, an EV corresponds to a luminance (or illuminance) for which a camera with a given ISO speed would use the indicated EV to obtain the nominally correct exposure. Nonetheless, it is common practice among photographic equipment manufacturers to express luminance in EV for ISO 100 speed, as when specifying metering range or autofocus sensitivity.

     

    The exposure depends on two things: how much light gets through the lenses to the camera’s sensor and for how long the sensor is exposed. The former is a function of the aperture value while the latter is a function of the shutter speed. Exposure value is a number that represents this potential amount of light that could hit the sensor. It is important to understand that exposure value is a measure of how exposed the sensor is to light and not a measure of how much light actually hits the sensor. The exposure value is independent of how lit the scene is. For example a pair of aperture value and shutter speed represents the same exposure value both if the camera is used during a very bright day or during a dark night.

     

    Each exposure value number represents all the possible shutter and aperture settings that result in the same exposure. Although the exposure value is the same for different combinations of aperture values and shutter speeds the resulting photo can be very different (the aperture controls the depth of field while shutter speed controls how much motion is captured).

    EV 0.0 is defined as the exposure when setting the aperture to f-number 1.0 and the shutter speed to 1 second. All other exposure values are relative to that number. Exposure values are on a base two logarithmic scale. This means that every single step of EV – plus or minus 1 – represents the exposure (actual light that hits the sensor) being halved or doubled.

    https://www.streetdirectory.com/travel_guide/141307/photography/exposure_value_ev_and_exposure_compensation.html

     

    Formula

    https://en.wikipedia.org/wiki/Exposure_value

     

    https://www.scantips.com/lights/math.html

     

    which means   2EV = N² / t

    where

    • N is the relative aperture (f-number) Important: Note that f/stop values must first be squared in most calculations
    • t is the exposure time (shutter speed) in seconds

    EV 0 corresponds to an exposure time of 1 sec and an aperture of f/1.0.

    Example: If f/16 and 1/4 second, then this is:

    (N² / t) = (16 × 16 ÷ 1/4) = (16 × 16 × 4) = 1024.

    Log₂(1024) is EV 10. Meaning, 210 = 1024.

     

    Collecting photographic exposure using Light Meters

    https://photo.stackexchange.com/questions/968/how-can-i-correctly-measure-light-using-a-built-in-camera-meter

    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, 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)

    https://en.wikipedia.org/wiki/Light_meter

    For reflected-light meters, camera settings are related to ISO speed and subject luminance by the reflected-light exposure equation:

    where

    • N is the relative aperture (f-number)
    • t is the exposure time (“shutter speed”) in seconds
    • L is the average scene luminance
    • S is the ISO arithmetic speed
    • K is the reflected-light meter calibration constant

     

    For incident-light meters, camera settings are related to ISO speed and subject illuminance by the incident-light exposure equation:

    where

    • E is the illuminance (in lux)
    • C is the incident-light meter calibration constant

     

    Two values for K are in common use: 12.5 (Canon, Nikon, and Sekonic) and 14 (Minolta, Kenko, and Pentax); the difference between the two values is approximately 1/6 EV.
    For C a value of 250 is commonly used.

     

    Nonetheless, it is common practice among photographic equipment manufacturers to also express luminance in EV for ISO 100 speed. Using K = 12.5, the relationship between EV at ISO 100 and luminance L is then :

    L = 2(EV-3)

     

    The situation with incident-light meters is more complicated than that for reflected-light meters, because the calibration constant C depends on the sensor type. Illuminance is measured with a flat sensor; a typical value for C is 250 with illuminance in lux. Using C = 250, the relationship between EV at ISO 100 and illuminance E is then :

     

    E = 2.5 * 2(EV)

     

    https://nofilmschool.com/2018/03/want-easier-and-faster-way-calculate-exposure-formula

    Three basic factors go into the exposure formula itself instead: aperture, shutter, and ISO. Plus a light meter calibration constant.

    f-stop²/shutter (in seconds) = lux * ISO/C

     

    If you at least know four of those variables, you’ll be able to calculate the missing value.

    So, say you want to figure out how much light you’re going to need in order to shoot at a certain f-stop. Well, all you do is plug in your values (you should know the f-stop, ISO, and your light meter calibration constant) into the formula below:

    lux = C (f-stop²/shutter (in seconds))/ISO

     

    Exposure Value Calculator:

    https://snapheadshots.com/resources/exposure-and-light-calculator

     

    https://www.scantips.com/lights/exposurecalc.html

     

    https://www.pointsinfocus.com/tools/exposure-settings-ev-calculator/#google_vignette

     

    From that perspective, an exposure stop is a measurement of Exposure and provides a universal linear scale to measure the increase and decrease in light, exposed to the image sensor, due to changes in shutter speed, iso & f-stop.
    +-1 stop is a doubling or halving of the amount of light let in when taking a photo.
    1 EV is just another way to say one stop of exposure change.

     

    One major use of EV (Exposure Value) is just to measure any change of exposure, where one EV implies a change of one stop of exposure. Like when we compensate our picture in the camera.

     

    If the picture comes out too dark, our manual exposure could correct the next one by directly adjusting one of the three exposure controls (f/stop, shutter speed, or ISO). Or if using camera automation, the camera meter is controlling it, but we might apply +1 EV exposure compensation (or +1 EV flash compensation) to make the result goal brighter, as desired. This use of 1 EV is just another way to say one stop of exposure change.

     

    On a perfect day the difference from sampling the sky vs the sun exposure with diffusing spot meters is about 3.2 exposure difference.

     ~15.4 EV for the sun
     ~12.2 EV for the sky
    

    That is as a ballpark. All still influenced by surroundings, accuracy parameters, fov of the sensor…

     

     

     

    EV calculator

    https://www.scantips.com/lights/evchart.html#calc

    http://www.fredparker.com/ultexp1.htm

     

    Exposure value is basically used to indicate an interval on the photographic exposure scale, with a difference of 1 EV corresponding to a standard power-of-2 exposure step, also commonly referred to as a “stop”.

     

    https://contrastly.com/a-guide-to-understanding-exposure-value-ev/

     

    Retrieving photographic exposure from an image

    All you can hope to measure with your camera and some images is the relative reflected luminance. Even if you have the camera settings. https://en.wikipedia.org/wiki/Relative_luminance

     

    If you REALLY want to know the amount of light in absolute radiometric units, you’re going to need to use some kind of absolute light meter or measured light source to calibrate your camera. For references on how to do this, see: Section 2.5 Obtaining Absolute Radiance from http://www.pauldebevec.com/Research/HDR/debevec-siggraph97.pdf

     

    IF you are still trying to gauge relative brightness, the level of the sun in Nuke can vary, but it should be in the thousands. Ie: between 30,000 and 65,0000 rgb value depending on time of the day, season and atmospherics.

     

    The values for a 12 o’clock sun, with the sun sampled at EV 15.5 (shutter 1/30, ISO 100, F22) is 32.000 RGB max values (or 32,000 pixel luminance).
    The thing to keep an eye for is the level of contrast between sunny side/fill side.  The terminator should be quite obvious,  there can be up to 3 stops difference between fill/key in sunny lit objects.

     

    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.
    Note: make sure to set your Nuke read node to ‘raw data’

     

    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.

     

    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.

     

    If you are trying to gauge the EV from the pixel luminance in the image:
    – Setting the center f-stop to 0 means that in a neutral plate, the middle 18% gray will equal to exposure value 0.
    – So if EV 0 = 0.18 middle gray in nuke which equal to a pixel luminance of 0.18, doubling that value, doubles the EV.

    .18 pixel luminance = 0EV
    .36 pixel luminance = 1EV
    .72 pixel luminance = 2EV
    1.46 pixel luminance = 3EV
    ...
    

     

    This is a Geometric Progression function: xn = ar(n-1)

    The most basic example of this function is 1,2,4,8,16,32,… The sequence starts at 1 and doubles each time, so

    • a=1 (the first term)
    • r=2 (the “common ratio” between terms is a doubling)

    And we get:

    {a, ar, ar2, ar3, … }

    = {1, 1×2, 1×22, 1×23, … }

    = {1, 2, 4, 8, … }

    In this example the function translates to: n = 2(n-1)
    You can graph this curve through this expression: x = 2(y-1)  :

    You can go back and forth between the two values through a geometric progression function and a log function:

    (Note: in a spreadsheet this is: = POWER(2; cell# -1)  and  =LOG(cell#, 2)+1) )

    2(y-1) log2(x)+1
    x y
    1 1
    2 2
    4 3
    8 4
    16 5
    32 6
    64 7
    128 8
    256 9
    512 10
    1024 11
    2048 12
    4096 13

     

    Translating this into a geometric progression between an image pixel luminance and EV:

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  • domeble – Hi-Resolution CGI Backplates and 360° HDRI

    www.domeble.com/

    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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  • The Color of Infinite Temperature

    This is the color of something infinitely hot.

    Of course you’d instantly be fried by gamma rays of arbitrarily high frequency, but this would be its spectrum in the visible range.

    johncarlosbaez.wordpress.com/2022/01/16/the-color-of-infinite-temperature/

    This is also the color of a typical neutron star. They’re so hot they look the same.
    It’s also the color of the early Universe!

    This was worked out by David Madore.

    The color he got is sRGB(148,177,255).
    www.htmlcsscolor.com/hex/94B1FF

    And according to the experts who sip latte all day and make up names for colors, this color is called ‘Perano’.

    ,
    Read more: The Color of Infinite Temperature
  • Photography basics: Color Temperature and White Balance

     

     

    Color 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

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  • Ethan Roffler interviews CG Supervisor Daniele Tosti

    Ethan Roffler
    I recently had the honor of interviewing this VFX genius and gained great insight into what it takes to work in the entertainment industry. Keep in mind, these questions are coming from an artist’s perspective but can be applied to any creative individual looking for some wisdom from a professional. So grab a drink, sit back, and enjoy this fun and insightful conversation.



    Ethan

    To start, I just wanted to say thank you so much for taking the time for this interview!

    Daniele
    My pleasure.
    When I started my career I struggled to find help. Even people in the industry at the time were not that helpful. Because of that, I decided very early on that I was going to do exactly the opposite. I spend most of my weekends talking or helping students. ;)

    Ethan
    That’s awesome! I have also come across the same struggle! Just a heads up, this will probably be the most informal interview you’ll ever have haha! Okay, so let’s start with a small introduction!

    Daniele
    Short introduction: I worked very hard and got lucky enough to work on great shows with great people. ;) Slightly longer version: I started working for a TV channel, very early, while I was learning about CG. Slowly made my way across the world, working along very great people and amazing shows. I learned that to be successful in this business, you have to really love what you do as much as respecting the people around you. What you do will improve to the final product; the way you work with people will make a difference in your life.

    Ethan
    How long have you been an artist?

    Daniele
    Loaded question. I believe I am still trying and craving to be one. After each production I finish I realize how much I still do not know. And how many things I would like to try. I guess in my CG Sup and generalist world, being an artist is about learning as much about the latest technologies and production cycles as I can, then putting that in practice. Having said that, I do consider myself a cinematographer first, as I have been doing that for about 25 years now.

    Ethan
    Words of true wisdom, the more I know the less I know:) How did you get your start in the industry?
    How did you break into such a competitive field?

    Daniele
    There were not many schools when I started. It was all about a few magazines, some books, and pushing software around trying to learn how to make pretty images. Opportunities opened because of that knowledge! The true break was learning to work hard to achieve a Suspension of Disbelief in my work that people would recognize as such. It’s not something everyone can do, but I was fortunate to not be scared of working hard, being a quick learner and having very good supervisors and colleagues to learn from.

    Ethan
    Which do you think is better, having a solid art degree or a strong portfolio?

    Daniele
    Very good question. A strong portfolio will get you a job now. A solid strong degree will likely get you a job for a longer period. Let me digress here; Working as an artist is not about being an artist, it’s about making money as an artist. Most people fail to make that difference and have either a poor career or lack the understanding to make a stable one. One should never mix art with working as an artist. You can do both only if you understand business and are fair to yourself.



    Ethan

    That’s probably the most helpful answer to that question I have ever heard.
    What’s some advice you can offer to someone just starting out who wants to break into the industry?

    Daniele
    Breaking in the industry is not just about knowing your art. It’s about knowing good business practices. Prepare a good demo reel based on the skill you are applying for; research all the places where you want to apply and why; send as many reels around; follow up each reel with a phone call. Business is all about right time, right place.

    Ethan
    A follow-up question to that is: Would you consider it a bad practice to send your demo reels out in mass quantity rather than focusing on a handful of companies to research and apply for?

    Daniele
    Depends how desperate you are… I would say research is a must. To improve your options, you need to know which company is working on what and what skills they are after. If you were selling vacuum cleaners you probably would not want to waste energy contacting shoemakers or cattle farmers.

    Ethan
    What do you think the biggest killer of creativity and productivity is for you?

    Daniele
    Money…If you were thinking as an artist. ;) If you were thinking about making money as an artist… then I would say “thinking that you work alone”.

    Ethan
    Best. Answer. Ever.
    What are ways you fight complacency and maintain fresh ideas, outlooks, and perspectives

    Daniele
    Two things: Challenge yourself to go outside your comfort zone. And think outside of the box.

    Ethan
    What are the ways/habits you have that challenge yourself to get out of your comfort zone and think outside the box?

    Daniele
    If you think you are a good character painter, pick up a camera and go take pictures of amazing landscapes. If you think you are good only at painting or sketching, learn how to code in python. If you cannot solve a problem, that being a project or a person, learn to ask for help or learn about looking at the problem from various perspectives. If you are introvert, learn to be extrovert. And vice versa. And so on…

    Ethan
    How do you avoid burnout?

    Daniele
    Oh… I wish I learned about this earlier. I think anyone that has a passion in something is at risk of burning out. Artists, more than many, because we see the world differently and our passion goes deep. You avoid burnouts by thinking that you are in a long term plan and that you have an obligation to pay or repay your talent by supporting and cherishing yourself and your family, not your paycheck. You do this by treating your art as a business and using business skills when dealing with your career and using artistic skills only when you are dealing with a project itself.

    Ethan
    Looking back, what was a big defining moment for you?

    Daniele
    Recognizing that people around you, those being colleagues, friends or family, come first.
    It changed my career overnight.

    Ethan
    Who are some of your personal heroes?

    Daniele
    Too many to list. Most recently… James Cameron; Joe Letteri; Lawrence Krauss; Richard Dawkins. Because they all mix science, art, and poetry in their own way.

    Ethan
    Last question:
    What’s your dream job? ;)

    Daniele
    Teaching artists to be better at being business people… as it will help us all improve our lives and the careers we took…

    Being a VFX artist is fundamentally based on mistrust.
    This because schedules, pipelines, technology, creative calls… all have a native and naive instability to them that causes everyone to grow a genuine but beneficial lack of trust in the status quo. This is a fine balance act to build into your character. The VFX motto: “Love everyone but trust no one” is born on that.

     

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