COMPOSITION
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StudioBinder – Roger Deakins on How to Choose a Camera Lens — Cinematography Composition TechniquesRead more: StudioBinder – Roger Deakins on How to Choose a Camera Lens — Cinematography Composition Techniqueshttps://www.studiobinder.com/blog/camera-lens-buying-guide/ https://www.studiobinder.com/blog/e-books/camera-lenses-explained-volume-1-ebook 
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Photography basics: Depth of Field and compositionRead more: Photography basics: Depth of Field and compositionDepth of field is the range within which focusing is resolved in a photo. 
 Aperture has a huge affect on to the depth of field.Changing the f-stops (f/#) of a lens will change aperture and as such the DOF. f-stops are a just certain number which is telling you the size of the aperture. That’s how f-stop is related to aperture (and DOF). If you increase f-stops, it will increase DOF, the area in focus (and decrease the aperture). On the other hand, decreasing the f-stop it will decrease DOF (and increase the aperture). The red cone in the figure is an angular representation of the resolution of the system. Versus the dotted lines, which indicate the aperture coverage. Where the lines of the two cones intersect defines the total range of the depth of field. This image explains why the longer the depth of field, the greater the range of clarity. 
DESIGN
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Mariko Mori – Kamitate Stone at Sean Kelly GalleryRead more: Mariko Mori – Kamitate Stone at Sean Kelly GalleryMariko Mori, the internationally celebrated artist who blends technology, spirituality, and nature, debuts Kamitate Stone I this October at Sean Kelly Gallery in New York. The work continues her exploration of luminous form, energy, and transcendence. 
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The Hybrids by Phil Langer – hyper-realistic AI-generated human animal portraitsRead more: The Hybrids by Phil Langer – hyper-realistic AI-generated human animal portraitshttps://www.reddit.com/r/aiArt/comments/1azepd6/hybrid_portraits_by_phil_langer/ https://www.thehybridportraits.com/ https://www.instagram.com/hybridportraits/ 
COLOR
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The Forbidden colors – Red-Green & Blue-Yellow: The Stunning Colors You Can’t SeeRead more: The Forbidden colors – Red-Green & Blue-Yellow: The Stunning Colors You Can’t Seewww.livescience.com/17948-red-green-blue-yellow-stunning-colors.html  While the human eye has red, green, and blue-sensing cones, those cones are cross-wired in the retina to produce a luminance channel plus a red-green and a blue-yellow channel, and it’s data in that color space (known technically as “LAB”) that goes to the brain. That’s why we can’t perceive a reddish-green or a yellowish-blue, whereas such colors can be represented in the RGB color space used by digital cameras. https://en.rockcontent.com/blog/the-use-of-yellow-in-data-design The back of the retina is covered in light-sensitive neurons known as cone cells and rod cells. There are three types of cone cells, each sensitive to different ranges of light. These ranges overlap, but for convenience the cones are referred to as blue (short-wavelength), green (medium-wavelength), and red (long-wavelength). The rod cells are primarily used in low-light situations, so we’ll ignore those for now. When light enters the eye and hits the cone cells, the cones get excited and send signals to the brain through the visual cortex. Different wavelengths of light excite different combinations of cones to varying levels, which generates our perception of color. You can see that the red cones are most sensitive to light, and the blue cones are least sensitive. The sensitivity of green and red cones overlaps for most of the visible spectrum.  Here’s how your brain takes the signals of light intensity from the cones and turns it into color information. To see red or green, your brain finds the difference between the levels of excitement in your red and green cones. This is the red-green channel. To get “brightness,” your brain combines the excitement of your red and green cones. This creates the luminance, or black-white, channel. To see yellow or blue, your brain then finds the difference between this luminance signal and the excitement of your blue cones. This is the yellow-blue channel. From the calculations made in the brain along those three channels, we get four basic colors: blue, green, yellow, and red. Seeing blue is what you experience when low-wavelength light excites the blue cones more than the green and red. Seeing green happens when light excites the green cones more than the red cones. Seeing red happens when only the red cones are excited by high-wavelength light. Here’s where it gets interesting. Seeing yellow is what happens when BOTH the green AND red cones are highly excited near their peak sensitivity. This is the biggest collective excitement that your cones ever have, aside from seeing pure white. Notice that yellow occurs at peak intensity in the graph to the right. Further, the lens and cornea of the eye happen to block shorter wavelengths, reducing sensitivity to blue and violet light. 
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The Maya civilization and the color blueRead more: The Maya civilization and the color blueMaya blue is a highly unusual pigment because it is a mix of organic indigo and an inorganic clay mineral called palygorskite. 
 Echoing the color of an azure sky, the indelible pigment was used to accentuate everything from ceramics to human sacrifices in the Late Preclassic period (300 B.C. to A.D. 300).
 A team of researchers led by Dean Arnold, an adjunct curator of anthropology at the Field Museum in Chicago, determined that the key to Maya blue was actually a sacred incense called copal.
 By heating the mixture of indigo, copal and palygorskite over a fire, the Maya produced the unique pigment, he reported at the time. 
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HDR and ColorRead more: HDR and Colorhttps://www.soundandvision.com/content/nits-and-bits-hdr-and-color In HD we often refer to the range of available colors as a color gamut. Such a color gamut is typically plotted on a two-dimensional diagram, called a CIE chart, as shown in at the top of this blog. Each color is characterized by its x/y coordinates. Good enough for government work, perhaps. But for HDR, with its higher luminance levels and wider color, the gamut becomes three-dimensional. For HDR the color gamut therefore becomes a characteristic we now call the color volume. It isn’t easy to show color volume on a two-dimensional medium like the printed page or a computer screen, but one method is shown below. As the luminance becomes higher, the picture eventually turns to white. As it becomes darker, it fades to black. The traditional color gamut shown on the CIE chart is simply a slice through this color volume at a selected luminance level, such as 50%. Three different color volumes—we still refer to them as color gamuts though their third dimension is important—are currently the most significant. The first is BT.709 (sometimes referred to as Rec.709), the color gamut used for pre-UHD/HDR formats, including standard HD. The largest is known as BT.2020; it encompasses (roughly) the range of colors visible to the human eye (though ET might find it insufficient!). Between these two is the color gamut used in digital cinema, known as DCI-P3. sRGB 
  D65 
  
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About green screensRead more: About green screenshackaday.com/2015/02/07/how-green-screen-worked-before-computers/ www.newtek.com/blog/tips/best-green-screen-materials/ www.chromawall.com/blog//chroma-key-green Chroma Key Green, the color of green screens is also known as Chroma Green and is valued at approximately 354C in the Pantone color matching system (PMS). Chroma Green can be broken down in many different ways. Here is green screen green as other values useful for both physical and digital production: Green Screen as RGB Color Value: 0, 177, 64 
 Green Screen as CMYK Color Value: 81, 0, 92, 0
 Green Screen as Hex Color Value: #00b140
 Green Screen as Websafe Color Value: #009933Chroma Key Green is reasonably close to an 18% gray reflectance. Illuminate your green screen with an uniform source with less than 2/3 EV variation. 
 The level of brightness at any given f-stop should be equivalent to a 90% white card under the same lighting.
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Photography basics: Lumens vs Candelas (candle) vs Lux vs FootCandle vs Watts vs Irradiance vs IlluminanceRead more: Photography basics: Lumens vs Candelas (candle) vs Lux vs FootCandle vs Watts vs Irradiance vs Illuminancehttps://www.translatorscafe.com/unit-converter/en-US/illumination/1-11/ The power output of a light source is measured using the unit of watts W. This is a direct measure to calculate how much power the light is going to drain from your socket and it is not relatable to the light brightness itself. The amount of energy emitted from it per second. That energy comes out in a form of photons which we can crudely represent with rays of light coming out of the source. The higher the power the more rays emitted from the source in a unit of time. Not all energy emitted is visible to the human eye, so we often rely on photometric measurements, which takes in account the sensitivity of human eye to different wavelenghts Details in the post 
 (more…)
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colorhunt.coRead more: colorhunt.coColor Hunt is a free and open platform for color inspiration with thousands of trendy hand-picked color palettes.  
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Scene Referred vs Display Referred color workflowsRead more: Scene Referred vs Display Referred color workflowsDisplay Referred it is tied to the target hardware, as such it bakes color requirements into every type of media output request. Scene Referred uses a common unified wide gamut and targeting audience through CDL and DI libraries instead. 
 So that color information stays untouched and only “transformed” as/when needed.Sources: 
 – Victor Perez – Color Management Fundamentals & ACES Workflows in Nuke
 – https://z-fx.nl/ColorspACES.pdf
 – Wicus
 
LIGHTING
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What’s the Difference Between Ray Casting, Ray Tracing, Path Tracing and Rasterization? Physical light tracing…Read more: 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) 
 
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