COMPOSITION
DESIGN
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Kelly Boesch – Static and Toward The LightRead more: Kelly Boesch – Static and Toward The Lighthttps://www.kellyboeschdesign.com I was working an album cover last night and got these really cool images in midjourney so made a video out of it. Animated using Pika. Song made using Suno Full version on my bandcamp. It’s called Static. 
 https://www.linkedin.com/posts/kellyboesch_midjourney-keyframes-ai-activity-7359244714853736450-Wvcr(more…)
COLOR
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Rec-2020 – TVs new color gamut standard used by Dolby Vision?Read more: 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. (more…)
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Colormaxxing – What if I told you that rgb(255, 0, 0) is not actually the reddest red you can have in your browser?Read more: Colormaxxing – What if I told you that rgb(255, 0, 0) is not actually the reddest red you can have in your browser?https://karuna.dev/colormaxxing https://webkit.org/blog-files/color-gamut/comparison.html https://oklch.com/#70,0.1,197,100  
LIGHTING
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What is physically correct lighting all about?Read more: What is physically correct lighting all about?http://gamedev.stackexchange.com/questions/60638/what-is-physically-correct-lighting-all-about 2012-08 Nathan Reed wrote: Physically-based shading means leaving behind phenomenological models, like the Phong shading model, which are simply built to “look good” subjectively without being based on physics in any real way, and moving to lighting and shading models that are derived from the laws of physics and/or from actual measurements of the real world, and rigorously obey physical constraints such as energy conservation. For example, in many older rendering systems, shading models included separate controls for specular highlights from point lights and reflection of the environment via a cubemap. You could create a shader with the specular and the reflection set to wildly different values, even though those are both instances of the same physical process. In addition, you could set the specular to any arbitrary brightness, even if it would cause the surface to reflect more energy than it actually received. In a physically-based system, both the point light specular and the environment reflection would be controlled by the same parameter, and the system would be set up to automatically adjust the brightness of both the specular and diffuse components to maintain overall energy conservation. Moreover you would want to set the specular brightness to a realistic value for the material you’re trying to simulate, based on measurements. Physically-based lighting or shading includes physically-based BRDFs, which are usually based on microfacet theory, and physically correct light transport, which is based on the rendering equation (although heavily approximated in the case of real-time games). It also includes the necessary changes in the art process to make use of these features. Switching to a physically-based system can cause some upsets for artists. First of all it requires full HDR lighting with a realistic level of brightness for light sources, the sky, etc. and this can take some getting used to for the lighting artists. It also requires texture/material artists to do some things differently (particularly for specular), and they can be frustrated by the apparent loss of control (e.g. locking together the specular highlight and environment reflection as mentioned above; artists will complain about this). They will need some time and guidance to adapt to the physically-based system. On the plus side, once artists have adapted and gained trust in the physically-based system, they usually end up liking it better, because there are fewer parameters overall (less work for them to tweak). Also, materials created in one lighting environment generally look fine in other lighting environments too. This is unlike more ad-hoc models, where a set of material parameters might look good during daytime, but it comes out ridiculously glowy at night, or something like that. Here are some resources to look at for physically-based lighting in games: SIGGRAPH 2013 Physically Based Shading Course, particularly the background talk by Naty Hoffman at the beginning. You can also check out the previous incarnations of this course for more resources. Sébastien Lagarde, Adopting a physically-based shading model and Feeding a physically-based shading model And of course, I would be remiss if I didn’t mention Physically-Based Rendering by Pharr and Humphreys, an amazing reference on this whole subject and well worth your time, although it focuses on offline rather than real-time rendering. 
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Sun cone angle (angular diameter) as perceived by earth viewersRead more: Sun cone angle (angular diameter) as perceived by earth viewersAlso see: https://www.pixelsham.com/2020/08/01/solid-angle-measures/ The cone angle of the sun refers to the angular diameter of the sun as observed from Earth, which is related to the apparent size of the sun in the sky. The angular diameter of the sun, or the cone angle of the sunlight as perceived from Earth, is approximately 0.53 degrees on average. This value can vary slightly due to the elliptical nature of Earth’s orbit around the sun, but it generally stays within a narrow range. Here’s a more precise breakdown: - 
- Average Angular Diameter: About 0.53 degrees (31 arcminutes)
- Minimum Angular Diameter: Approximately 0.52 degrees (when Earth is at aphelion, the farthest point from the sun)
- Maximum Angular Diameter: Approximately 0.54 degrees (when Earth is at perihelion, the closest point to the sun)
 
 This angular diameter remains relatively constant throughout the day because the sun’s distance from Earth does not change significantly over a single day. To summarize, the cone angle of the sun’s light, or its angular diameter, is typically around 0.53 degrees, regardless of the time of day. https://en.wikipedia.org/wiki/Angular_diameter 
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IES Light Profiles and editing softwareRead more: IES Light Profiles and editing softwarehttp://www.derekjenson.com/3d-blog/ies-light-profiles https://ieslibrary.com/en/browse#ies https://leomoon.com/store/shaders/ies-lights-pack https://docs.arnoldrenderer.com/display/a5afmug/ai+photometric+light IES profiles are useful for creating life-like lighting, as they can represent the physical distribution of light from any light source. The IES format was created by the Illumination Engineering Society, and most lighting manufacturers provide IES profile for the lights they manufacture. 
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