COMPOSITION
DESIGN
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Disco Diffusion V4.1 Google Colab, Dall-E, Starryai – creating images with AIRead 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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Björn Ottosson – OKHSV and OKHSL – Two new color spaces for color pickingRead more: Björn Ottosson – OKHSV and OKHSL – Two new color spaces for color pickinghttps://bottosson.github.io/misc/colorpicker https://bottosson.github.io/posts/colorpicker/ https://www.smashingmagazine.com/2024/10/interview-bjorn-ottosson-creator-oklab-color-space/ One problem with sRGB is that in a gradient between blue and white, it becomes a bit purple in the middle of the transition. That’s because sRGB really isn’t created to mimic how the eye sees colors; rather, it is based on how CRT monitors work. That means it works with certain frequencies of red, green, and blue, and also the non-linear coding called gamma. It’s a miracle it works as well as it does, but it’s not connected to color perception. When using those tools, you sometimes get surprising results, like purple in the gradient. There were also attempts to create simple models matching human perception based on XYZ, but as it turned out, it’s not possible to model all color vision that way. Perception of color is incredibly complex and depends, among other things, on whether it is dark or light in the room and the background color it is against. When you look at a photograph, it also depends on what you think the color of the light source is. The dress is a typical example of color vision being very context-dependent. It is almost impossible to model this perfectly. I based Oklab on two other color spaces, CIECAM16 and IPT. I used the lightness and saturation prediction from CIECAM16, which is a color appearance model, as a target. I actually wanted to use the datasets used to create CIECAM16, but I couldn’t find them. IPT was designed to have better hue uniformity. In experiments, they asked people to match light and dark colors, saturated and unsaturated colors, which resulted in a dataset for which colors, subjectively, have the same hue. IPT has a few other issues but is the basis for hue in Oklab. In the Munsell color system, colors are described with three parameters, designed to match the perceived appearance of colors: Hue, Chroma and Value. The parameters are designed to be independent and each have a uniform scale. This results in a color solid with an irregular shape. The parameters are designed to be independent and each have a uniform scale. This results in a color solid with an irregular shape. Modern color spaces and models, such as CIELAB, Cam16 and Björn Ottosson own Oklab, are very similar in their construction.  By far the most used color spaces today for color picking are HSL and HSV, two representations introduced in the classic 1978 paper “Color Spaces for Computer Graphics”. HSL and HSV designed to roughly correlate with perceptual color properties while being very simple and cheap to compute. Today HSL and HSV are most commonly used together with the sRGB color space.  One of the main advantages of HSL and HSV over the different Lab color spaces is that they map the sRGB gamut to a cylinder. This makes them easy to use since all parameters can be changed independently, without the risk of creating colors outside of the target gamut.  The main drawback on the other hand is that their properties don’t match human perception particularly well. 
 Reconciling these conflicting goals perfectly isn’t possible, but given that HSV and HSL don’t use anything derived from experiments relating to human perception, creating something that makes a better tradeoff does not seem unreasonable. With this new lightness estimate, we are ready to look into the construction of Okhsv and Okhsl.  
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Is it possible to get a dark yellowRead more: Is it possible to get a dark yellowhttps://www.patreon.com/posts/102660674 https://www.linkedin.com/posts/stephenwestland_here-is-a-post-about-the-dark-yellow-problem-activity-7187131643764092929-7uCL  
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Types of Film Lights and their efficiency – CRI, Color Temperature and Luminous EfficacyRead 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 (more…)
LIGHTING
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Photography basics: Exposure Value vs Photographic Exposure vs Il/Luminance vs Pixel luminance measurementsRead more: Photography basics: Exposure Value vs Photographic Exposure vs Il/Luminance vs Pixel luminance measurementsAlso 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.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 (incidentl 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.Formulas(more…)
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Photography basics: Solid Angle measuresRead more: Photography basics: Solid Angle measureshttp://www.calculator.org/property.aspx?name=solid+angle A measure of how large the object appears to an observer looking from that point. Thus. A measure for objects in the sky. Useful to retuen the size of the sun and moon… and in perspective, how much of their contribution to lighting. Solid angle can be represented in ‘angular diameter’ as well. http://en.wikipedia.org/wiki/Solid_angle http://www.mathsisfun.com/geometry/steradian.html A solid angle is expressed in a dimensionless unit called a steradian (symbol: sr). By default in terms of the total celestial sphere and before atmospheric’s scattering, the Sun and the Moon subtend fractional areas of 0.000546% (Sun) and 0.000531% (Moon). http://en.wikipedia.org/wiki/Solid_angle#Sun_and_Moon On earth the sun is likely closer to 0.00011 solid angle after athmospheric scattering. The sun as perceived from earth has a diameter of 0.53 degrees. This is about 0.000064 solid angle. http://www.numericana.com/answer/angles.htm The mean angular diameter of the full moon is 2q = 0.52° (it varies with time around that average, by about 0.009°). This translates into a solid angle of 0.0000647 sr, which means that the whole night sky covers a solid angle roughly one hundred thousand times greater than the full moon. More info http://lcogt.net/spacebook/using-angles-describe-positions-and-apparent-sizes-objects http://amazing-space.stsci.edu/glossary/def.php.s=topic_astronomy Angular Size The apparent size of an object as seen by an observer; expressed in units of degrees (of arc), arc minutes, or arc seconds. The moon, as viewed from the Earth, has an angular diameter of one-half a degree. The angle covered by the diameter of the full moon is about 31 arcmin or 1/2°, so astronomers would say the Moon’s angular diameter is 31 arcmin, or the Moon subtends an angle of 31 arcmin. 
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Neural Microfacet Fields for Inverse RenderingRead more: Neural Microfacet Fields for Inverse Renderinghttps://half-potato.gitlab.io/posts/nmf/ 
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How are Energy and Matter the Same?Read more: How are Energy and Matter the Same?www.turnerpublishing.com/blog/detail/everything-is-energy-everything-is-one-everything-is-possible/ www.universetoday.com/116615/how-are-energy-and-matter-the-same/ As Einstein showed us, light and matter and just aspects of the same thing. Matter is just frozen light. And light is matter on the move. Albert Einstein’s most famous equation says that energy and matter are two sides of the same coin. How does one become the other? Relativity requires that the faster an object moves, the more mass it appears to have. This means that somehow part of the energy of the car’s motion appears to transform into mass. Hence the origin of Einstein’s equation. How does that happen? We don’t really know. We only know that it does. Matter is 99.999999999999 percent empty space. Not only do the atom and solid matter consist mainly of empty space, it is the same in outer space The quantum theory researchers discovered the answer: Not only do particles consist of energy, but so does the space between. This is the so-called zero-point energy. Therefore it is true: Everything consists of energy. Energy is the basis of material reality. Every type of particle is conceived of as a quantum vibration in a field: Electrons are vibrations in electron fields, protons vibrate in a proton field, and so on. Everything is energy, and everything is connected to everything else through fields.  
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Polarised vs unpolarized filteringRead more: Polarised vs unpolarized filteringA light wave that is vibrating in more than one plane is referred to as unpolarized light. … Polarized light waves are light waves in which the vibrations occur in a single plane. The process of transforming unpolarized light into polarized light is known as polarization.  en.wikipedia.org/wiki/Polarizing_filter_(photography) The most common use of polarized technology is to reduce lighting complexity on the subject. (more…)
 Details such as glare and hard edges are not removed, but greatly reduced.
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Capturing the world in HDR for real time projects – Call of Duty: Advanced WarfareRead more: Capturing the world in HDR for real time projects – Call of Duty: Advanced WarfareReal-World Measurements for Call of Duty: Advanced Warfare www.activision.com/cdn/research/Real_World_Measurements_for_Call_of_Duty_Advanced_Warfare.pdf Local version Real_World_Measurements_for_Call_of_Duty_Advanced_Warfare.pdf 
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Gamma correctionRead more: Gamma correction http://www.normankoren.com/makingfineprints1A.html#Gammabox https://en.wikipedia.org/wiki/Gamma_correction http://www.photoscientia.co.uk/Gamma.htm https://www.w3.org/Graphics/Color/sRGB.html http://www.eizoglobal.com/library/basics/lcd_display_gamma/index.html https://forum.reallusion.com/PrintTopic308094.aspx Basically, gamma is the relationship between the brightness of a pixel as it appears on the screen, and the numerical value of that pixel. Generally Gamma is just about defining relationships. Three main types: 
 – Image Gamma encoded in images
 – Display Gammas encoded in hardware and/or viewing time
 – System or Viewing Gamma which is the net effect of all gammas when you look back at a final image. In theory this should flatten back to 1.0 gamma.
 (more…)
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