To measure the contrast ratio you will need a light meter. The process starts with you measuring the main source of light, or the key light.
Get a reading from the brightest area on the face of your subject. Then, measure the area lit by the secondary light, or fill light. To make sense of what you have just measured you have to understand that the information you have just gathered is in F-stops, a measure of light. With each additional F-stop, for example going one stop from f/1.4 to f/2.0, you create a doubling of light. The reverse is also true; moving one stop from f/8.0 to f/5.6 results in a halving of the light.
The primary goal of physically-based rendering (PBR) is to create a simulation that accurately reproduces the imaging process of electro-magnetic spectrum radiation incident to an observer. This simulation should be indistinguishable from reality for a similar observer.
Because a camera is not sensitive to incident light the same way than a human observer, the images it captures are transformed to be colorimetric. A project might require infrared imaging simulation, a portion of the electro-magnetic spectrum that is invisible to us. Radically different observers might image the same scene but the act of observing does not change the intrinsic properties of the objects being imaged. Consequently, the physical modelling of the virtual scene should be independent of the observer.
“Fix your gaze on the black dot on the left side of this image. But wait! Finish reading this paragraph first. As you gaze at the left dot, try to answer this question: In what direction is the object on the right moving? Is it drifting diagonally, or is it moving up and down?”
In the retina, photoreceptors, bipolar cells, and horizontal cells work together to process visual information before it reaches the brain. Here’s how each cell type contributes to vision:
“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 Kelvin
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. “
The only required dependency is oiiotool. However other “debayer engines” are also supported.
OpenImageIO – oiiotool is used for converting debayered tif images to exr.
Debayer Engines
RawTherapee – Powerful raw development software used to decode raw images. High quality, good selection of debayer algorithms, and more advanced raw processing like chromatic aberration removal.
LibRaw – dcraw_emu commandline utility included with LibRaw. Optional alternative for debayer. Simple, fast and effective.
Darktable – Uses darktable-cli plus an xmp config to process.
vkdt – uses vkdt-cli to debayer. Pretty experimental still. Uses Vulkan for image processing. Stupidly fast. Pretty limited.
In the retina, photoreceptors, bipolar cells, and horizontal cells work together to process visual information before it reaches the brain. Here’s how each cell type contributes to vision:
This 2025 I decided to start learning how to code, so I installed Visual Studio and I started looking into C++. After days of watching tutorials and guides about the basics of C++ and programming, I decided to make something physics-related. I started with a dot that fell to the ground and then I wanted to simulate gravitational attraction, so I made 2 circles attracting each other. I thought it was really cool to see something I made with code actually work, so I kept building on top of that small, basic program. And here we are after roughly 8 months of learning programming. This is Galaxy Engine, and it is a simulation software I have been making ever since I started my learning journey. It currently can simulate gravity, dark matter, galaxies, the Big Bang, temperature, fluid dynamics, breakable solids, planetary interactions, etc. The program can run many tens of thousands of particles in real time on the CPU thanks to the Barnes-Hut algorithm, mixed with Morton curves. It also includes its own PBR 2D path tracer with BVH optimizations. The path tracer can simulate a bunch of stuff like diffuse lighting, specular reflections, refraction, internal reflection, fresnel, emission, dispersion, roughness, IOR, nested IOR and more! I tried to make the path tracer closer to traditional 3D render engines like V-Ray. I honestly never imagined I would go this far with programming, and it has been an amazing learning experience so far. I think that mixing this knowledge with my 3D knowledge can unlock countless new possibilities. In case you are curious about Galaxy Engine, I made it completely free and Open-Source so that anyone can build and compile it locally! You can find the source code inGitHub
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