COLOR

  • The Forbidden colors – Red-Green & Blue-Yellow: The Stunning Colors You Can’t See

    www.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.

    Read more: The Forbidden colors – Red-Green & Blue-Yellow: The Stunning Colors You Can’t See
  • Weta Digital – Manuka Raytracer and Gazebo GPU renderers – pipeline

    https://jo.dreggn.org/home/2018_manuka.pdf

     

    http://www.fxguide.com/featured/manuka-weta-digitals-new-renderer/

     

    The Manuka rendering architecture has been designed in the spirit of the classic reyes rendering architecture. In its core, reyes is based on stochastic rasterisation of micropolygons, facilitating depth of field, motion blur, high geometric complexity,and programmable shading.

     

    This is commonly achieved with Monte Carlo path tracing, using a paradigm often called shade-on-hit, in which the renderer alternates tracing rays with running shaders on the various ray hits. The shaders take the role of generating the inputs of the local material structure which is then used bypath sampling logic to evaluate contributions and to inform what further rays to cast through the scene.

     

    Over the years, however, the expectations have risen substantially when it comes to image quality. Computing pictures which are indistinguishable from real footage requires accurate simulation of light transport, which is most often performed using some variant of Monte Carlo path tracing. Unfortunately this paradigm requires random memory accesses to the whole scene and does not lend itself well to a rasterisation approach at all.

     

    Manuka is both a uni-directional and bidirectional path tracer and encompasses multiple importance sampling (MIS). Interestingly, and importantly for production character skin work, it is the first major production renderer to incorporate spectral MIS in the form of a new ‘Hero Spectral Sampling’ technique, which was recently published at Eurographics Symposium on Rendering 2014.

     

    Manuka propose a shade-before-hit paradigm in-stead and minimise I/O strain (and some memory costs) on the system, leveraging locality of reference by running pattern generation shaders before we execute light transport simulation by path sampling, “compressing” any bvh structure as needed, and as such also limiting duplication of source data.
    The difference with reyes is that instead of baking colors into the geometry like in Reyes, manuka bakes surface closures. This means that light transport is still calculated with path tracing, but all texture lookups etc. are done up-front and baked into the geometry.

     

    The main drawback with this method is that geometry has to be tessellated to its highest, stable topology before shading can be evaluated properly. As such, the high cost to first pixel. Even a basic 4 vertices square becomes a much more complex model with this approach.

     

     

    Manuka use the RenderMan Shading Language (rsl) for programmable shading [Pixar Animation Studios 2015], but we do not invoke rsl shaders when intersecting a ray with a surface (often called shade-on-hit). Instead, we pre-tessellate and pre-shade all the input geometry in the front end of the renderer.
    This way, we can efficiently order shading computations to sup-port near-optimal texture locality, vectorisation, and parallelism. This system avoids repeated evaluation of shaders at the same surface point, and presents a minimal amount of memory to be accessed during light transport time. An added benefit is that the acceleration structure for ray tracing (abounding volume hierarchy, bvh) is built once on the final tessellated geometry, which allows us to ray trace more efficiently than multi-level bvhs and avoids costly caching of on-demand tessellated micropolygons and the associated scheduling issues.

     

    For the shading reasons above, in terms of AOVs, the studio approach is to succeed at combining complex shading with ray paths in the render rather than pass a multi-pass render to compositing.

     

    For the Spectral Rendering component. The light transport stage is fully spectral, using a continuously sampled wavelength which is traced with each path and used to apply the spectral camera sensitivity of the sensor. This allows for faithfully support any degree of observer metamerism as the camera footage they are intended to match as well as complex materials which require wavelength dependent phenomena such as diffraction, dispersion, interference, iridescence, or chromatic extinction and Rayleigh scattering in participating media.

     

    As opposed to the original reyes paper, we use bilinear interpolation of these bsdf inputs later when evaluating bsdfs per pathv ertex during light transport4. This improves temporal stability of geometry which moves very slowly with respect to the pixel raster

     

    In terms of the pipeline, everything rendered at Weta was already completely interwoven with their deep data pipeline. Manuka very much was written with deep data in mind. Here, Manuka not so much extends the deep capabilities, rather it fully matches the already extremely complex and powerful setup Weta Digital already enjoy with RenderMan. For example, an ape in a scene can be selected, its ID is available and a NUKE artist can then paint in 3D say a hand and part of the way up the neutral posed ape.

     

    We called our system Manuka, as a respectful nod to reyes: we had heard a story froma former ILM employee about how reyes got its name from how fond the early Pixar people were of their lunches at Point Reyes, and decided to name our system after our surrounding natural environment, too. Manuka is a kind of tea tree very common in New Zealand which has very many very small leaves, in analogy to micropolygons ina tree structure for ray tracing. It also happens to be the case that Weta Digital’s main site is on Manuka Street.

     

     

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    Read more: Weta Digital – Manuka Raytracer and Gazebo GPU renderers – pipeline
  • Björn Ottosson – OKHSV and OKHSL – Two new color spaces for color picking

    https://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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    Read more: Björn Ottosson – OKHSV and OKHSL – Two new color spaces for color picking
  • About green screens

    hackaday.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: #009933

     

    Chroma 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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    Read more: About green screens
  • Christopher Butler – Understanding the Eye-Mind Connection – Vision is a mental process

    https://www.chrbutler.com/understanding-the-eye-mind-connection

     

    The intricate relationship between the eyes and the brain, often termed the eye-mind connection, reveals that vision is predominantly a cognitive process. This understanding has profound implications for fields such as design, where capturing and maintaining attention is paramount. This essay delves into the nuances of visual perception, the brain’s role in interpreting visual data, and how this knowledge can be applied to effective design strategies.

     

    This cognitive aspect of vision is evident in phenomena such as optical illusions, where the brain interprets visual information in a way that contradicts physical reality. These illusions underscore that what we “see” is not merely a direct recording of the external world but a constructed experience shaped by cognitive processes.

     

    Understanding the cognitive nature of vision is crucial for effective design. Designers must consider how the brain processes visual information to create compelling and engaging visuals. This involves several key principles:

    1. Attention and Engagement
    2. Visual Hierarchy
    3. Cognitive Load Management
    4. Context and Meaning

     

     

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    Read more: Christopher Butler – Understanding the Eye-Mind Connection – Vision is a mental process
  • 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
  • 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
  • FXGuide – ACES 2.0 with ILM’s Alex Fry

    https://draftdocs.acescentral.com/background/whats-new/

    ACES 2.0 is the second major release of the components that make up the ACES system. The most significant change is a new suite of rendering transforms whose design was informed by collected feedback and requests from users of ACES 1. The changes aim to improve the appearance of perceived artifacts and to complete previously unfinished components of the system, resulting in a more complete, robust, and consistent product.

    Highlights of the key changes in ACES 2.0 are as follows:

    • New output transforms, including:
      • A less aggressive tone scale
      • More intuitive controls to create custom outputs to non-standard displays
      • Robust gamut mapping to improve perceptual uniformity
      • Improved performance of the inverse transforms
    • Enhanced AMF specification
    • An updated specification for ACES Transform IDs
    • OpenEXR compression recommendations
    • Enhanced tools for generating Input Transforms and recommended procedures for characterizing prosumer cameras
    • Look Transform Library
    • Expanded documentation

    Rendering Transform

    The most substantial change in ACES 2.0 is a complete redesign of the rendering transform.

    ACES 2.0 was built as a unified system, rather than through piecemeal additions. Different deliverable outputs “match” better and making outputs to display setups other than the provided presets is intended to be user-driven. The rendering transforms are less likely to produce undesirable artifacts “out of the box”, which means less time can be spent fixing problematic images and more time making pictures look the way you want.

    Key design goals

    • Improve consistency of tone scale and provide an easy to use parameter to allow for outputs between preset dynamic ranges
    • Minimize hue skews across exposure range in a region of same hue
    • Unify for structural consistency across transform type
    • Easy to use parameters to create outputs other than the presets
    • Robust gamut mapping to improve harsh clipping artifacts
    • Fill extents of output code value cube (where appropriate and expected)
    • Invertible – not necessarily reversible, but Output > ACES > Output round-trip should be possible
    • Accomplish all of the above while maintaining an acceptable “out-of-the box” rendering

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    Read more: FXGuide – ACES 2.0 with ILM’s Alex Fry
  • Tobia Montanari – Memory Colors: an essential tool for Colorists

    https://www.tobiamontanari.com/memory-colors-an-essential-tool-for-colorists/

     

    “Memory colors are colors that are universally associated with specific objects, elements or scenes in our environment. They are the colors that we expect to see in specific situations: these colors are based on our expectation of how certain objects should look based on our past experiences and memories.

     

    For instance, we associate specific hues, saturation and brightness values with human skintones and a slight variation can significantly affect the way we perceive a scene.

     

    Similarly, we expect blue skies to have a particular hue, green trees to be a specific shade and so on.

     

    Memory colors live inside of our brains and we often impose them onto what we see. By considering them during the grading process, the resulting image will be more visually appealing and won’t distract the viewer from the intended message of the story. Even a slight deviation from memory colors in a movie can create a sense of discordance, ultimately detracting from the viewer’s experience.”

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    Read more: Tobia Montanari – Memory Colors: an essential tool for Colorists
  • Yasuharu YOSHIZAWA – Comparison of sRGB vs ACREScg in Nuke

    Answering the question that is often asked, “Do I need to use ACEScg to display an sRGB monitor in the end?” (Demonstration shown at an in-house seminar)
    Comparison of scanlineRender output with extreme color lights on color charts with sRGB/ACREScg in color – OCIO -working space in Nuke

    Download the Nuke script:

    Read more: Yasuharu YOSHIZAWA – Comparison of sRGB vs ACREScg in Nuke

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