This paper presents an introduction to the color pipelines behind modern feature-film visual-effects and animation.
Authored by Jeremy Selan, and reviewed by the members of the VES Technology Committee including Rob Bredow, Dan Candela, Nick Cannon, Paul Debevec, Ray Feeney, Andy Hendrickson, Gautham Krishnamurti, Sam Richards, Jordan Soles, and Sebastian Sylwan.
Size. Mr. White (Harvey Keitel) on the right. Focus. He’s one of the two objects in focus. Lighting. Mr. White is large and in focus and Mr. Pink (Steve Buscemi) is highlighted by a shaft of light. Color. Both are black and white but the read on Mr. White’s shirt now really stands out.
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:
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
A way to approximate complex lighting in ultra realistic renders.
All SH lighting techniques involve replacing parts of standard lighting equations with spherical functions that have been projected into frequency space using the spherical harmonics as a basis.
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
When collecting hdri make sure the data supports basic metadata, such as:
Iso
Aperture
Exposure time or shutter time
Color temperature
Color space Exposure value (what the sensor receives of the sun intensity in lux)
7+ brackets (with 5 or 6 being the perceived balanced exposure)
In image processing, computer graphics, and photography, high dynamic range imaging (HDRI or just HDR) is a set of techniques that allow a greater dynamic range of luminances (a Photometry measure of the luminous intensity per unit area of light travelling in a given direction. It describes the amount of light that passes through or is emitted from a particular area, and falls within a given solid angle) between the lightest and darkest areas of an image than standard digital imaging techniques or photographic methods. This wider dynamic range allows HDR images to represent more accurately the wide range of intensity levels found in real scenes ranging from direct sunlight to faint starlight and to the deepest shadows.
The two main sources of HDR imagery are computer renderings and merging of multiple photographs, which in turn are known as low dynamic range (LDR) or standard dynamic range (SDR) images. Tone Mapping (Look-up) techniques, which reduce overall contrast to facilitate display of HDR images on devices with lower dynamic range, can be applied to produce images with preserved or exaggerated local contrast for artistic effect. Photography
In photography, dynamic range is measured in Exposure Values (in photography, exposure value denotes all combinations of camera shutter speed and relative aperture that give the same exposure. The concept was developed in Germany in the 1950s) differences or stops, between the brightest and darkest parts of the image that show detail. An increase of one EV or one stop is a doubling of the amount of light.
The human response to brightness is well approximated by a Steven’s power law, which over a reasonable range is close to logarithmic, as described by the Weber�Fechner law, which is one reason that logarithmic measures of light intensity are often used as well.
HDR is short for High Dynamic Range. It’s a term used to describe an image which contains a greater exposure range than the “black” to “white” that 8 or 16-bit integer formats (JPEG, TIFF, PNG) can describe. Whereas these Low Dynamic Range images (LDR) can hold perhaps 8 to 10 f-stops of image information, HDR images can describe beyond 30 stops and stored in 32 bit images.
Color Temperature of a light source describes the spectrum of light which is radiated from a theoretical “blackbody” (an ideal physical body that absorbs all radiation and incident light – neither reflecting it nor allowing it to pass through) with a given surface temperature.
Or. Most simply it is a method of describing the color characteristics of light through a numerical value that corresponds to the color emitted by a light source, measured in degrees of Kelvin (K) on a scale from 1,000 to 10,000.
More accurately. The color temperature of a light source is the temperature of an ideal backbody that radiates light of comparable hue to that of the light source.
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