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  • copypastecharacter.com – alphabets, special characters and symbols library

    https://www.copypastecharacter.com

     

    Most used ones:

    Alt + 0149   •  bullet point
    Alt + 0153   ™  trademark symbol
    Alt + 0169  ©  copyright symbol
    Alt + 0174  ®  registered ­ trademark symbol
    Alt + 0176  °  degree symbol
    Alt + 0177   ±  plus-or-minus sign
    Alt + 0215  ×  multi­plication sign
    Alt + 12  ♀  female sign
    Alt + 11  ♂  m­ale sign
    Alt + 13  ♪  e­ighth note
    Alt + 14  ♫  ­beamed eighth note
    Alt + 251  √  square root check mark
    Alt + 8236  ∞   ­infinity
    Alt + 24  ↑  up arrow
    Alt + 25  ↓  down arrow
    Alt + 26  →  ri­ght arrow
    Alt + 27  ←  l­eft arrow
    Alt + 29  ↔  lef­t right arrow

     

    All of them:

    ૱ ꠸ ┯ ┰ ┱ ┲ ❗ ► ◄ Ă ă 0 1 2 3 4 5 6 7 8 9 Ǖ ǖ Ꞁ ¤ ­ Ð ¢ ℥ Ω ℧ K ℶ ℷ ℸ ⅇ ⅊ ⚌ ⚍ ⚎ ⚏ ⚭ ⚮ ⌀ ⏑ ⏒ ⏓ ⏔ ⏕ ⏖ ⏗ ⏘ ⏙ ⏠ ⏡ ⏦ ᶀ ᶁ ᶂ ᶃ ᶄ ᶆ ᶇ ᶈ ᶉ ᶊ ᶋ ᶌ ᶍ ᶎ ᶏ ᶐ ᶑ ᶒ ᶓ ᶔ ᶕ ᶖ ᶗ ᶘ ᶙ ᶚ ᶸ ᵯ ᵰ ᵴ ᵶ ᵹ ᵼ ᵽ ᵾ ᵿ     ‌ ‍ ‎ ‏   ⁁ ⁊         ⸜ ⸝ ¶ ¥ £ ⅕ ⅙ ⅛ ⅔ ⅖ ⅗ ⅘ ⅜ ⅚ ⅐ ⅝ ↉ ⅓ ⅑ ⅒ ⅞ ← ↑ → ↓ ↔ ↕ ↖ ↗ ↘ ↙ ↚ ↛ ↜ ↝ ↞ ↟ ↠ ↡ ↢ ↣ ↤ ↥ ↦ ↧ ↨ ↩ ↪ ↫ ↬ ↭ ↮ ↯ ↰ ↱ ↲ ↳ ↴ ↵ ↶ ↷ ↸ ↹ ↺ ↻ ↼ ↽ ↾ ↿ ⇀ ⇁ ⇂ ⇃ ⇄ ⇅ ⇆ ⇇ ⇈ ⇉ ⇊ ⇋ ⇌ ⇍ ⇎ ⇏ ⇐ ⇑ ⇒ ⇓ ⇔ ⇕ ⇖ ⇗ ⇘ ⇙ ⇚ ⇛ ⇜ ⇝ ⇞ ⇟ ⇠ ⇡ ⇢ ⇣ ⇤ ⇥ ⇦ ⇨ ⇩ ⇪ ⇧ ⇫ ⇬ ⇭ ⇮ ⇯ ⇰ ⇱ ⇲ ⇳ ⇴ ⇵ ⇶ ⇷ ⇸ ⇹ ⇺ ⇻ ⇼ ⇽ ⇾ ⇿ ⟰ ⟱ ⟲ ⟳ ⟴ ⟵ ⟶ ⟷ ⟸ ⟹ ⟺ ⟻ ⟼ ⟽ ⟾ ⟿ ⤀ ⤁ ⤂ ⤃ ⤄ ⤅ ⤆ ⤇ ⤈ ⤉ ⤊ ⤋ ⤌ ⤍ ⤎ ⤏ ⤐ ⤑ ⤒ ⤓ ⤔ ⤕ ⤖ ⤗ ⤘ ⤙ ⤚ ⤛ ⤜ ⤝ ⤞ ⤟ ⤠ ⤡ ⤢ ⤣ ⤤ ⤥ ⤦ ⤧ ⤨ ⤩ ⤪ ⤫ ⤬ ⤭ ⤮ ⤯ ⤰ ⤱ ⤲ ⤳ ⤴ ⤵ ⤶ ⤷ ⤸ ⤹ ⤺ ⤻ ⤼ ⤽ ⤾ ⤿ ⥀ ⥁ ⥂ ⥃ ⥄ ⥅ ⥆ ⥇ ⥈ ⥉ ⥊ ⥋ ⥌ ⥍ ⥎ ⥏ ⥐ ⥑ ⥒ ⥓ ⥔ ⥕ ⥖ ⥗ ⥘ ⥙ ⥚ ⥛ ⥜ ⥝ ⥞ ⥟ ⥠ ⥡ ⥢ ⥣ ⥤ ⥥ ⥦ ⥧ ⥨ ⥩ ⥪ ⥫ ⥬ ⥭ ⥮ ⥯ ⥰ ⥱ ⥲ ⥳ ⥴ ⥵ ⥶ ⥷ ⥸ ⥹ ⥺ ⥻ ⥼ ⥽ ⥾ ⥿ ➔ ➘ ➙ ➚ ➛ ➜ ➝ ➞ ➝ ➞ ➟ ➠ ➡ ➢ ➣ ➤ ➥ ➦ ➧ ➨ ➩ ➩ ➪ ➫ ➬ ➭ ➮ ➯ ➱ ➲ ➳ ➴ ➵ ➶ ➷ ➸ ➹ ➺ ➻ ➼ ➽ ➾ ⬀ ⬁ ⬂ ⬃ ⬄ ⬅ ⬆ ⬇ ⬈ ⬉ ⬊ ⬋ ⬌ ⬍ ⬎ ⬏ ⬐ ⬑ ☇ ☈ ⏎ ⍃ ⍄ ⍅ ⍆ ⍇ ⍈ ⍐ ⍗ ⍌ ⍓ ⍍ ⍔ ⍏ ⍖ ♾ ⎌ ☊ ☋ ☌ ☍ ⌃ ⌄ ⌤ ⌅ ⌆ ⌇ ⚋ ⚊ ⌌ ⌍ ⌎ ⌏ ⌐ ⌑ ⌔ ⌕ ⌗ ⌙ ⌢ ⌣ ⌯ ⌬ ⌭ ⌮ ⌖ ⌰ ⌱ ⌲ ⌳ ⌴ ⌵ ⌶ ⌷ ⌸ ⌹ ⌺ ⌻ ⌼ ⍯ ⍰ ⌽ ⌾ ⌿ ⍀ ⍁ ⍂ ⍉ ⍊ ⍋ ⍎ ⍏ ⍑ ⍒ ⍕ ⍖ ⍘ ⍙ ⍚ ⍛ ⍜ ⍝ ⍞ ⍠ ⍟ ⍡ ⍢ ⍣ ⍤ ⍥ ⍨ ⍩ ⍦ ⍧ ⍬ ⍿ ⍪ ⍮ ⍫ ⍱ ⍲ ⍭ ⍳ ⍴ ⍵ ⍶ ⍷ ⍸ ⍹ ⍺ ⍼ ⍽ ⍾ ⎀ ⎁ ⎂ ⎃ ⎄ ⎅ ⎆ ⎉ ⎊ ⎋ ⎍ ⎎ ⎏ ⎐ ⎑ ⎒ ⎓ ⎔ ⎕ ⏣ ⌓ ⏥ ⏢ ⎖ ⎲ ⎳ ⎴ ⎵ ⎶ ⎸ ⎹ ⎺ ⎻ ⎼ ⎽ ⎾ ⎿ ⏀ ⏁ ⏂ ⏃ ⏄ ⏅ ⏆ ⏇ ⏈ ⏉ ⏉ ⏋ ⏌ ⏍ ⏐ ⏤ ⏚ ⏛ Ⓝ ℰ ⓦ !       ⌘ « » ‹ › ‘ ’ “ ” „ ‚ ❝ ❞ £ ¥ € $ ¢ ¬ ¶ @ § ® © ™ ° × π ± √ ‰ Ω ∞ ≈ ÷ ~ ≠ ¹ ² ³ ½ ¼ ¾ ‐ – — | ⁄ \ [ ] { } † ‡ … · • ●  ⌥ ⌃ ⇧ ↩ ¡ ¿ ‽ ⁂ ∴ ∵ ◊ ※ ← → ↑ ↓ ☜ ☞ ☝ ☟ ✔ ★ ☆ ♺ ☼ ☂ ☺ ☹ ☃ ✉ ✿ ✄ ✈ ✌ ✎ ♠ ♦ ♣ ♥ ♪ ♫ ♯ ♀ ♂ α ß Á á À à Å å Ä ä Æ æ Ç ç É é È è Ê ê Í í Ì ì Î î Ñ ñ Ó ó Ò ò Ô ô Ö ö Ø ø Ú ú Ù ù Ü ü Ž ž ₳ ฿ ¢ € ₡ ¢ ₢ ₵ ₫ £ £ ₤ ₣ ƒ ₲ ₭ ₥ ₦ ₱ $ $ ₮ ₩ ₩ ¥ ¥ ₴ ₰ ¤ ៛ ₪ ₯ ₠ ₧ ₨ ௹ ﷼ ㍐ ৲ ৳ ~ ƻ Ƽ ƽ ¹ ¸ ¬ ¨ ɂ ǁ ¯ Ɂ ǂ ¡ ´ ° ꟾ ¦ } { | . , · ] ) [ / _ \ ¿ º § ” * – + ( ! & % $ ¼ ¾ ½ ¶ © ® @ ẟ Ɀ ` Ȿ ^ ꜠ ꜡ ỻ ‘ = : ; < ꞌ Ꞌ ꞊ ꞁ ꞈ ꞉ > ? ÷ ℾ ℿ ℔ ℩ ℉ ⅀ ℈ þ ð Þ µ ª ꝋ ꜿ Ꜿ ⱽ ⱺ ⱹ ⱷ ⱶ Ⱶ ⱴ ⱱ Ɒ ⱦ ȶ ȴ ȣ Ȣ ȡ ȝ Ȝ ț ȋ Ȋ ȉ Ȉ ǯ Ǯ ǃ ǀ ƿ ƾ ƺ ƹ Ƹ Ʒ Ʋ ư ƪ ƣ Ƣ Ɵ ƛ Ɩ ƕ ƍ ſ ỽ ⸀ ⸁ ⸂ ⸃ ⸄ ⸅ ⸆ ⸇ ⸈ ⸉ ⸊ ⸋ ⸌ ⸍ ⸎ ⸏ ⸐ ⸑ ⸒ ⸔ ⸕ ▲ ▼ ◀ ▶ ◢ ◣ ◥ ◤ △ ▽ ◿ ◺ ◹ ◸ ▴ ▾ ◂ ▸ ▵ ▿ ◃ ▹ ◁ ▷ ◅ ▻ ◬ ⟁ ⧋ ⧊ ⊿ ∆ ∇ ◭ ◮ ⧩ ⧨ ⌔ ⟐ ◇ ◆ ◈ ⬖ ⬗ ⬘ ⬙ ⬠ ⬡ ⎔ ⋄ ◊ ⧫ ⬢ ⬣ ▰ ▪ ◼ ▮ ◾ ▗ ▖ ■ ∎ ▃ ▄ ▅ ▆ ▇ █ ▌ ▐ ▍ ▎ ▉ ▊ ▋ ❘ ❙ ❚ ▀ ▘ ▝ ▙ ▚ ▛ ▜ ▟ ▞ ░ ▒ ▓ ▂ ▁ ▬ ▔ ▫ ▯ ▭ ▱ ◽ □ ◻ ▢ ⊞ ⊡ ⊟ ⊠ ▣ ▤ ▥ ▦ ⬚ ▧ ▨ ▩ ⬓ ◧ ⬒ ◨ ◩ ◪ ⬔ ⬕ ❏ ❐ ❑ ❒ ⧈ ◰ ◱ ◳ ◲ ◫ ⧇ ⧅ ⧄ ⍁ ⍂ ⟡ ⧉ ⚬ ○ ⚪ ◌ ◍ ◎ ◯ ❍ ◉ ⦾ ⊙ ⦿ ⊜ ⊖ ⊘ ⊚ ⊛ ⊝ ● ⚫ ⦁ ◐ ◑ ◒ ◓ ◔ ◕ ⦶ ⦸ ◵ ◴ ◶ ◷ ⊕ ⊗ ⦇ ⦈ ⦉ ⦊ ❨ ❩ ⸨ ⸩ ◖ ◗ ❪ ❫ ❮ ❯ ❬ ❭ ❰ ❱ ⊏ ⊐ ⊑ ⊒ ◘ ◙ ◚ ◛ ◜ ◝ ◞ ◟ ◠ ◡ ⋒ ⋓ ⋐ ⋑ ╰ ╮ ╭ ╯ ⌒ ╳ ✕ ╱ ╲ ⧸ ⧹ ⌓ ◦ ❖ ✖ ✚ ✜

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  • Photography basics: Lumens vs Candelas (candle) vs Lux vs FootCandle vs Watts vs Irradiance vs Illuminance

    https://www.translatorscafe.com/unit-converter/en-US/illumination/1-11/

     

     

    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

     

     

    Details in the post
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  • AnimationXpress.com interviews Daniele Tosti for TheCgCareer.com channel

    https://www.animationxpress.com/vfx/meet-daniele-tosti-a-senior-cg-artist-who-is-on-a-mission-to-inspire-the-next-generation-of-artists/

     

    You’ve been in the VFX Industry for over a decade. Tell us about your journey.

    It all started with my older brother giving me a Commodore64 personal computer as a gift back in the late 80′. I realised then I could create something directly from my imagination using this new digital media format. And, eventually, make a living in the process.
    That led me to start my professional career in 1990. From live TV to games to animation. All the way to live action VFX in the recent years.

    I really never stopped to crave to create art since those early days. And I have been incredibly fortunate to work with really great talent along the way, which made my journey so much more effective.

     

    What inspired you to pursue VFX as a career?

    An incredible combination of opportunities, really. The opportunity to express myself as an artist and earn money in the process. The opportunity to learn about how the world around us works and how best solve problems. The opportunity to share my time with other talented people with similar passions. The opportunity to grow and adapt to new challenges. The opportunity to develop something that was never done before. A perfect storm of creativity that fed my continuous curiosity about life and genuinely drove my inspiration.

     

    Tell us about the projects you’ve particularly enjoyed working on in your career

    I quite enjoyed working on live TV projects, as the combination of tight deadlines and high quality was quite an incredible learning platform as a professional artist. But working on large, high end live action feature projects was really where I learnt most of my trade. And gave me the most satisfaction.

    Every film I worked on had some memorable experiences. Right from Avatar to Iron Man 3 to Jungle Book to The Planet of the Apes to The Hobbits to name a few.

    But above all, the technical challenges and the high quality we reached in each and every of the projects that I worked on, the best memories come from working with amazing and skilled artists, from a variety of disciplines. As those were my true mentors and became my best friends.

    Post Production, Animation, VFX, Motion Graphics, Video Editing …

     

    What are some technologies and trends that you think are emerging in the VFX Industry?

    In the last few years there has definitely been a bias from some major studios to make VFX a commodity. In the more negative sense of the word. When any product reaches a level of quality that attracts a mass of consumers and reaches a plateau of opportunities, large corporation tend to respond with maximising its sale values by leveraging marketing schemes and deliverable more than the core values of the product itself. This is often a commoditisation approach that tends to empower agents who are not necessarily knowledgeable of a product’s cycles, and in that process, lowering the quality of the product itself for the sake of profits. It is a pretty common event in modern society and it applies to any brand name, not just VFX.

    One challenge with VFX’s technology and artistry is that it relies on the effectiveness of artists and visionaries for the most. And limiting the authority, ownerships and perspective of such a crowd has definitely directly impacted the overall quality of the last decade of productions, both technically and artistically. There are very few and apart creative forces who have been able to deliver project that one could identify as a truly creative breakthrough. While the majority of productions seem to have suffered from some of these commoditisation patterns.

    The other bigger challenge with this current trend is that VFX, due to various, historical business arrangements, is often relying on unbalanced resources as well as very small and feeble economic cycles and margins. Which make the entire industry extremely susceptible to marketing failures and to unstable leadership. As a few recent bankruptcies have demonstrated.

    It is taking some reasonable time for the VFX crowd to acknowledge these trends and learn to be profitable, as the majority has never been educated on fair business practices.

    But. Thankfully, the VFX circle is also a crowd of extremely adaptable and talented individuals, who are quite capable at resolving issues, finding alternatives and leveraging their passion. Which I believe is one of the drives behind the current evolution in the use of artificial intelligence, virtual reality, virtual production, real time rendering, and so on.

    There is still a long path ahead of us but I hope we are all learning ways to make our passion speaks in profitable ways for everyone.

    It is also highly likely that, in a near future, larger software and hardware corporation, thanks to their more profitable business practices, large development teams and better understanding of marketing, will eventually take over a lot of the cycles that the current production houses currently run. And in that process allow creative studios to focus back on VFX artistry.

     

    What effect has the pandemics-induced lockdown had on the industry?

    It is still early to say. I fear that if live action production does not start soon, we may see some of the economic challenges I mention above. At both studio and artists’ scale. There is definitely a push from production houses to make large distribution clients understand the fragility of the moment, especially in relation to payment cycles and economic support. Thus, there is still a fair risk that the few studios which adopted a more commoditised view to production will make their artists pay some price for their choices.

    But, any challenge brings opportunities. For example, there is finally some recognition into a momentum to rely on work-from-home as a feasible solution to a lot of the current office production’s limitations and general artistry restrictions. Which, while there is no win-win in this pandemic, could be a silver lining.

     

    What would you say to the budding artists who wish to become CG artists or VFX professionals?

    Follow your passion but treat this career as any other business.
    Learn to be adaptable. Find a true balance between professional and family life. Carefully plan your future. And watch our channel to learn more about all these.

    Being a VFX artist is fundamentally based on mistrust.
    This because schedules, pipelines, technology, creative calls… all have a native and naive instability to them that causes everyone to grow a genuine but beneficial lack of trust in the status quoThe VFX motto: “Love everyone but trust no one” is born on that.

     

    What inspired you to create a channel for aspiring artists?

    As many fellow and respected artists, I love this industry, but I had to understand a lot of business practices at my own expenses.
    You can learn tools, cycles and software from books and schools. But production life tends to drive its own rhythms and there are fewer opportunities to absorb those.

    Along my career I had some challenges finding professional willing to share their time to invest into me. But I was still extremely fortunate to find other mentors who helped me to be economically and professionally successful in this business. I owe a lot to these people. I promised myself I would exchange that favour by helping other artists, myself.

     

    What can students expect to learn from your channel?

    I am excited to have the opportunity to fill some of the voids that the current education systems and industry may have. This by helping new artists with true life stories by some of the most accomplished and successful talents I met during my career. We will talk about technology trends as much as our life experiences as artists. Discussing career advises. Trying to look into the future of the industry. And suggesting professional tips. The aim through this mentor-ship is to inspire new generations to focus on what is more important for the VFX industry. Take responsibilities for their art and passions as much as their families.

    And, in the process, to feel empowered to materialise from their imagination more and more of those creative, awe inspiring moments that this art form has gifted us with so far.

     

    http://TheCGCareer.com

     

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  • Photography basics: Production Rendering Resolution Charts

    https://www.urtech.ca/2019/04/solved-complete-list-of-screen-resolution-names-sizes-and-aspect-ratios/

     

    Resolution – Aspect Ratio 4:03 16:09 16:10 3:02 5:03 5:04
    CGA 320 x 200
    QVGA 320 x 240
    VGA (SD, Standard Definition) 640 x 480
    NTSC 720 x 480
    WVGA 854 x 450
    WVGA 800 x 480
    PAL 768 x 576
    SVGA 800 x 600
    XGA 1024 x 768
    not named 1152 x 768
    HD 720 (720P, High Definition) 1280 x 720
    WXGA 1280 x 800
    WXGA 1280 x 768
    SXGA 1280 x 1024
    not named (768P, HD, High Definition) 1366 x 768
    not named 1440 x 960
    SXGA+ 1400 x 1050
    WSXGA 1680 x 1050
    UXGA (2MP) 1600 x 1200
    HD1080 (1080P, Full HD) 1920 x 1080
    WUXGA 1920 x 1200
    2K 2048 x (any)
    QWXGA 2048 x 1152
    QXGA (3MP) 2048 x 1536
    WQXGA 2560 x 1600
    QHD (Quad HD) 2560 x 1440
    QSXGA (5MP) 2560 x 2048
    4K UHD (4K, Ultra HD, Ultra-High Definition) 3840 x 2160
    QUXGA+ 3840 x 2400
    IMAX 3D 4096 x 3072
    8K UHD (8K, 8K Ultra HD, UHDTV) 7680 x 4320
    10K  (10240×4320, 10K HD) 10240 x (any)
    16K (Quad UHD, 16K UHD, 8640P) 15360 x 8640

     

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  • Photography basics: Solid Angle measures

    http://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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  • The CG Career YouTube channel is live!

    EDIT 2023 : Unfortunately, due to the rise of AI driven scraping, I had to take the youtube channel down. 

    I am excited to officially announce the release of a new YouTube channel dedicated to help and support digital artists in the feature production business!

    TheCGCareer.com

    We will be interviewing some of the most successful senior artists and supervisors in the feature digital art business. This project with the intent of providing artists in the industry with experiences and personal suggestions that can help our careers and success in this art form.

    Please, visit us for more information and latest interviews.

     

     

     

     

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  • Methods for creating motion blur in Stop motion

    en.wikipedia.org/wiki/Go_motion

     

    Petroleum jelly
    This crude but reasonably effective technique involves smearing petroleum jelly (“Vaseline”) on a plate of glass in front of the camera lens, also known as vaselensing, then cleaning and reapplying it after each shot — a time-consuming process, but one which creates a blur around the model. This technique was used for the endoskeleton in The Terminator. This process was also employed by Jim Danforth to blur the pterodactyl’s wings in Hammer Films’ When Dinosaurs Ruled the Earth, and by Randal William Cook on the terror dogs sequence in Ghostbusters.[citation needed]

     

    Bumping the puppet
    Gently bumping or flicking the puppet before taking the frame will produce a slight blur; however, care must be taken when doing this that the puppet does not move too much or that one does not bump or move props or set pieces.

     

    Moving the table
    Moving the table on which the model is standing while the film is being exposed creates a slight, realistic blur. This technique was developed by Ladislas Starevich: when the characters ran, he moved the set in the opposite direction. This is seen in The Little Parade when the ballerina is chased by the devil. Starevich also used this technique on his films The Eyes of the Dragon, The Magical Clock and The Mascot. Aardman Animations used this for the train chase in The Wrong Trousers and again during the lorry chase in A Close Shave. In both cases the cameras were moved physically during a 1-2 second exposure. The technique was revived for the full-length Wallace & Gromit: The Curse of the Were-Rabbit.

     

    Go motion
    The most sophisticated technique was originally developed for the film The Empire Strikes Back and used for some shots of the tauntauns and was later used on films like Dragonslayer and is quite different from traditional stop motion. The model is essentially a rod puppet. The rods are attached to motors which are linked to a computer that can record the movements as the model is traditionally animated. When enough movements have been made, the model is reset to its original position, the camera rolls and the model is moved across the table. Because the model is moving during shots, motion blur is created.

     

    A variation of go motion was used in E.T. the Extra-Terrestrial to partially animate the children on their bicycles.

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  • What the Boeing 737 MAX’s crashes can teach us about production business – the effects of commoditisation

    newrepublic.com/article/154944/boeing-737-max-investigation-indonesia-lion-air-ethiopian-airlines-managerial-revolution

     

     

    Airplane manufacturing is no different from mortgage lending or insulin distribution or make-believe blood analyzing software (or VFX?) —another cash cow for the one percent, bound inexorably for the slaughterhouse.

     

    The beginning of the end was “Boeing’s 1997 acquisition of McDonnell Douglas, a dysfunctional firm with a dilapidated aircraft plant in Long Beach and a CEO (Harry Stonecipher) who liked to use what he called the “Hollywood model” for dealing with engineers: Hire them for a few months when project deadlines are nigh, fire them when you need to make numbers.” And all that came with it. “Stonecipher’s team had driven the last nail in the coffin of McDonnell’s flailing commercial jet business by trying to outsource everything but design, final assembly, and flight testing and sales.”

     

    It is understood, now more than ever, that capitalism does half-assed things like that, especially in concert with computer software and oblivious regulators.

     

    There was something unsettlingly familiar when the world first learned of MCAS in November, about two weeks after the system’s unthinkable stupidity drove the two-month-old plane and all 189 people on it to a horrific death. It smacked of the sort of screwup a 23-year-old intern might have made—and indeed, much of the software on the MAX had been engineered by recent grads of Indian software-coding academies making as little as $9 an hour, part of Boeing management’s endless war on the unions that once represented more than half its employees.

     

    Down in South Carolina, a nonunion Boeing assembly line that opened in 2011 had for years churned out scores of whistle-blower complaints and wrongful termination lawsuits packed with scenes wherein quality-control documents were regularly forged, employees who enforced standards were sabotaged, and planes were routinely delivered to airlines with loose screws, scratched windows, and random debris everywhere.

     

    Shockingly, another piece of the quality failure is Boeing securing investments from all airliners, starting with SouthWest above all, to guarantee Boeing’s production lines support in exchange for fair market prices and favorite treatments. Basically giving Boeing financial stability independently on the quality of their product. “Those partnerships were but one numbers-smoothing mechanism in a diversified tool kit Boeing had assembled over the previous generation for making its complex and volatile business more palatable to Wall Street.”

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  • What Is The Resolution and view coverage Of The human Eye. And what distance is TV at best?

    https://www.discovery.com/science/mexapixels-in-human-eye

    About 576 megapixels for the entire field of view.

     

    Consider a view in front of you that is 90 degrees by 90 degrees, like looking through an open window at a scene. The number of pixels would be:
    90 degrees * 60 arc-minutes/degree * 1/0.3 * 90 * 60 * 1/0.3 = 324,000,000 pixels (324 megapixels).

     

    At any one moment, you actually do not perceive that many pixels, but your eye moves around the scene to see all the detail you want. But the human eye really sees a larger field of view, close to 180 degrees. Let’s be conservative and use 120 degrees for the field of view. Then we would see:

    120 * 120 * 60 * 60 / (0.3 * 0.3) = 576 megapixels.

    Or.

    7 megapixels for the 2 degree focus arc… + 1 megapixel for the rest.

    https://clarkvision.com/articles/eye-resolution.html

     

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  • Photography basics: How Exposure Stops (Aperture, Shutter Speed, and ISO) Affect Your Photos – cheat cards

     

    Also see:

    https://www.pixelsham.com/2018/11/22/exposure-value-measurements/

     

    https://www.pixelsham.com/2016/03/03/f-stop-vs-t-stop/

     

     

    An exposure stop is a unit measurement of Exposure as such it provides a universal linear scale to measure the increase and decrease in light, exposed to the image sensor, due to changes in shutter speed, iso and f-stop.

     

    +-1 stop is a doubling or halving of the amount of light let in when taking a photo

     

    1 EV (exposure value) is just another way to say one stop of exposure change.

     

    https://www.photographymad.com/pages/view/what-is-a-stop-of-exposure-in-photography

     

    Same applies to shutter speed, iso and aperture.
    Doubling or halving your shutter speed produces an increase or decrease of 1 stop of exposure.
    Doubling or halving your iso speed produces an increase or decrease of 1 stop of exposure.

     

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  • What’s the Difference Between Ray Casting, Ray Tracing, Path Tracing and Rasterization? Physical light tracing…

    RASTERIZATION
    Rasterisation (or rasterization)
    is the task of taking the information described in a vector graphics format OR the vertices of triangles making 3D shapes and converting them into a raster image (a series of pixels, dots or lines, which, when displayed together, create the image which was represented via shapes), or in other words “rasterizing” vectors or 3D models onto a 2D plane for display on a computer screen.

    For each triangle of a 3D shape, you project the corners of the triangle on the virtual screen with some math (projective geometry). Then you have the position of the 3 corners of the triangle on the pixel screen. Those 3 points have texture coordinates, so you know where in the texture are the 3 corners. The cost is proportional to the number of triangles, and is only a little bit affected by the screen resolution.

    In computer graphics, a raster graphics or bitmap image is a dot matrix data structure that represents a generally rectangular grid of pixels (points of color), viewable via a monitor, paper, or other display medium.

    With rasterization, objects on the screen are created from a mesh of virtual triangles, or polygons, that create 3D models of objects. A lot of information is associated with each vertex, including its position in space, as well as information about color, texture and its “normal,” which is used to determine the way the surface of an object is facing.

    Computers then convert the triangles of the 3D models into pixels, or dots, on a 2D screen. Each pixel can be assigned an initial color value from the data stored in the triangle vertices.

    Further pixel processing or “shading,” including changing pixel color based on how lights in the scene hit the pixel, and applying one or more textures to the pixel, combine to generate the final color applied to a pixel.

     

    The main advantage of rasterization is its speed. However, rasterization is simply the process of computing the mapping from scene geometry to pixels and does not prescribe a particular way to compute the color of those pixels. So it cannot take shading, especially the physical light, into account and it cannot promise to get a photorealistic output. That’s a big limitation of rasterization.

    There are also multiple problems:

    • If you have two triangles one is behind the other, you will draw twice all the pixels. you only keep the pixel from the triangle that is closer to you (Z-buffer), but you still do the work twice.

    • The borders of your triangles are jagged as it is hard to know if a pixel is in the triangle or out. You can do some smoothing on those, that is anti-aliasing.

    • You have to handle every triangles (including the ones behind you) and then see that they do not touch the screen at all. (we have techniques to mitigate this where we only look at triangles that are in the field of view)

    • Transparency is hard to handle (you can’t just do an average of the color of overlapping transparent triangles, you have to do it in the right order)

     

     

     

    RAY CASTING
    It is almost the exact reverse of rasterization: you start from the virtual screen instead of the vector or 3D shapes, and you project a ray, starting from each pixel of the screen, until it intersect with a triangle.

    The cost is directly correlated to the number of pixels in the screen and you need a really cheap way of finding the first triangle that intersect a ray. In the end, it is more expensive than rasterization but it will, by design, ignore the triangles that are out of the field of view.

    You can use it to continue after the first triangle it hit, to take a little bit of the color of the next one, etc… This is useful to handle the border of the triangle cleanly (less jagged) and to handle transparency correctly.

     

    RAYTRACING


    Same idea as ray casting except once you hit a triangle you reflect on it and go into a different direction. The number of reflection you allow is the “depth” of your ray tracing. The color of the pixel can be calculated, based off the light source and all the polygons it had to reflect off of to get to that screen pixel.

    The easiest way to think of ray tracing is to look around you, right now. The objects you’re seeing are illuminated by beams of light. Now turn that around and follow the path of those beams backwards from your eye to the objects that light interacts with. That’s ray tracing.

    Ray tracing is eye-oriented process that needs walking through each pixel looking for what object should be shown there, which is also can be described as a technique that follows a beam of light (in pixels) from a set point and simulates how it reacts when it encounters objects.

    Compared with rasterization, ray tracing is hard to be implemented in real time, since even one ray can be traced and processed without much trouble, but after one ray bounces off an object, it can turn into 10 rays, and those 10 can turn into 100, 1000…The increase is exponential, and the the calculation for all these rays will be time consuming.

    Historically, computer hardware hasn’t been fast enough to use these techniques in real time, such as in video games. Moviemakers can take as long as they like to render a single frame, so they do it offline in render farms. Video games have only a fraction of a second. As a result, most real-time graphics rely on the another technique called rasterization.

     

     

    PATH TRACING
    Path tracing can be used to solve more complex lighting situations.

    Path tracing is a type of ray tracing. When using path tracing for rendering, the rays only produce a single ray per bounce. The rays do not follow a defined line per bounce (to a light, for example), but rather shoot off in a random direction. The path tracing algorithm then takes a random sampling of all of the rays to create the final image. This results in sampling a variety of different types of lighting.

    When a ray hits a surface it doesn’t trace a path to every light source, instead it bounces the ray off the surface and keeps bouncing it until it hits a light source or exhausts some bounce limit.
    It then calculates the amount of light transferred all the way to the pixel, including any color information gathered from surfaces along the way.
    It then averages out the values calculated from all the paths that were traced into the scene to get the final pixel color value.

    It requires a ton of computing power and if you don’t send out enough rays per pixel or don’t trace the paths far enough into the scene then you end up with a very spotty image as many pixels fail to find any light sources from their rays. So when you increase the the samples per pixel, you can see the image quality becomes better and better.

    Ray tracing tends to be more efficient than path tracing. Basically, the render time of a ray tracer depends on the number of polygons in the scene. The more polygons you have, the longer it will take.
    Meanwhile, the rendering time of a path tracer can be indifferent to the number of polygons, but it is related to light situation: If you add a light, transparency, translucence, or other shader effects, the path tracer will slow down considerably.

     

    Sources:
    https://medium.com/@junyingw/future-of-gaming-rasterization-vs-ray-tracing-vs-path-tracing-32b334510f1f

     

    https://www.reddit.com/r/explainlikeimfive/comments/8tim5q/eli5_whats_the_difference_among_rasterization_ray/

     

    blogs.nvidia.com/blog/2018/03/19/whats-difference-between-ray-tracing-rasterization/

     

    https://en.wikipedia.org/wiki/Rasterisation

     

    https://www.dusterwald.com/2016/07/path-tracing-vs-ray-tracing/

     

    https://www.quora.com/Whats-the-difference-between-ray-tracing-and-path-tracing

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  • Photography basics: Color Temperature and White Balance

     

     

    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.

    https://en.wikipedia.org/wiki/Color_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.

    As such, the color temperature of a light source is a numerical measurement of its color appearance. It is based on the principle that any object will emit light if it is heated to a high enough temperature, and that the color of that light will shift in a predictable manner as the temperature is increased. The system is based on the color changes of a theoretical “blackbody radiator” as it is heated from a cold black to a white hot state.

     

    So, why do we measure the hue of the light as a “temperature”? This was started in the late 1800s, when the British physicist William Kelvin heated a block of carbon. It glowed in the heat, producing a range of different colors at different temperatures. The black cube first produced a dim red light, increasing to a brighter yellow as the temperature went up, and eventually produced a bright blue-white glow at the highest temperatures. In his honor, Color Temperatures are measured in degrees Kelvin, which are a variation on Centigrade degrees. Instead of starting at the temperature water freezes, the Kelvin scale starts at “absolute zero,” which is -273 Centigrade.

     

    More about black bodies here: https://www.pixelsham.com/2013/03/14/black-body-color

     

     

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  • Ethan Roffler interviews CG Supervisor Daniele Tosti

    Ethan Roffler
    I recently had the honor of interviewing this VFX genius and gained great insight into what it takes to work in the entertainment industry. Keep in mind, these questions are coming from an artist’s perspective but can be applied to any creative individual looking for some wisdom from a professional. So grab a drink, sit back, and enjoy this fun and insightful conversation.



    Ethan

    To start, I just wanted to say thank you so much for taking the time for this interview!

    Daniele
    My pleasure.
    When I started my career I struggled to find help. Even people in the industry at the time were not that helpful. Because of that, I decided very early on that I was going to do exactly the opposite. I spend most of my weekends talking or helping students. ;)

    Ethan
    That’s awesome! I have also come across the same struggle! Just a heads up, this will probably be the most informal interview you’ll ever have haha! Okay, so let’s start with a small introduction!

    Daniele
    Short introduction: I worked very hard and got lucky enough to work on great shows with great people. ;) Slightly longer version: I started working for a TV channel, very early, while I was learning about CG. Slowly made my way across the world, working along very great people and amazing shows. I learned that to be successful in this business, you have to really love what you do as much as respecting the people around you. What you do will improve to the final product; the way you work with people will make a difference in your life.

    Ethan
    How long have you been an artist?

    Daniele
    Loaded question. I believe I am still trying and craving to be one. After each production I finish I realize how much I still do not know. And how many things I would like to try. I guess in my CG Sup and generalist world, being an artist is about learning as much about the latest technologies and production cycles as I can, then putting that in practice. Having said that, I do consider myself a cinematographer first, as I have been doing that for about 25 years now.

    Ethan
    Words of true wisdom, the more I know the less I know:) How did you get your start in the industry?
    How did you break into such a competitive field?

    Daniele
    There were not many schools when I started. It was all about a few magazines, some books, and pushing software around trying to learn how to make pretty images. Opportunities opened because of that knowledge! The true break was learning to work hard to achieve a Suspension of Disbelief in my work that people would recognize as such. It’s not something everyone can do, but I was fortunate to not be scared of working hard, being a quick learner and having very good supervisors and colleagues to learn from.

    Ethan
    Which do you think is better, having a solid art degree or a strong portfolio?

    Daniele
    Very good question. A strong portfolio will get you a job now. A solid strong degree will likely get you a job for a longer period. Let me digress here; Working as an artist is not about being an artist, it’s about making money as an artist. Most people fail to make that difference and have either a poor career or lack the understanding to make a stable one. One should never mix art with working as an artist. You can do both only if you understand business and are fair to yourself.



    Ethan

    That’s probably the most helpful answer to that question I have ever heard.
    What’s some advice you can offer to someone just starting out who wants to break into the industry?

    Daniele
    Breaking in the industry is not just about knowing your art. It’s about knowing good business practices. Prepare a good demo reel based on the skill you are applying for; research all the places where you want to apply and why; send as many reels around; follow up each reel with a phone call. Business is all about right time, right place.

    Ethan
    A follow-up question to that is: Would you consider it a bad practice to send your demo reels out in mass quantity rather than focusing on a handful of companies to research and apply for?

    Daniele
    Depends how desperate you are… I would say research is a must. To improve your options, you need to know which company is working on what and what skills they are after. If you were selling vacuum cleaners you probably would not want to waste energy contacting shoemakers or cattle farmers.

    Ethan
    What do you think the biggest killer of creativity and productivity is for you?

    Daniele
    Money…If you were thinking as an artist. ;) If you were thinking about making money as an artist… then I would say “thinking that you work alone”.

    Ethan
    Best. Answer. Ever.
    What are ways you fight complacency and maintain fresh ideas, outlooks, and perspectives

    Daniele
    Two things: Challenge yourself to go outside your comfort zone. And think outside of the box.

    Ethan
    What are the ways/habits you have that challenge yourself to get out of your comfort zone and think outside the box?

    Daniele
    If you think you are a good character painter, pick up a camera and go take pictures of amazing landscapes. If you think you are good only at painting or sketching, learn how to code in python. If you cannot solve a problem, that being a project or a person, learn to ask for help or learn about looking at the problem from various perspectives. If you are introvert, learn to be extrovert. And vice versa. And so on…

    Ethan
    How do you avoid burnout?

    Daniele
    Oh… I wish I learned about this earlier. I think anyone that has a passion in something is at risk of burning out. Artists, more than many, because we see the world differently and our passion goes deep. You avoid burnouts by thinking that you are in a long term plan and that you have an obligation to pay or repay your talent by supporting and cherishing yourself and your family, not your paycheck. You do this by treating your art as a business and using business skills when dealing with your career and using artistic skills only when you are dealing with a project itself.

    Ethan
    Looking back, what was a big defining moment for you?

    Daniele
    Recognizing that people around you, those being colleagues, friends or family, come first.
    It changed my career overnight.

    Ethan
    Who are some of your personal heroes?

    Daniele
    Too many to list. Most recently… James Cameron; Joe Letteri; Lawrence Krauss; Richard Dawkins. Because they all mix science, art, and poetry in their own way.

    Ethan
    Last question:
    What’s your dream job? ;)

    Daniele
    Teaching artists to be better at being business people… as it will help us all improve our lives and the careers we took…

    Being a VFX artist is fundamentally based on mistrust.
    This because schedules, pipelines, technology, creative calls… all have a native and naive instability to them that causes everyone to grow a genuine but beneficial lack of trust in the status quo. This is a fine balance act to build into your character. The VFX motto: “Love everyone but trust no one” is born on that.

     

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  • 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.

     

    Wide color gamut, or WCG, is often lumped in with HDR. While they’re often found together, they’re not intrinsically linked. Where HDR is an increase in the dynamic range of the picture (with contrast and brighter highlights in particular), a TV’s wide color gamut coverage refers to how much of the new, larger color gamuts a TV can display.

     

    Wide color gamuts only really matter for HDR video sources like UHD Blu-rays and some streaming video, as only HDR sources are meant to take advantage of the ability to display more colors.

     

     

    www.cnet.com/how-to/what-is-wide-color-gamut-wcg/

     

    Color depth is only one aspect of color representation, expressing the precision with which the amount of each primary can be expressed through a pixel; the other aspect is how broad a range of colors can be expressed (the gamut)

     

    Image rendering bit depth

     

    Wide color gamuts include a greater number of colors than what most current TVs can display, so the greater a TV’s coverage of a wide color gamut, the more colors a TV will be able to reproduce.

     

    When we talk about a color space or color gamut we refer to the range of color values stored in an image. The perception of these color also requires a display that has been tuned with to resolve these color profiles at best. This is often referred to as a ‘viewer lut’.

     

    So this comes also usually paired with an increase in bit depth, going from the old 8 bit system (256 shades per color, with the potential of over 16.7 million colors: 256 green x 256 blue x 256 red) to 10  (1024+ shades per color, with access to over a billion colors) or higher bits, like 12 bit (4096 shades per RGB for 68 billion colors).

    The advantage of higher bit depth is in the ability to bias color with the minimum loss.

    https://photo.stackexchange.com/questions/72116/whats-the-point-of-capturing-14-bit-images-and-editing-on-8-bit-monitors

     

    For an extreme example, raising the brightness from a completely dark image allows for better reproduction, independently on the reproduction medium, due to the amount of data available at editing time:

     

    https://www.cambridgeincolour.com/tutorials/dynamic-range.htm

     

    https://www.hdrsoft.com/resources/dri.html#bit-depth

     

    Note that the number of bits itself may be a misleading indication of the real dynamic range that the image reproduces — converting a Low Dynamic Range image to a higher bit depth does not change its dynamic range, of course.

    • 8-bit images (i.e. 24 bits per pixel for a color image) are considered Low Dynamic Range.
    • 16-bit images (i.e. 48 bits per pixel for a color image) resulting from RAW conversion are still considered Low Dynamic Range, even though the range of values they can encode is significantly higher than for 8-bit images (65536 versus 256). Note that converting a RAW file involves applying a tonal curve that compresses the dynamic range of the RAW data so that the converted image shows correctly on low dynamic range monitors. The need to adapt the output image file to the dynamic range of the display is the factor that dictates how much the dynamic range is compressed, not the output bit-depth. By using 16 instead of 8 bits, you will gain precision but you will not gain dynamic range.
    • 32-bit images (i.e. 96 bits per pixel for a color image) are considered High Dynamic Range.Unlike 8- and 16-bit images which can take a finite number of values, 32-bit images are coded using floating point numbers, which means the values they can take is unlimited.It is important to note, though, that storing an image in a 32-bit HDR format is a necessary condition for an HDR image but not a sufficient one. When an image comes from a single capture with a standard camera, it will remain a Low Dynamic Range image,

     

     

    Also note that bit depth and dynamic range are often confused as one, but are indeed separate concepts and there is no direct one to one relationship between them. Bit depth is about capacity, dynamic range is about the actual ratio of data stored.
    The bit depth of a capturing or displaying device gives you an indication of its dynamic range capacity. That is, the highest dynamic range that the device would be capable of reproducing if all other constraints are eliminated.

     

    https://rawpedia.rawtherapee.com/Bit_Depth

     

    Finally, note that there are two ways to “count” bits for an image — either the number of bits per color channel (BPC) or the number of bits per pixel (BPP). A bit (0,1) is the smallest unit of data stored in a computer.

    For a grayscale image, 8-bit means that each pixel can be one of 256 levels of gray (256 is 2 to the power 8).

    For an RGB color image, 8-bit means that each one of the three color channels can be one of 256 levels of color.
    Since each pixel is represented by 3 colors in this case, 8-bit per color channel actually means 24-bit per pixel.

    Similarly, 16-bit for an RGB image means 65,536 levels per color channel and 48-bit per pixel.

    To complicate matters, when an image is classified as 16-bit, it just means that it can store a maximum 65,535 values. It does not necessarily mean that it actually spans that range. If the camera sensors can not capture more than 12 bits of tonal values, the actual bit depth of the image will be at best 12-bit and probably less because of noise.

    The following table attempts to summarize the above for the case of an RGB color image.

     

     

    Type of digital support Bit depth per color channel Bit depth per pixel FStops Theoretical maximum Dynamic Range Reality
    8-bit 8 24 8 256:1 most consumer images
    12-bit CCD 12 36 12 4,096:1 real maximum limited by noise
    14-bit CCD 14 42 14 16,384:1 real maximum limited by noise
    16-bit TIFF (integer) 16 48 16 65,536:1 bit-depth in this case is not directly related to the dynamic range captured
    16-bit float EXR 16 48 30 65,536:1 values are distributed more closely in the (lower) darker tones than in the (higher) lighter ones, thus allowing for a more accurate description of the tones more significant to humans. The range of normalized 16-bit floats can represent thirty stops of information with 1024 steps per stop. We have eighteen and a half stops over middle gray, and eleven and a half below. The denormalized numbers provide an additional ten stops with decreasing precision per stop.
    http://download.nvidia.com/developer/GPU_Gems/CD_Image/Image_Processing/OpenEXR/OpenEXR-1.0.6/doc/#recs
    HDR image (e.g. Radiance format) 32 96 “infinite” 4.3 billion:1 real maximum limited by the captured dynamic range

    32-bit floats are often called “single-precision” floats, and 64-bit floats are often called “double-precision” floats. 16-bit floats therefore are called “half-precision” floats, or just “half floats”.

     

    https://petapixel.com/2018/09/19/8-12-14-vs-16-bit-depth-what-do-you-really-need/

    On a separate note, even Photoshop does not handle 16bit per channel. Photoshop does actually use 16-bits per channel. However, it treats the 16th digit differently – it is simply added to the value created from the first 15-digits. This is sometimes called 15+1 bits. This means that instead of 216 possible values (which would be 65,536 possible values) there are only 215+1 possible values (which is 32,768 +1 = 32,769 possible values).

     

    Rec-601 (for the older SDTV format, very similar to rec-709) and Rec-709 (the HDTV’s recommended set of color standards, at times also referred to sRGB, although not exactly the same) are currently the most spread color formats and hardware configurations in the world.

     

    Following those you can find the larger P3 gamut, more commonly used in theaters and in digital production houses (with small variations and improvements to color coverage), as well as most of best 4K/WCG TVs.

     

    And a new standard is now promoted against P3, referred to Rec-2020 and UHDTV.

     

    It is still debatable if this is going to be adopted at consumer level beyond the P3, mainly due to lack of hardware supporting it. But initial tests do prove that it would be a future proof investment.

    www.colour-science.org/anders-langlands/

     

    Rec. 2020 is ultimately designed for television, and not cinema. Therefore, it is to be expected that its properties must behave according to current signal processing standards. In this respect, its foundation is based on current HD and SD video signal characteristics.

     

    As far as color bit depth is concerned, it allows for a maximum of 12 bits, which is more than enough for humans.

    Comparing standards, REC-709 covers 35.9% of the human visible spectrum. P3 45.5%. And REC-2020 75.8%.
    https://www.avsforum.com/forum/166-lcd-flat-panel-displays/2812161-what-color-volume.html

     

    Comparing coverage to hardware devices

     

    To note that all the new standards generally score very high on the Pointer’s Gamut chart. But with REC-2020 scoring 99.9% vs P3 at 88.2%.
    www.tftcentral.co.uk/articles/pointers_gamut.htm

    https://www.slideshare.net/hpduiker/acescg-a-common-color-encoding-for-visual-effects-applications

     

    The Pointer’s gamut is (an approximation of) the gamut of real surface colors as can be seen by the human eye, based on the research by Michael R. Pointer (1980). What this means is that every color that can be reflected by the surface of an object of any material is inside the Pointer’s gamut. Basically establishing a widely respected target for color reproduction. Visually, Pointers Gamut represents the colors we see about us in the natural world. Colors outside Pointers Gamut include those that do not occur naturally, such as neon lights and computer-generated colors possible in animation. Which would partially be accounted for with the new gamuts.

    cinepedia.com/picture/color-gamut/

     

    Not all current TVs can support the full spread of the new gamuts. Here is a list of modern TVs’ color coverage in percentage:
    www.rtings.com/tv/tests/picture-quality/wide-color-gamut-rec-709-dci-p3-rec-2020

     

    There are no TVs that can come close to displaying all the colors within Rec.2020, and there likely won’t be for at least a few years. However, to help future-proof the technology, Rec.2020 support is already baked into the HDR spec. That means that the same genuine HDR media that fills the DCI P3 space on a compatible TV now, will in a few years also fill Rec.2020 on a TV supporting that larger space.

     

    Rec.2020’s main gains are in the number of new tones of green that it will display, though it also offers improvements to the number of blue and red colors as well. Altogether, Rec.2020 will cover about 75% of the visual spectrum, which is a sizeable increase in coverage even over DCI P3.

     

     

    Dolby Vision

    https://www.highdefdigest.com/news/show/what-is-dolby-vision/39049

    https://www.techhive.com/article/3237232/dolby-vision-vs-hdr10-which-is-best.html

     

    Dolby Vision is a proprietary end-to-end High Dynamic Range (HDR) format that covers content creation and playback through select cinemas, Ultra HD displays, and 4K titles. Like other HDR standards, the process uses expanded brightness to improve contrast between dark and light aspects of an image, bringing out deeper black levels and more realistic details in specular highlights — like the sun reflecting off of an ocean — in specially graded Dolby Vision material.

     

    The iPhone 12 Pro gets the ability to record 4K 10-bit HDR video. According to Apple, it is the very first smartphone that is capable of capturing Dolby Vision HDR.

    The iPhone 12 Pro takes two separate exposures and runs them through Apple’s custom image signal processor to create a histogram, which is a graph of the tonal values in each frame. The Dolby Vision metadata is then generated based on that histogram. In Laymen’s terms, it is essentially doing real-time grading while you are shooting. This is only possible due to the A14 Bionic chip.

     

    Dolby Vision also allows for 12-bit color, as opposed to HDR10’s and HDR10+’s 10-bit color. While no retail TV we’re aware of supports 12-bit color, Dolby claims it can be down-sampled in such a way as to render 10-bit color more accurately.

     

     

     

     

     

    Resources for more reading:

    https://www.avsforum.com/forum/166-lcd-flat-panel-displays/2812161-what-color-volume.html

     

    wolfcrow.com/say-hello-to-rec-2020-the-color-space-of-the-future/

     

    www.cnet.com/news/ultra-hd-tv-color-part-ii-the-future/

     

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  • STOP FCC – SAVE THE FREE NET

    Help saving free sites like this one.

    The FCC voted to kill net neutrality and let ISPs like Comcast ruin the web with throttling, censorship, and new fees. Congress has 60 legislative days to overrule them and save the Internet using the Congressional Review Act


    https://www.battleforthenet.com/

    https://www.washingtonpost.com/news/the-switch/wp/2017/03/28/the-house-just-voted-to-wipe-out-the-fccs-landmark-internet-privacy-protections/?utm_term=.97d04d47e1b0

    http://mashable.com/2012/01/17/sopa-dangerous-opinion/

    http://www.techdirt.com/articles/20111122/04254316872/definitive-post-why-sopa-protect-ip-are-bad-bad-ideas.shtml

  • 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.

     

    Our eyes, different camera or video recorder devices do not correctly capture luminance. (they are not linear)
    Different display devices (monitor, phone screen, TV) do not display luminance correctly neither. So, one needs to correct them, therefore the gamma correction function.

    The human perception of brightness, under common illumination conditions (not pitch black nor blindingly bright), follows an approximate power function (note: no relation to the gamma function), with greater sensitivity to relative differences between darker tones than between lighter ones, consistent with the Stevens’ power law for brightness perception. If images are not gamma-encoded, they allocate too many bits or too much bandwidth to highlights that humans cannot differentiate, and too few bits or too little bandwidth to shadow values that humans are sensitive to and would require more bits/bandwidth to maintain the same visual quality.

    https://blog.amerlux.com/4-things-architects-should-know-about-lumens-vs-perceived-brightness/

    cones manage color receptivity, rods determine how large our pupils should be. The larger (more dilated) our pupils are, the more light enters our eyes. In dark situations, our rods dilate our pupils so we can see better. This impacts how we perceive brightness.

     

    https://www.cambridgeincolour.com/tutorials/gamma-correction.htm

    A gamma encoded image has to have “gamma correction” applied when it is viewed — which effectively converts it back into light from the original scene. In other words, the purpose of gamma encoding is for recording the image — not for displaying the image. Fortunately this second step (the “display gamma”) is automatically performed by your monitor and video card. The following diagram illustrates how all of this fits together:

     

    Display gamma
    The display gamma can be a little confusing because this term is often used interchangeably with gamma correction, since it corrects for the file gamma. This is the gamma that you are controlling when you perform monitor calibration and adjust your contrast setting. Fortunately, the industry has converged on a standard display gamma of 2.2, so one doesn’t need to worry about the pros/cons of different values.

     

    Gamma encoding of images is used to optimize the usage of bits when encoding an image, or bandwidth used to transport an image, by taking advantage of the non-linear manner in which humans perceive light and color. Human response to luminance is also biased. Especially sensible to dark areas.
    Thus, the human visual system has a non-linear response to the power of the incoming light, so a fixed increase in power will not have a fixed increase in perceived brightness.
    We perceive a value as half bright when it is actually 18% of the original intensity not 50%. As such, our perception is not linear.

     

    You probably already know that a pixel can have any ‘value’ of Red, Green, and Blue between 0 and 255, and you would therefore think that a pixel value of 127 would appear as half of the maximum possible brightness, and that a value of 64 would represent one-quarter brightness, and so on. Well, that’s just not the case.

     

    Pixar Color Management
    https://renderman.pixar.com/color-management


    – Why do we need linear gamma?
    Because light works linearly and therefore only works properly when it lights linear values.

     

    – Why do we need to view in sRGB?
    Because the resulting linear image in not suitable for viewing, but contains all the proper data. Pixar’s IT viewer can compensate by showing the rendered image through a sRGB look up table (LUT), which is identical to what will be the final image after the sRGB gamma curve is applied in post.

    This would be simple enough if every software would play by the same rules, but they don’t. In fact, the default gamma workflow for many 3D software is incorrect. This is where the knowledge of a proper imaging workflow comes in to save the day.

     

    Cathode-ray tubes have a peculiar relationship between the voltage applied to them, and the amount of light emitted. It isn’t linear, and in fact it follows what’s called by mathematicians and other geeks, a ‘power law’ (a number raised to a power). The numerical value of that power is what we call the gamma of the monitor or system.

     

    Thus. Gamma describes the nonlinear relationship between the pixel levels in your computer and the luminance of your monitor (the light energy it emits) or the reflectance of your prints. The equation is,

    Luminance = C * value^gamma + black level

    – C is set by the monitor Contrast control.

    – Value is the pixel level normalized to a maximum of 1. For an 8 bit monitor with pixel levels 0 – 255, value = (pixel level)/255.

     

    – Black level is set by the (misnamed) monitor Brightness control. The relationship is linear if gamma = 1. The chart illustrates the relationship for gamma = 1, 1.5, 1.8 and 2.2 with C = 1 and black level = 0.

     

    Gamma affects middle tones; it has no effect on black or white. If gamma is set too high, middle tones appear too dark. Conversely, if it’s set too low, middle tones appear too light.

     

    The native gamma of monitors – the relationship between grid voltage and luminance – is typically around 2.5, though it can vary considerably. This is well above any of the display standards, so you must be aware of gamma and correct it.

     

    A display gamma of 2.2 is the de facto standard for the Windows operating system and the Internet-standard sRGB color space.

     

    The old standard for Mcintosh and prepress file interchange is 1.8. It is now 2.2 as well.

     

    Video cameras have gammas of approximately 0.45 – the inverse of 2.2. The viewing or system gamma is the product of the gammas of all the devices in the system – the image acquisition device (film+scanner or digital camera), color lookup table (LUT), and monitor. System gamma is typically between 1.1 and 1.5. Viewing flare and other factor make images look flat at system gamma = 1.0.

     

    Most laptop LCD screens are poorly suited for critical image editing because gamma is extremely sensitive to viewing angle.

     

    More about screens

    https://www.cambridgeincolour.com/tutorials/gamma-correction.htm

    CRT Monitors. Due to an odd bit of engineering luck, the native gamma of a CRT is 2.5 — almost the inverse of our eyes. Values from a gamma-encoded file could therefore be sent straight to the screen and they would automatically be corrected and appear nearly OK. However, a small gamma correction of ~1/1.1 needs to be applied to achieve an overall display gamma of 2.2. This is usually already set by the manufacturer’s default settings, but can also be set during monitor calibration.

    LCD Monitors. LCD monitors weren’t so fortunate; ensuring an overall display gamma of 2.2 often requires substantial corrections, and they are also much less consistent than CRT’s. LCDs therefore require something called a look-up table (LUT) in order to ensure that input values are depicted using the intended display gamma (amongst other things). See the tutorial on monitor calibration: look-up tables for more on this topic.

    About black level (brightness). Your monitor’s brightness control (which should actually be called black level) can be adjusted using the mostly black pattern on the right side of the chart. This pattern contains two dark gray vertical bars, A and B, which increase in luminance with increasing gamma. (If you can’t see them, your black level is way low.) The left bar (A) should be just above the threshold of visibility opposite your chosen gamma (2.2 or 1.8) – it should be invisible where gamma is lower by about 0.3. The right bar (B) should be distinctly visible: brighter than (A), but still very dark. This chart is only for monitors; it doesn’t work on printed media.

     

    The 1.8 and 2.2 gray patterns at the bottom of the image represent a test of monitor quality and calibration. If your monitor is functioning properly and calibrated to gamma = 2.2 or 1.8, the corresponding pattern will appear smooth neutral gray when viewed from a distance. Any waviness, irregularity, or color banding indicates incorrect monitor calibration or poor performance.

     

    Another test to see whether one’s computer monitor is properly hardware adjusted and can display shadow detail in sRGB images properly, they should see the left half of the circle in the large black square very faintly but the right half should be clearly visible. If not, one can adjust their monitor’s contrast and/or brightness setting. This alters the monitor’s perceived gamma. The image is best viewed against a black background.

     

    This procedure is not suitable for calibrating or print-proofing a monitor. It can be useful for making a monitor display sRGB images approximately correctly, on systems in which profiles are not used (for example, the Firefox browser prior to version 3.0 and many others) or in systems that assume untagged source images are in the sRGB colorspace.

     

    On some operating systems running the X Window System, one can set the gamma correction factor (applied to the existing gamma value) by issuing the command xgamma -gamma 0.9 for setting gamma correction factor to 0.9, and xgamma for querying current value of that factor (the default is 1.0). In OS X systems, the gamma and other related screen calibrations are made through the System Preference

     

    https://www.kinematicsoup.com/news/2016/6/15/gamma-and-linear-space-what-they-are-how-they-differ

    Linear color space means that numerical intensity values correspond proportionally to their perceived intensity. This means that the colors can be added and multiplied correctly. A color space without that property is called ”non-linear”. Below is an example where an intensity value is doubled in a linear and a non-linear color space. While the corresponding numerical values in linear space are correct, in the non-linear space (gamma = 0.45, more on this later) we can’t simply double the value to get the correct intensity.

     

    The need for gamma arises for two main reasons: The first is that screens have been built with a non-linear response to intensity. The other is that the human eye can tell the difference between darker shades better than lighter shades. This means that when images are compressed to save space, we want to have greater accuracy for dark intensities at the expense of lighter intensities. Both of these problems are resolved using gamma correction, which is to say the intensity of every pixel in an image is put through a power function. Specifically, gamma is the name given to the power applied to the image.

     

    CRT screens, simply by how they work, apply a gamma of around 2.2, and modern LCD screens are designed to mimic that behavior. A gamma of 2.2, the reciprocal of 0.45, when applied to the brightened images will darken them, leaving the original image.

    , , , ,
  • Daniele Tosti Interview for the magazine InCG, Taiwan, Issue 28, 201609

    Interview for the magazine InCG, Taiwan, Issue 28, 201609

    ————————————————————-
    – First of all can you introduce yourself to our audience, who you are, how you join this part of industry? Can you talk about your past experience as VFX artist?

    My career started on a late Christmas night in the middle of the 1980s. I remember waking up to the soundtrack of Ghostbusters playing off from a new Commodore 64 console. My older brother, Claudio, left the console in my room, as a gift. And I was hooked.

    Since that moment I spent any free time available to play with computer technology and in particular computer graphic. Eventually this evolved into a passion that pushed me to learn the basic techniques and the art of all related to computer graphic. In a time when computer graphic at consumer level was still in its infancy.

    My place would be filled with any computer graphic magazine I could put my hands on. As well as the first few books. A collection that at some point grew to around 300 books. From the making-of movie books. To reference books. To animation books. And so on. My first girlfriends were not too thrilled about sharing the space in that room.

    This passion, as well as the initial few side jobs creating small animated videos and logos for local companies, eventually gave me enough confidence in my abilities and led me into my first professional job. As a computer graphic technician, driving lead and credit titles for one of the first few private national TV stations in Italy. Not necessarily a striking but a well paid job.

    The fact that I could make money through what I loved the most was an eye opener in my young life. It gave me fuel to invest even more of my time in the art and it did set the fundamentals for a very long career than has spanned over 20 years, across TV productions, commercials, video games and more recently feature movies.

    ————————————————————-

    – Can you introduce us about your current company?

    After leaving Italy I started working for some of the most recognized Studios around the world, and eventually for facilities such as Disney Features, Sony Imageworks, Moving Picture Company. During that period I had the fortune to serve along world level talents and supervisors, who helped me refine both my technical and artistic skills. This while also investing my time into learning about management and training cycles.

    I started sharing some of this personal knowledge and production experience throughout the world with ReelMatters Ltd.

    But eventually those extra skills allowed me to reach my dream in 2008, when I joined the team at Weta Digital in Wellington, New Zealand, to help on James Cameron’s Avatar.

    Weta has since been my family and the source of my pride. The level of expertise, passion and vision among the crew at Weta is inspirational and clearly visible in any project we work on. We all tend to thrive on perfection here and continuously pushing quality well beyond standards. One of the reasons why Weta is still at the forefront of the VFX industry nowadays.

    ————————————————————-

    – What sort of movie had you participated before? Out of all movies what was the most challenging that you had encountered?

    Due to my early, self thought, home training, it became easier for me to be involved with CG animation productions first. On that front, my best memories are working on Sony Imageworks’ “Surf’s Up” as well as on Steven Spielberg and Peter Jackson’s “The Adventure Of Tintin”. Movies which both raised the bar for CG environments and character animation.

    Most recently I have seen myself more involved with live action features, such as: “Avatar”, “Rise Of The Planet Of The Apes” and “Dawn Of The Planet Of The Apes”, “The Hobbit: An Unexpected Journey” and “The Hobbit: The Battle Of Armies”, “Iron Man Three”. All the way to Jon Favreau’s Walt Disney production: “The Jungle Book”.

    Each production has its own level of complexity and it is hard to make comparisons. Having some basic training has been fundamental for me to be able to see these features to delivery, while being flexible enough in sorting out those unique daily trials.

    Feature production overall is an unique challenge itself. You do need a solid understanding of both technology and human nature to be able to find solutions which are applicable to a constantly moving target, across the life of a project. Often under a commercially driven, delivery pressure. And while working along a multitude of different unique talents.

    It is quite a life changing experience, worth the pages of a best selling book. Where each chapter has its own plot.

    ————————————————————-

    – How do you co-operate with other special effect artist in order to create realistic effect?

    While there is an incredible amount of high class talent in the feature production business, no production is ever done by just an individual. It’s always the product of a constant collaboration that flows from the brain of visionary directors to the hands of skillful visual artist, and back.

    Providing the perfect backdrop for this collaboration is what usually makes some productions more successful than others.

    In that context. Creativity is the true fusion of the best ideas shared by this pool of minds, independently from which level of production you are at.

    Management’s job is to feed and support this fusion, not to drive it.

    And the working environment is one that allows trust and respect between all parties, while avoiding mechanical routines.

    In other words. No piece of hardware or software will make a visually pleasant picture by itself unless someone infuses it with a soul. As George Sand once said “ The artist vocation is to send light into the human heart.”.

    And to paraphrase Arthur C. Clark, I believe that a true collaboration between visionaries and artists is what makes “any sufficiently advanced (CG) technology indistinguishable from magic”.

    ————————————————————-

    – What does it mean to you to create a good quality effect?

    Any good CG effect that you would call as such is an effect that live for its purpose. Which most of the time is to support the action or the plot at hand.

    In a live action feature, I tend to be in awe when the effect is helping experiencing that perfect Suspension Of Disbelief. Which is, the willingness to suspend logic and criticism for the sake of enjoying the unbelievable.

    As soon as any effect breaks from its purpose or it is not up to the task at hand, your brain will tend to over analyze the visuals and, as such, take you away from the overall experience.

    It is interesting to see that movies such as Jurassic Park are still holding their ground nowadays. Where more modern vfx productions tend to look dated very quickly. From that point of view, it appears to me that a quite a common mistake today is to overcompensate visuals with camera work, digital grading and computer generated work for the sake of the effect, more than to serve the story and the truth of the moment.

    ————————————————————-

    – If it is possible for you to share tips about creating good quality effect?

    1- The generalist at heart.

    One question that I get quite often during my seminars is what should new vfx artists focus on. Is it specializing on a tool? Or learning a discipline? Or mastering a specific skill?

    It is a fact that higher level Studios tend to hire people with well defined talents that fit in specific operational labels. In this way it is easier for them to fulfill recruitment numbers and satisfy production’s immediate needs.

    What happens after wards, when you start working as a VFX artist, is not always as well defined. The flexible nature of feature production cycles and delivery deadlines is often a catalyst for a multitude of variations in an artist’s work life. Especially on the post-production side of a digital pipeline. For that reason, I notice that people with more generic skills, with an ability to adapt to new processes and a genuinely open nature tend to fit in better and last longer throughout various projects.

    The exception here being artists with dedicated PHDs and/or masters of a very specific domain, which makes them highly specialized in the VFX crowd and able to have a niche of their own.

    Looking at the software or hardware side of things, technology is still progressing on a daily basis. And will continue doing so. To this extent, many facilities rely on proprietary technology. Thus specializing on a single tool, without learning the CG art’s basics, is also a dangerous game to play. You may end up being obsolete along the program you have learned. Or, in the best case, having a very limited number of facilities you can apply to.

    What I suggest as a general rule to young VFX artists is to focus their energies in learning all that constitutes the basis of a successful career in computer graphic, along with improving their natural talent. So. From understanding modeling. To lighting and color. From rigging to animation. From procedural cycles to FX mechanism.

    Doing so, building the knowledge necessary not only to satisfy a possible recruitment position, but also to be able to interact with people with different talents in a large facility. And as such, have enough confidence to quickly help and fit it in the bigger picture, which often forms these complex production pipelines.

    On that note, competition for very few spots in a large studio is also a challenge when combined with trying to win the attention of a busy HR office or of a busy VFX Supervisor.

    When applying for a VFX position, it is quite beneficial to have a very clear introduction letter, which simply states in one line the discipline you are applying for. That being for example: modeling, animation, texturing, shading, … But never indicating more than one discipline at the time. Then in the body of the introduction letter describe that, if need arises, you could also help covering other positions which fit along your skills.

    Finally, supporting your application with a very short demo reel (one minute top, possibly less) that shows and clearly labels your very best work in the main discipline you are applying for and clarifies your side skills, wherever those are applicable. To this extent, if you are interested in multiple disciplines, it is highly recommended to prepare multiple introduction letters and related demo reels to satisfy each separate application.

    2-What constitute the best production pipeline.

    There is always a lot of pride in winning accolades in the VFX industry. And deservedly so. The amount of energy, investments, time and talent required to achieve such a task is, to say the least, overwhelming. Very few Studios and individuals have the sensibility,
    experience and organization to pull that feat.

    In support of these cycles, there is also a lot of new technology and specialized tools which continuously push the boundaries of what is achievable in computer graphic on a daily basis. To the point that I am confident the majority of senior VFX people in the industry would agree that we are still at the beginning of this exploration, in many ways.

    Where a painter is looking for an intimate inspiration to fill in his lonely blank canvas, with a brush and a small collection of colors at his disposal. CG is often the product of a perfect balance between a crowd of ambitions, thousands of frames, a multitude of digital gadgets and a variety of complex mediums.

    The combination of new visions and new science is also what makes organizing these complex VFX tasks an expensive challenge in itself, worth the efforts of the most influential CTOs and producers around the world.

    A challenge well described in a white-paper about The Status Of Visual Effects written by Renee Dunlop, Paul Malcolm, Eric Roth for the Visual Effects Society in July 2008.
    Between the pages, the writers detail a few of the biggest obstacles currently affecting production:
    – The difficulty to determine who is in charge of certain creative decisions.
    – Directors and Producers’ mixed approach to pre and post visualization.
    – The lack of consistency and resources between pre, mid and post production.
    – A lack of consistency throughout pipelines, mainly due to the impact of new technologies.

    Most of the time, this translates into a very costly, “brute-force” solution workflow. Which, in its own, destabilize any reasonable software production schemes that Studios are willing to invest into.
    While a collection of good stable software it’s a fair base for any visual effects venture, I firmly believe that to defy these challenges the core of any VFX pipeline should be a software agnostic one.

    All CG elements should be able to be translated effortlessly across tools, independently from their original disciplines’ unique requirements.
    And, more than the compartmentalized organization used in other markets, the key structure of this pipeline should focus on the flow of data and the quality of the inventory.
    The rest is important, but not essential.

    By achieving such a system, the work environment would prove to:
    . Be flexible enough to maintain integrity across platforms and departments.
    . Allow modifications to the software infrastructure without affecting deliverables.
    . Accept various in house and external content.
    . And deliver quality without jeopardizing speed.

    Overall and independently from the approach, the support of flow of data and of inventory quality is for me a critical element that would help any production survive under the majority of modern, commercial delivery stress requirements.
    This framework would help maintaining productivity stable even with continuous changes in a feature’s vision and objectives.

    Finally, it would help training the modern VFX artist not to rely on those unique tools or solutions which are software centric and bound to expiry when new technology arises. Thus keeping skills and talent always applicable to the task at hand, to the long lasting benefit of the production studio.

    To support such a mechanism, facilities should consider researching and investing into :
    . A stable, software independent, browser based, asset and shot manager.
    . A solid look development structure.
    . A software independent, script based, rendering management solution.

    And an asset living in this environment should sport basic qualities such as:
    . being version-able
    . being hash-able
    . being track-able
    . being verbose
    . being software and hierarchic relation agnostic
    . being self-contained
    . supporting expandable qualities
    . supporting temporally and shading stable procedural decimation

    ————————————————————-

    – Can you give a word of inspiration to those who wish to participate as VFX artist

    If anyone is willing to notice it or not, the vast majority of top grossing movies coming out every year are now filled with special effects created by a new wave of craftsmen who share their talent all around the world.

    We are living in a period where the new DaVincis, Botticellis and Galileos live their life, comfortably seating in front of a computer. Creating a new art form which converts ones and zeros into a visually pleasing virtual reality. All this while offering their artistry away from language, race and belief barriers.

    The knowledge required to achieve such a task is still a mix of an incredible amount of disciplines.

    From biology and zoology, to physics and mathematics. From sculpting to painting. From astronomy to molecular chemistry.

    It is an incredible opportunity to have a working career, learning about all aspects of life, while creating a new Suspension Of Disbelief

    ,
  • Sensitivity of human eye

    http://www.wikilectures.eu/index.php/Spectral_sensitivity_of_the_human_eye

     

    http://www.normankoren.com/Human_spectral_sensitivity_small.jpg

     

    Spectral sensitivity of eye is influenced by light intensity. And the light intensity determines the level of activity of cones cell and rod cell. This is the main characteristic of human vision. Sensitivity to individual colors, in other words, wavelengths of the light spectrum, is explained by the RGB (red-green-blue) theory. This theory assumed that there are three kinds of cones. It’s selectively sensitive to red (700-630 nm), green (560-500 nm), and blue (490-450 nm) light. And their mutual interaction allow to perceive all colors of the spectrum.

     

    http://weeklysciencequiz.blogspot.com/2013/01/violet-skies-are-for-birds.html

     

     

    Sensitivity of human eye Sensitivity of human eyes to light increase with the decrease in light intensity. In day-light condition, the cones cell is responding to this condition. And the eye is most sensitive at 555 nm. In darkness condition, the rod cell is responding to this condition. And the eye is most sensitive at 507 nm.

     

    As light intensity decreases, cone function changes more effective way. And when decrease the light intensity, it prompt to accumulation of rhodopsin. Furthermore, in activates rods, it allow to respond to stimuli of light in much lower intensity.

     

    https://www.nde-ed.org/EducationResources/CommunityCollege/PenetrantTest/Introduction/lightresponse.htm

    The three curves in the figure above shows the normalized response of an average human eye to various amounts of ambient light. The shift in sensitivity occurs because two types of photoreceptors called cones and rods are responsible for the eye’s response to light. The curve on the right shows the eye’s response under normal lighting conditions and this is called the photopic response. The cones respond to light under these conditions.

     

    As mentioned previously, cones are composed of three different photo pigments that enable color perception. This curve peaks at 555 nanometers, which means that under normal lighting conditions, the eye is most sensitive to a yellowish-green color. When the light levels drop to near total darkness, the response of the eye changes significantly as shown by the scotopic response curve on the left. At this level of light, the rods are most active and the human eye is more sensitive to the light present, and less sensitive to the range of color. Rods are highly sensitive to light but are comprised of a single photo pigment, which accounts for the loss in ability to discriminate color. At this very low light level, sensitivity to blue, violet, and ultraviolet is increased, but sensitivity to yellow and red is reduced. The heavier curve in the middle represents the eye’s response at the ambient light level found in a typical inspection booth. This curve peaks at 550 nanometers, which means the eye is most sensitive to yellowish-green color at this light level. Fluorescent penetrant inspection materials are designed to fluoresce at around 550 nanometers to produce optimal sensitivity under dim lighting conditions.

     

    , , ,
  • Photography basics: Shutter angle and shutter speed and motion blur

    http://www.shutterangle.com/2012/cinematic-look-frame-rate-shutter-speed/

     

    https://www.cinema5d.com/global-vs-rolling-shutter/

     

    https://www.wikihow.com/Choose-a-Camera-Shutter-Speed

     

    https://www.provideocoalition.com/shutter-speed-vs-shutter-angle/

     

     

    Shutter is the device that controls the amount of light through a lens. Basically in general it controls the amount of time a film is exposed.

     

    Shutter speed is how long this device is open for, which also defines motion blur… the longer it stays open the blurrier the image captured.

     

    The number refers to the amount of light actually allowed through.

     

    As a reference, shooting at 24fps, at 180 shutter angle or 1/48th of shutter speed (0.0208 exposure time) will produce motion blur which is similar to what we perceive at naked eye

     

    Talked of as in (shutter) angles, for historical reasons, as the original exposure mechanism was controlled through a pie shaped mirror in front of the lens.

     

     

    A shutter of 180 degrees is blocking/allowing light for half circle.  (half blocked, half open). 270 degrees is one quarter pie shaped, which would allow for a higher exposure time (3 quarter pie open, vs one quarter closed) 90 degrees is three quarter pie shaped, which would allow for a lower exposure (one quarter open, three quarters closed)

     

    The shutter angle can be converted back and fort with shutter speed with the following formulas:
    https://www.provideocoalition.com/shutter-speed-vs-shutter-angle/

     

    shutter angle =
    (360 * fps) * (1/shutter speed)
    or
    (360 * fps) / shutter speed

     

    shutter speed =
    (360 * fps) * (1/shutter angle)
    or
    (360 * fps) / shutter angle

     

    For example here is a chart from shutter angle to shutter speed at 24 fps:
    270 = 1/32
    180 = 1/48
    172.8 = 1/50
    144 = 1/60
    90 = 1/96
    72 = 1/120
    45 = 1/198
    22.5 = 1/348
    11 = 1/696
    8.6 = 1/1000

     

    The above is basically the relation between the way a video camera calculates shutter (fractions of a second) and the way a film camera calculates shutter (in degrees).

    Smaller shutter angles show strobing artifacts. As the camera only ever sees at least half of the time (for a typical 180 degree shutter). Due to being obscured by the shutter during that period, it doesn’t capture the scene continuously.

     

    This means that fast moving objects, and especially objects moving across the frame, will exhibit jerky movement. This is called strobing. The defect is also very noticeable during pans.  Smaller shutter angles (shorter exposure) exhibit more pronounced strobing effects.

     

    Larger shutter angles show more motion blur. As the longer exposure captures more motion.

    Note that in 3D you want to first sum the total of the shutter open and shutter close values, than compare that to the shutter angle aperture, ie:

     

    shutter open -0.0625
    shutter close 0.0625
    Total shutter = 0.0625+0.0625 = 0.125
    Shutter angle = 360*0.125 = 45

     

    shutter open -0.125
    shutter close 0.125
    Total shutter = 0.125+0.125 = 0.25
    Shutter angle = 360*0.25 = 90

     

    shutter open -0.25
    shutter close 0.25
    Total shutter = 0.25+0.25 = 0.5
    Shutter angle = 360*0.5 = 180

     

    shutter open -0.375
    shutter close 0.375
    Total shutter = 0.375+0.375 = 0.75
    Shutter angle = 360*0.75 = 270

     

     

    Faster frame rates can resolve both these issues.

    ,

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