a blog of links related to computer animation and production technology Sponsored by ReelMatters.com

Category: production

  • Polarised vs unpolarized filtering

    A light wave that is vibrating in more than one plane is referred to as unpolarized light. … Polarized light waves are light waves in which the vibrations occur in a single plane. The process of transforming unpolarized light into polarized light is known as polarization.

    en.wikipedia.org/wiki/Polarizing_filter_(photography)

     

    Light reflected from a non-metallic surface becomes polarized; this effect is maximum at Brewster’s angle, about 56° from the vertical for common glass.

     

    A polarizer rotated to pass only light polarized in the direction perpendicular to the reflected light will absorb much of it. This absorption allows glare reflected from, for example, a body of water or a road to be reduced. Reflections from shiny surfaces (e.g. vegetation, sweaty skin, water surfaces, glass) are also reduced. This allows the natural color and detail of what is beneath to come through. Reflections from a window into a dark interior can be much reduced, allowing it to be seen through. (The same effects are available for vision by using polarizing sunglasses.)

     

    www.physicsclassroom.com/class/light/u12l1e.cfm

     

    Some of the light coming from the sky is polarized (bees use this phenomenon for navigation). The electrons in the air molecules cause a scattering of sunlight in all directions. This explains why the sky is not dark during the day. But when looked at from the sides, the light emitted from a specific electron is totally polarized.[3] Hence, a picture taken in a direction at 90 degrees from the sun can take advantage of this polarization. Use of a polarizing filter, in the correct direction, will filter out the polarized component of skylight, darkening the sky; the landscape below it, and clouds, will be less affected, giving a photograph with a darker and more dramatic sky, and emphasizing the clouds.

     

    There are two types of polarizing filters readily available, linear and “circular”, which have exactly the same effect photographically. But the metering and auto-focus sensors in certain cameras, including virtually all auto-focus SLRs, will not work properly with linear polarizers because the beam splitters used to split off the light for focusing and metering are polarization-dependent.

     

    Polarizing filters reduce the light passed through to the film or sensor by about one to three stops (2–8×) depending on how much of the light is polarized at the filter angle selected. Auto-exposure cameras will adjust for this by widening the aperture, lengthening the time the shutter is open, and/or increasing the ASA/ISO speed of the camera.

     

    www.adorama.com/alc/nd-filter-vs-polarizer-what%25e2%2580%2599s-the-difference

     

    Neutral Density (ND) filters help control image exposure by reducing the light that enters the camera so that you can have more control of your depth of field and shutter speed. Polarizers or polarizing filters work in a similar way, but the difference is that they selectively let light waves of a certain polarization pass through. This effect helps create more vivid colors in an image, as well as manage glare and reflections from water surfaces. Both are regarded as some of the best filters for landscape and travel photography as they reduce the dynamic range in high-contrast images, thus enabling photographers to capture more realistic and dramatic sceneries.

     

    shopfelixgray.com/blog/polarized-vs-non-polarized-sunglasses/

     

    www.eyebuydirect.com/blog/difference-polarized-nonpolarized-sunglasses/

     

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  • Capturing textures albedo

    Building a Portable PBR Texture Scanner by Stephane Lb
    http://rtgfx.com/pbr-texture-scanner/

     

     

    How To Split Specular And Diffuse In Real Images, by John Hable
    http://filmicworlds.com/blog/how-to-split-specular-and-diffuse-in-real-images/

     

    Capturing albedo using a Spectralon
    https://www.activision.com/cdn/research/Real_World_Measurements_for_Call_of_Duty_Advanced_Warfare.pdf

    Real_World_Measurements_for_Call_of_Duty_Advanced_Warfare.pdf

    Spectralon is a teflon-based pressed powderthat comes closest to being a pure Lambertian diffuse material that reflects 100% of all light. If we take an HDR photograph of the Spectralon alongside the material to be measured, we can derive thediffuse albedo of that material.

     

    The process to capture diffuse reflectance is very similar to the one outlined by Hable.

     

    1. We put a linear polarizing filter in front of the camera lens and a second linear polarizing filterin front of a modeling light or a flash such that the two filters are oriented perpendicular to eachother, i.e. cross polarized.

     

    2. We place Spectralon close to and parallel with the material we are capturing and take brack-eted shots of the setup7. Typically, we’ll take nine photographs, from -4EV to +4EV in 1EVincrements.

     

    3. We convert the bracketed shots to a linear HDR image. We found that many HDR packagesdo not produce an HDR image in which the pixel values are linear. PTGui is an example of apackage which does generate a linear HDR image. At this point, because of the cross polarization,the image is one of surface diffuse response.

     

    4. We open the file in Photoshop and normalize the image by color picking the Spectralon, filling anew layer with that color and setting that layer to “Divide”. This sets the Spectralon to 1 in theimage. All other color values are relative to this so we can consider them as diffuse albedo.

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  • Abrasion holography

    amasci.com/amateur/holo1.html

    amasci.com/amateur/holohint.html#0

    Each surface scratch acts as a bent mirror and reflects sunlight. Each reflection looks like a small white highlight on the shiny scratch. Each of your eyes sees a DIFFERENT REFLECTION. Your brain thinks the two different reflections are really one white dot located deep behind the scratch. It’s like a “viewmaster” stereo viewer.

  • Material X – an open standard for transfer of rich material and look-development content

    www.materialx.org/

    MaterialX is an open standard for transfer of rich material and look-development content between applications and renderers.

    Originated at Lucasfilm in 2012, MaterialX has been used by Industrial Light & Magic in feature films such as Star Wars: The Force Awakens and Rogue One: A Star Wars Story, and by ILMxLAB in real-time experiences such as Trials On Tatooine.

    MaterialX addresses the need for a common, open standard to represent the data values and relationships required to transfer the complete look of a computer graphics model from one application or rendering platform to another, including shading networks, patterns and texturing, complex nested materials and geometric assignments.

    To further encourage interchangeable CG look setups, MaterialX also defines a complete set of data creation and processing nodes with a precise mechanism for functional extensibility.

  • Open Source Nvidia Omniverse

    blogs.nvidia.com/blog/2019/03/18/omniverse-collaboration-platform/

     

    developer.nvidia.com/nvidia-omniverse

     

    An open, Interactive 3D Design Collaboration Platform for Multi-Tool Workflows to simplify studio workflows for real-time graphics.

     

    It supports Pixar’s Universal Scene Description technology for exchanging information about modeling, shading, animation, lighting, visual effects and rendering across multiple applications.

     

    It also supports NVIDIA’s Material Definition Language, which allows artists to exchange information about surface materials across multiple tools.

     

    With Omniverse, artists can see live updates made by other artists working in different applications. They can also see changes reflected in multiple tools at the same time.

     

    For example an artist using Maya with a portal to Omniverse can collaborate with another artist using UE4 and both will see live updates of each others’ changes in their application.

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  • MDL – NVidia Material Definition Language

    www.nvidia.com/en-us/design-visualization/technologies/material-definition-language/

    developer.nvidia.com/mdl-sdk

    THE NVIDIA MATERIAL DEFINITION LANGUAGE (MDL) gives you the freedom to share physically based materials and lights between supporting applications.

    For example, create an MDL material in an application like Allegorithmic Substance Designer, save it to your library, then use it in NVIDIA® Iray® or Chaos Group’s V-Ray, or any other supporting application.

    Unlike a shading language that produces programs for a particular renderer, MDL materials define the behavior of light at a high level. Different renderers and tools interpret the light behavior and create the best possible image.

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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.

     

    Details in the post

    (more…)

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  • Joe Letteri on Production, VFX and storytelling

    nerdist.com/article/joe-letteri-avatar-alita-battle-angel-james-cameron-martin-scorsese/

     

    [Any] story [has to be] complete in itself. If there are gaps that you’re hoping will be filled in with visual effects, you’re likely to be disappointed. We can add ideas, we can help in whatever way that we can, but you want to make sure that when you read it, it reads well.

     

    [Our responsibility as VFX artist] I think first and foremost [is] to engage the audience. Everything that we do has to be part of the audience wanting to sit there and watch that movie and see what happens next. And it’s a combination of things. It’s the drama of the characters. It’s maybe what you can do to a scene to make it compelling to look at, the realism that you might need to get people drawn into that moment. It could be any number of things, but it’s really about just making sure that you’re always in mind of how the audience is experiencing what they’re seeing.

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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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  • MovieLabs and Hollywood Studios Publish White Paper Envisioning the Future of Media Creation in 2030

    www.broadcastingcable.com/post-type-the-wire/movielabs-and-hollywood-studios-publish-white-paper-envisioning-the-future-of-media-creation-in-2030

    The main limitation that our technology future forecasts is a challenge in speed while supporting valid data to the user base.

    Generally speaking, data can change after being stored locally in various databases around the world, challenging its uber validity.

    With around 75 billion users by 2030, our current infrastructure will not be able to cope with demand. From 1.2 zettabytes world wide in 2016 (about enough to fill all high capacity 9 billion iphone’s drives), demand is planned to raise 5 times in 2021, up to 31Gb per person.
    While broadband support is only expected to double up.

    This will further fragment both markets and contents, possibly to levels where not all information can be retrieved at reasonable or reliable levels.

    The 2030 Vision paper lays out key principles that will form the foundation of this technological future, with examples and a discussion of the broader implications of each. The key principles envision a future in which:

    1. All assets are created or ingested straight into the cloud and do not need to be moved.

    2. Applications come to the media.

    3. Propagation and distribution of assets is a “publish” function.

    4. Archives are deep libraries with access policies matching speed, availability and security to the economics of the cloud.

    5. Preservation of digital assets includes the future means to access and edit them.

    6. Every individual on a project is identified and verified, and their access permissions are efficiently and consistently managed.

    7. All media creation happens in a highly secure environment that adapts rapidly to changing threats.

    8. Individual media elements are referenced, accessed, tracked and interrelated using a universal linking system.

    9. Media workflows are non-destructive and dynamically created using common interfaces, underlying data formats and metadata.

    10. Workflows are designed around real-time iteration and feedback.

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  • The difference between eyes and cameras

     

     

     

    https://www.quora.com/What-is-the-comparison-between-the-human-eye-and-a-digital-camera

     

    https://medium.com/hipster-color-science/a-beginners-guide-to-colorimetry-401f1830b65a

     

    There are three types of cone photoreceptors in the eye, called Long, Medium and Short. These contribute to color discrimination. They are all sensitive to different, yet overlapping, wavelengths of light. They are commonly associated with the color they are most sensitive too, L = red, M = green, S = blue.

     

    Different spectral distributions can stimulate the cones in the exact same way
    A leaf and a green car that look the same to you, but physically have different reflectance properties. It turns out every color (or, unique cone output) can be created from many different spectral distributions. Color science starts to make a lot more sense when you understand this.

     

    When you view the charts overlaid, you can see that the spinach mostly reflects light outside of the eye’s visual range, and inside our range it mostly reflects light centered around our M cone.

     

    This phenomenon is called metamerism and it has huge ramifications for color reproduction. It means we don’t need the original light to reproduce an observed color.

     

    http://www.absoluteastronomy.com/topics/Adaptation_%28eye%29

     

    The human eye can function from very dark to very bright levels of light; its sensing capabilities reach across nine orders of magnitude. This means that the brightest and the darkest light signal that the eye can sense are a factor of roughly 1,000,000,000 apart. However, in any given moment of time, the eye can only sense a contrast ratio of one thousand. What enables the wider reach is that the eye adapts its definition of what is black. The light level that is interpreted as “black” can be shifted across six orders of magnitude—a factor of one million.

     

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

     

    The Human eye is able to function in bright sunlight and view faint starlight, a range of more than 100 million to one. The Blackwell (1946) data covered a brightness range of 10 million and did not include intensities brighter than about the full Moon. The full range of adaptability is on the order of a billion to 1. But this is like saying a camera can function over a similar range by adjusting the ISO gain, aperture and exposure time.

    In any one view, the eye eye can see over a 10,000 range in contrast detection, but it depends on the scene brightness, with the range decreasing with lower contrast targets. The eye is a contrast detector, not an absolute detector like the sensor in a digital camera, thus the distinction.  The range of the human eye is greater than any film or consumer digital camera.

    As for DSLR cameras’ contrast ratio ranges in 2048:1.

     

    (Daniel Frank) Several key differences stand out for me (among many):

    • The area devoted to seeing detail in the eye — the fovea — is extremely small compared to a digital camera sensor. It covers a roughly circular area of only about three degrees of arc. By contrast, a “normal” 50mm lens (so called because it supposedly mimic the perspective of the human eye) covers roughly 40 degrees of arc. Because of this extremely narrow field of view, the eye is constantly making small movements (“saccades”) to scan more of the field, and the brain is building up the illusion of a wider, detailed picture.
    • The eye has two different main types of light detecting elements: rods and cones. Rods are more sensitive, and detect only variations in brightness, but not color. Cones sense color, but only work in brighter light. That’s why very dim scenes look desaturated, in shades of gray, to the human eye. If you take a picture in moonlight with a very high-ISO digital camera, you’ll be struck by how saturated the colors are in that picture — it looks like daylight. We think of this difference in color intensity as being inherent in dark scenes, but that’s not true — it’s actually the limitation of the cones in our eyes.
    • There are specific cones in the eye with stronger responses to the different wavelengths corresponding to red, green, and blue light. By contrast, the CCD or CMOS sensor in a color digital camera can only sense luminance differences: it just counts photons in tens of millions of tiny photodetectors (“wells”) spread across its surface. In front of this detector is an array of microscopic red, blue, and green filters, one per well. The processing engine in the camera interpolates the luminance of adjacent red-, green-, or blue-filtered detectors based on a so-called “demosaicing” algorithm. This bears no resemblance to how the eye detects color. (The so-called “foveon” sensor sold by Sigma in some of its cameras avoid demosaicing by layering different color-sensing layers, but this still isn’t how the eye works.)
    • The files output by color digital cameras contain three channels of luminance data: red, green, and blue. While the human eye has red, green, and blue-sensing cones, those cones are cross-wired in the retina to produce a luminance channel plus a red-green and a blue-yellow channel, and it’s data in that color space (known technically as “LAB”) that goes to the brain. That’s why we can’t perceive a reddish-green or a yellowish-blue, whereas such colors can be represented in the RGB color space used by digital cameras.
    • The retina is much larger than the fovea, but the light-sensitive areas outside the fovea, and the nuclei to which they wire in the brain, are highly sensitive to motion, particularly in the periphery of our vision. The human visual system — including the eye — is highly adapted to detecting and analyzing potential threats coming at us from outside our central vision, and priming the brain and body to respond. These functions and systems have no analogue in any digital camera system.

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  • Scorsese’s New Mob Epic, ‘The Irishman,’ Has Netflix and Theaters Distributors at Odds – The online feature streaming battle

    www.nytimes.com/2019/08/21/business/media/netflix-scorsese-the-irishman.html

    When Martin Scorsese signed with Netflix to make “The Irishman,” the star-studded epic scheduled to have its premiere on the opening night of the New York Film Festival next month, he put himself in the crossfire of the so-called streaming wars.

    A crucial sticking point has been the major chains’ insistence that the films they book must play in their theaters for close to three months while not being made available for streaming at the same time, which does not sit well with Netflix.

    More than 95 percent of movies stop earning their keep in theaters at the 42-day mark, well short of the three-month window demanded by major chains, according to Mr. Aronson. That suggests the need for change, he said.

    Having built itself into an entertainment powerhouse by keeping its subscribers interested and coming back for more, Netflix does not want to be distracted by the demands of the old-style movie business, even as it makes deals with legendary filmmakers like Mr. Scorsese.

    Oscar eligibility is not much of a factor in how Netflix handles the rollout. To qualify for the Academy Awards, a film must have a seven-day run in a commercial theater in Los Angeles County, according to rules recently confirmed by the Academy of Motion Picture Arts and Sciences’ board of governors; it can even be shown on another platform at the same time. Still, there is an Academy contingent that may look askance at Netflix if it does not play by the old rules for a cinematic feature like “The Irishman.”

     

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