COMPOSITION
DESIGN
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Principles of Interior Design – Balance
Read more: Principles of Interior Design – Balancehttps://www.yankodesign.com/2024/09/18/principles-of-interior-design-balance
The three types of balance include:
- Symmetrical Balance
- Asymmetrical Balance
- Radial Balance
COLOR
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Paul Debevec, Chloe LeGendre, Lukas Lepicovsky – Jointly Optimizing Color Rendition and In-Camera Backgrounds in an RGB Virtual Production Stage
Read more: Paul Debevec, Chloe LeGendre, Lukas Lepicovsky – Jointly Optimizing Color Rendition and In-Camera Backgrounds in an RGB Virtual Production Stagehttps://arxiv.org/pdf/2205.12403.pdf
RGB LEDs vs RGBWP (RGB + lime + phospor converted amber) LEDs
Local copy:
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mmColorTarget – Nuke Gizmo for color matching a MacBeth chart
Read more: mmColorTarget – Nuke Gizmo for color matching a MacBeth charthttps://www.marcomeyer-vfx.de/posts/2014-04-11-mmcolortarget-nuke-gizmo/
https://www.marcomeyer-vfx.de/posts/mmcolortarget-nuke-gizmo/
https://vimeo.com/9.1652466e+07
https://www.nukepedia.com/gizmos/colour/mmcolortarget
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Photography Basics : Spectral Sensitivity Estimation Without a Camera
Read more: Photography Basics : Spectral Sensitivity Estimation Without a Camerahttps://color-lab-eilat.github.io/Spectral-sensitivity-estimation-web/
A number of problems in computer vision and related fields would be mitigated if camera spectral sensitivities were known. As consumer cameras are not designed for high-precision visual tasks, manufacturers do not disclose spectral sensitivities. Their estimation requires a costly optical setup, which triggered researchers to come up with numerous indirect methods that aim to lower cost and complexity by using color targets. However, the use of color targets gives rise to new complications that make the estimation more difficult, and consequently, there currently exists no simple, low-cost, robust go-to method for spectral sensitivity estimation that non-specialized research labs can adopt. Furthermore, even if not limited by hardware or cost, researchers frequently work with imagery from multiple cameras that they do not have in their possession.
To provide a practical solution to this problem, we propose a framework for spectral sensitivity estimation that not only does not require any hardware (including a color target), but also does not require physical access to the camera itself. Similar to other work, we formulate an optimization problem that minimizes a two-term objective function: a camera-specific term from a system of equations, and a universal term that bounds the solution space.
Different than other work, we utilize publicly available high-quality calibration data to construct both terms. We use the colorimetric mapping matrices provided by the Adobe DNG Converter to formulate the camera-specific system of equations, and constrain the solutions using an autoencoder trained on a database of ground-truth curves. On average, we achieve reconstruction errors as low as those that can arise due to manufacturing imperfections between two copies of the same camera. We provide predicted sensitivities for more than 1,000 cameras that the Adobe DNG Converter currently supports, and discuss which tasks can become trivial when camera responses are available.
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Björn Ottosson – OKHSV and OKHSL – Two new color spaces for color picking
Read more: Björn Ottosson – OKHSV and OKHSL – Two new color spaces for color pickinghttps://bottosson.github.io/misc/colorpicker
https://bottosson.github.io/posts/colorpicker/
https://www.smashingmagazine.com/2024/10/interview-bjorn-ottosson-creator-oklab-color-space/
One problem with sRGB is that in a gradient between blue and white, it becomes a bit purple in the middle of the transition. That’s because sRGB really isn’t created to mimic how the eye sees colors; rather, it is based on how CRT monitors work. That means it works with certain frequencies of red, green, and blue, and also the non-linear coding called gamma. It’s a miracle it works as well as it does, but it’s not connected to color perception. When using those tools, you sometimes get surprising results, like purple in the gradient.
There were also attempts to create simple models matching human perception based on XYZ, but as it turned out, it’s not possible to model all color vision that way. Perception of color is incredibly complex and depends, among other things, on whether it is dark or light in the room and the background color it is against. When you look at a photograph, it also depends on what you think the color of the light source is. The dress is a typical example of color vision being very context-dependent. It is almost impossible to model this perfectly.
I based Oklab on two other color spaces, CIECAM16 and IPT. I used the lightness and saturation prediction from CIECAM16, which is a color appearance model, as a target. I actually wanted to use the datasets used to create CIECAM16, but I couldn’t find them.
IPT was designed to have better hue uniformity. In experiments, they asked people to match light and dark colors, saturated and unsaturated colors, which resulted in a dataset for which colors, subjectively, have the same hue. IPT has a few other issues but is the basis for hue in Oklab.
In the Munsell color system, colors are described with three parameters, designed to match the perceived appearance of colors: Hue, Chroma and Value. The parameters are designed to be independent and each have a uniform scale. This results in a color solid with an irregular shape. The parameters are designed to be independent and each have a uniform scale. This results in a color solid with an irregular shape. Modern color spaces and models, such as CIELAB, Cam16 and Björn Ottosson own Oklab, are very similar in their construction.
By far the most used color spaces today for color picking are HSL and HSV, two representations introduced in the classic 1978 paper “Color Spaces for Computer Graphics”. HSL and HSV designed to roughly correlate with perceptual color properties while being very simple and cheap to compute.
Today HSL and HSV are most commonly used together with the sRGB color space.
One of the main advantages of HSL and HSV over the different Lab color spaces is that they map the sRGB gamut to a cylinder. This makes them easy to use since all parameters can be changed independently, without the risk of creating colors outside of the target gamut.
The main drawback on the other hand is that their properties don’t match human perception particularly well.
Reconciling these conflicting goals perfectly isn’t possible, but given that HSV and HSL don’t use anything derived from experiments relating to human perception, creating something that makes a better tradeoff does not seem unreasonable.With this new lightness estimate, we are ready to look into the construction of Okhsv and Okhsl.
LIGHTING
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Neural Microfacet Fields for Inverse Rendering
Read more: Neural Microfacet Fields for Inverse Renderinghttps://half-potato.gitlab.io/posts/nmf/
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How are Energy and Matter the Same?
Read more: How are Energy and Matter the Same?www.turnerpublishing.com/blog/detail/everything-is-energy-everything-is-one-everything-is-possible/
www.universetoday.com/116615/how-are-energy-and-matter-the-same/
As Einstein showed us, light and matter and just aspects of the same thing. Matter is just frozen light. And light is matter on the move. Albert Einstein’s most famous equation says that energy and matter are two sides of the same coin. How does one become the other?
Relativity requires that the faster an object moves, the more mass it appears to have. This means that somehow part of the energy of the car’s motion appears to transform into mass. Hence the origin of Einstein’s equation. How does that happen? We don’t really know. We only know that it does.
Matter is 99.999999999999 percent empty space. Not only do the atom and solid matter consist mainly of empty space, it is the same in outer space
The quantum theory researchers discovered the answer: Not only do particles consist of energy, but so does the space between. This is the so-called zero-point energy. Therefore it is true: Everything consists of energy.
Energy is the basis of material reality. Every type of particle is conceived of as a quantum vibration in a field: Electrons are vibrations in electron fields, protons vibrate in a proton field, and so on. Everything is energy, and everything is connected to everything else through fields.
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