COLOR

  • Black Body color aka the Planckian Locus curve for white point eye perception

    http://en.wikipedia.org/wiki/Black-body_radiation

     

    Black-body radiation is the type of electromagnetic radiation within or surrounding a body in thermodynamic equilibrium with its environment, or emitted by a black body (an opaque and non-reflective body) held at constant, uniform temperature. The radiation has a specific spectrum and intensity that depends only on the temperature of the body.

     

    A black-body at room temperature appears black, as most of the energy it radiates is infra-red and cannot be perceived by the human eye. At higher temperatures, black bodies glow with increasing intensity and colors that range from dull red to blindingly brilliant blue-white as the temperature increases.

    The Black Body Ultraviolet Catastrophe Experiment

     

    In photography, color temperature describes the spectrum of light which is radiated from a “blackbody” with that surface temperature. A blackbody is an object which absorbs all incident light — neither reflecting it nor allowing it to pass through.

     

    The Sun closely approximates a black-body radiator. Another rough analogue of blackbody radiation in our day to day experience might be in heating a metal or stone: these are said to become “red hot” when they attain one temperature, and then “white hot” for even higher temperatures. Similarly, black bodies at different temperatures also have varying color temperatures of “white light.”

     

    Despite its name, light which may appear white does not necessarily contain an even distribution of colors across the visible spectrum.

     

    Although planets and stars are neither in thermal equilibrium with their surroundings nor perfect black bodies, black-body radiation is used as a first approximation for the energy they emit. Black holes are near-perfect black bodies, and it is believed that they emit black-body radiation (called Hawking radiation), with a temperature that depends on the mass of the hole.

     

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  • No one could see the colour blue until modern times

    https://www.businessinsider.com/what-is-blue-and-how-do-we-see-color-2015-2

     

    The way that humans see the world… until we have a way to describe something, even something so fundamental as a colour, we may not even notice that something it’s there.

     

    Ancient languages didn’t have a word for blue — not Greek, not Chinese, not Japanese, not Hebrew, not Icelandic cultures. And without a word for the colour, there’s evidence that they may not have seen it at all.

    https://www.wnycstudios.org/story/211119-colors

     

    Every language first had a word for black and for white, or dark and light. The next word for a colour to come into existence — in every language studied around the world — was red, the colour of blood and wine.

    After red, historically, yellow appears, and later, green (though in a couple of languages, yellow and green switch places). The last of these colours to appear in every language is blue.

     

    The only ancient culture to develop a word for blue was the Egyptians — and as it happens, they were also the only culture that had a way to produce a blue dye.

    https://mymodernmet.com/shades-of-blue-color-history/

     

    Considered to be the first ever synthetically produced color pigment, Egyptian blue (also known as cuprorivaite) was created around 2,200 B.C. It was made from ground limestone mixed with sand and a copper-containing mineral, such as azurite or malachite, which was then heated between 1470 and 1650°F. The result was an opaque blue glass which then had to be crushed and combined with thickening agents such as egg whites to create a long-lasting paint or glaze.

     

     

    If you think about it, blue doesn’t appear much in nature — there aren’t animals with blue pigments (except for one butterfly, Obrina Olivewing, all animals generate blue through light scattering), blue eyes are rare (also blue through light scattering), and blue flowers are mostly human creations. There is, of course, the sky, but is that really blue?

     

     

    So before we had a word for it, did people not naturally see blue? Do you really see something if you don’t have a word for it?

     

    A researcher named Jules Davidoff traveled to Namibia to investigate this, where he conducted an experiment with the Himba tribe, who speak a language that has no word for blue or distinction between blue and green. When shown a circle with 11 green squares and one blue, they couldn’t pick out which one was different from the others.

     

    When looking at a circle of green squares with only one slightly different shade, they could immediately spot the different one. Can you?

     

    Davidoff says that without a word for a colour, without a way of identifying it as different, it’s much harder for us to notice what’s unique about it — even though our eyes are physically seeing the blocks it in the same way.

     

    Further research brought to wider discussions about color perception in humans. Everything that we make is based on the fact that humans are trichromatic. The television only has 3 colors. Our color printers have 3 different colors. But some people, and in specific some women seemed to be more sensible to color differences… mainly because they’re just more aware or – because of the job that they do.

    Eventually this brought to the discovery of a small percentage of the population, referred to as tetrachromats, which developed an extra cone sensitivity to yellow, likely due to gene modifications.

    The interesting detail about these is that even between tetrachromats, only the ones that had a reason to develop, label and work with extra color sensitivity actually developed the ability to use their native skills.

     

    So before blue became a common concept, maybe humans saw it. But it seems they didn’t know they were seeing it.

    If you see something yet can’t see it, does it exist? Did colours come into existence over time? Not technically, but our ability to notice them… may have…

     

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  • Anders Langlands – Render Color Spaces

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

     

    This page compares images rendered in Arnold using spectral rendering and different sets of colourspace primaries: Rec.709, Rec.2020, ACES and DCI-P3. The SPD data for the GretagMacbeth Color Checker are the measurements of Noburu Ohta, taken from Mansencal, Mauderer and Parsons (2014) colour-science.org.

     

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LIGHTING

  • Eye retina’s Bipolar Cells, Horizontal Cells, and Photoreceptors

    In the retina, photoreceptors, bipolar cells, and horizontal cells work together to process visual information before it reaches the brain. Here’s how each cell type contributes to vision:

     

    1. Photoreceptors

    • Types: There are two main types of photoreceptors: rods and cones.
      • Rods: Specialized for low-light and peripheral vision; they help us see in dim lighting and detect motion.
      • Cones: Specialized for color and detail; they function best in bright light and are concentrated in the central retina (the fovea), allowing for high-resolution vision.
    • Function: Photoreceptors convert light into electrical signals. When light hits the retina, photoreceptors undergo a chemical change, triggering an electrical response that initiates the visual process. Rods and cones detect different intensities and colors, providing the foundation for brightness and color perception.

     

    2. Bipolar Cells

    • Function: Bipolar cells act as intermediaries, connecting photoreceptors to ganglion cells, which send signals to the brain. They receive input from photoreceptors and relay it to the retinal ganglion cells.
    • On and Off Bipolar Cells: Some bipolar cells are ON cells, responding when light is detected (depolarizing in light), and others are OFF cells, responding in darkness (depolarizing in the absence of light). This division allows for more precise contrast detection and the ability to distinguish light from dark areas in the visual field.

     

    3. Horizontal Cells

    • Function: Horizontal cells connect photoreceptors to each other and create lateral interactions between them. They integrate signals from multiple photoreceptors, allowing them to adjust the sensitivity of neighboring photoreceptors in response to varying light conditions.
    • Lateral Inhibition: This process improves visual contrast and sharpness by making the borders between light and dark areas more distinct, enhancing our ability to perceive edges and fine detail.

     

    These three types of cells work together to help the retina preprocess visual information and perception, emphasizing contrast and adjusting for different lighting conditions before signals are sent to the brain for further processing and interpretation.

     

     

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  • 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.

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