COMPOSITION
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Christopher Butler – Understanding the Eye-Mind Connection – Vision is a mental process
Read more: Christopher Butler – Understanding the Eye-Mind Connection – Vision is a mental processhttps://www.chrbutler.com/understanding-the-eye-mind-connection
The intricate relationship between the eyes and the brain, often termed the eye-mind connection, reveals that vision is predominantly a cognitive process. This understanding has profound implications for fields such as design, where capturing and maintaining attention is paramount. This essay delves into the nuances of visual perception, the brain’s role in interpreting visual data, and how this knowledge can be applied to effective design strategies.
This cognitive aspect of vision is evident in phenomena such as optical illusions, where the brain interprets visual information in a way that contradicts physical reality. These illusions underscore that what we “see” is not merely a direct recording of the external world but a constructed experience shaped by cognitive processes.
Understanding the cognitive nature of vision is crucial for effective design. Designers must consider how the brain processes visual information to create compelling and engaging visuals. This involves several key principles:
- Attention and Engagement
- Visual Hierarchy
- Cognitive Load Management
- Context and Meaning
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Composition and The Expressive Nature Of Light
Read more: Composition and The Expressive Nature Of Lighthttp://www.huffingtonpost.com/bill-danskin/post_12457_b_10777222.html
George Sand once said “ The artist vocation is to send light into the human heart.”
DESIGN
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Cosmic Motors book by Daniel Simon
http://danielsimon.com/cosmic-motors-the-book/
Book Cover Cosmic Motors, Copyright by Cosmic Motors LLC / Daniel Simon www.danielsimon.com
COLOR
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HDR and Color
Read more: HDR and Colorhttps://www.soundandvision.com/content/nits-and-bits-hdr-and-color
In HD we often refer to the range of available colors as a color gamut. Such a color gamut is typically plotted on a two-dimensional diagram, called a CIE chart, as shown in at the top of this blog. Each color is characterized by its x/y coordinates.
Good enough for government work, perhaps. But for HDR, with its higher luminance levels and wider color, the gamut becomes three-dimensional.
For HDR the color gamut therefore becomes a characteristic we now call the color volume. It isn’t easy to show color volume on a two-dimensional medium like the printed page or a computer screen, but one method is shown below. As the luminance becomes higher, the picture eventually turns to white. As it becomes darker, it fades to black. The traditional color gamut shown on the CIE chart is simply a slice through this color volume at a selected luminance level, such as 50%.
Three different color volumes—we still refer to them as color gamuts though their third dimension is important—are currently the most significant. The first is BT.709 (sometimes referred to as Rec.709), the color gamut used for pre-UHD/HDR formats, including standard HD.
The largest is known as BT.2020; it encompasses (roughly) the range of colors visible to the human eye (though ET might find it insufficient!).
Between these two is the color gamut used in digital cinema, known as DCI-P3.
sRGB
D65
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Types of Film Lights and their efficiency – CRI, Color Temperature and Luminous Efficacy
Read more: Types of Film Lights and their efficiency – CRI, Color Temperature and Luminous Efficacynofilmschool.com/types-of-film-lights
“Not every light performs the same way. Lights and lighting are tricky to handle. You have to plan for every circumstance. But the good news is, lighting can be adjusted. Let’s look at different factors that affect lighting in every scene you shoot. ”
Use CRI, Luminous Efficacy and color temperature controls to match your needs.
Color Temperature
Color temperature describes the “color” of white light by a light source radiated by a perfect black body at a given temperature measured in degrees Kelvinhttps://www.pixelsham.com/2019/10/18/color-temperature/
CRI
“The Color Rendering Index is a measurement of how faithfully a light source reveals the colors of whatever it illuminates, it describes the ability of a light source to reveal the color of an object, as compared to the color a natural light source would provide. The highest possible CRI is 100. A CRI of 100 generally refers to a perfect black body, like a tungsten light source or the sun. ”https://www.studiobinder.com/blog/what-is-color-rendering-index/
https://en.wikipedia.org/wiki/Color_rendering_index
Light source CCT (K) CRI Low-pressure sodium (LPS/SOX) 1800 −44 Clear mercury-vapor 6410 17 High-pressure sodium (HPS/SON) 2100 24 Coated mercury-vapor 3600 49 Halophosphate warm-white fluorescent 2940 51 Halophosphate cool-white fluorescent 4230 64 Tri-phosphor warm-white fluorescent 2940 73 Halophosphate cool-daylight fluorescent 6430 76 “White” SON 2700 82 Standard LED Lamp 2700–5000 83 Quartz metal halide 4200 85 Tri-phosphor cool-white fluorescent 4080 89 High-CRI LED lamp (blue LED) 2700–5000 95 Ceramic discharge metal-halide lamp 5400 96 Ultra-high-CRI LED lamp (violet LED) 2700–5000 99 Incandescent/halogen bulb 3200 100 Luminous Efficacy
Luminous efficacy is a measure of how well a light source produces visible light, watts out versus watts in, measured in lumens per watt. In other words it is a measurement that indicates the ability of a light source to emit visible light using a given amount of power. It is a ratio of the visible energy to the power that goes into the bulb.FILM LIGHT TYPES
Consumer light types
Tungsten Lights
Light interiors and match domestic places or office locations. Daylight.Advantages of Tungsten Lights
Almost perfect color rendition
Low cost
Does not use mercury like CFLs (fluorescent) or mercury vapor lights
Better color temperature than standard tungsten
Longer life than a conventional incandescent
Instant on to full brightness, no warm-up time, and it is dimmableDisadvantages of Tungsten Lights
Extremely hot
High power requirement
The lamp is sensitive to oils and cannot be touched
The bulb is capable of blowing and sending hot glass shards outward. A screen or layer of glass on the outside of the lamp can protect users.Hydrargyrum medium-arc iodide lights
HMI’s are used when high output is required. They are also used to recreate sun shining through windows or to fake additional sun while shooting exteriors. HMIs can light huge areas at once.Advantages of HMI lights
High light output
Higher efficiency
High color temperatureDisadvantages of HMI lights:
High cost
High power requirement
Dims only to about 50%
the color temperature increases with dimming
HMI bulbs will explode is dropped and release toxic chemicalsFluorescent
Fluorescent film lighting is achieved by laying multiple tubes next to each other, combining as many as you want for the desired brightness. The good news is you can choose your bulbs to either be warm or cool depending on the scenario you’re shooting. You want to get these bulbs close to the subject because they’re not great at opening up spaces. Fluorescent lighting is used to light interiors and is more compact and cooler than tungsten or HMI lighting.Advantages of Fluorescent lights
High efficiency
Low power requirement
Low cost
Long lamp life
Cool
Capable of soft even lighting over a large area
LightweightDisadvantages of Fluorescent lights
Flicker
High CRI
Domestic tubes have low CRI & poor color rendition.LED
LED’s are more and more common on film sets. You can use batteries to power them. That makes them portable and sleek – no messy cabled needed. You can rig your own panels of LED lights to fit any space necessary as well. LED’s can also power Fresnel style lamp heads such as the Arri L-series.Advantages of LED light
Soft, even lighting
Pure light without UV-artifacts
High efficiency
Low power consumption, can be battery powered
Excellent dimming by means of pulse width modulation control
Long lifespan
Environmentally friendly
Insensitive to shock
No risk of explosionDisadvantages of LED light
High cost.
LED’s are currently still expensive for their total light output -
OLED vs QLED – What TV is better?
Read more: OLED vs QLED – What TV is better?Supported by LG, Philips, Panasonic and Sony sell the OLED system TVs.
OLED stands for “organic light emitting diode.”
It is a fundamentally different technology from LCD, the major type of TV today.
OLED is “emissive,” meaning the pixels emit their own light.Samsung is branding its best TVs with a new acronym: “QLED”
QLED (according to Samsung) stands for “quantum dot LED TV.”
It is a variation of the common LED LCD, adding a quantum dot film to the LCD “sandwich.”
QLED, like LCD, is, in its current form, “transmissive” and relies on an LED backlight.OLED is the only technology capable of absolute blacks and extremely bright whites on a per-pixel basis. LCD definitely can’t do that, and even the vaunted, beloved, dearly departed plasma couldn’t do absolute blacks.
QLED, as an improvement over OLED, significantly improves the picture quality. QLED can produce an even wider range of colors than OLED, which says something about this new tech. QLED is also known to produce up to 40% higher luminance efficiency than OLED technology. Further, many tests conclude that QLED is far more efficient in terms of power consumption than its predecessor, OLED.
When analyzing TVs color, it may be beneficial to consider at least 3 elements:
“Color Depth”, “Color Gamut”, and “Dynamic Range”.Color Depth (or “Bit-Depth”, e.g. 8-bit, 10-bit, 12-bit) determines how many distinct color variations (tones/shades) can be viewed on a given display.
Color Gamut (e.g. WCG) determines which specific colors can be displayed from a given “Color Space” (Rec.709, Rec.2020, DCI-P3) (i.e. the color range).
Dynamic Range (SDR, HDR) determines the luminosity range of a specific color – from its darkest shade (or tone) to its brightest.
The overall brightness range of a color will be determined by a display’s “contrast ratio”, that is, the ratio of luminance between the darkest black that can be produced and the brightest white.
Color Volume is the “Color Gamut” + the “Dynamic/Luminosity Range”.
A TV’s Color Volume will not only determine which specific colors can be displayed (the color range) but also that color’s luminosity range, which will have an affect on its “brightness”, and “colorfulness” (intensity and saturation).The better the colour volume in a TV, the closer to life the colours appear.
QLED TV can express nearly all of the colours in the DCI-P3 colour space, and of those colours, express 100% of the colour volume, thereby producing an incredible range of colours.
With OLED TV, when the image is too bright, the percentage of the colours in the colour volume produced by the TV drops significantly. The colours get washed out and can only express around 70% colour volume, making the picture quality drop too.
Note. OLED TV uses organic material, so it may lose colour expression as it ages.
Resources for more reading and comparison below
www.avsforum.com/forum/166-lcd-flat-panel-displays/2812161-what-color-volume.html
www.newtechnologytv.com/qled-vs-oled/
news.samsung.com/za/qled-tv-vs-oled-tv
www.cnet.com/news/qled-vs-oled-samsungs-tv-tech-and-lgs-tv-tech-are-not-the-same/
LIGHTING
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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.
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:
For reference, 8-bit images (i.e. 24 bits per pixel for a color image) are considered Low Dynamic Range.
They can store around 5 stops of light and each pixel carry a value from 0 (black) to 255 (white).
As a comparison, DSLR cameras can capture ~12-15 stops of light and they use RAW files to store the information.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/#recsHDR 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.htmlComparing 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.htmhttps://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-2020There 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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Ethan Roffler interviews CG Supervisor Daniele Tosti
Read more: Ethan Roffler interviews CG Supervisor Daniele TostiEthan 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 perspectivesDaniele
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. -
Rendering – BRDF – Bidirectional reflectance distribution function
Read more: Rendering – BRDF – Bidirectional reflectance distribution functionhttp://en.wikipedia.org/wiki/Bidirectional_reflectance_distribution_function
The bidirectional reflectance distribution function is a four-dimensional function that defines how light is reflected at an opaque surface
http://www.cs.ucla.edu/~zhu/tutorial/An_Introduction_to_BRDF-Based_Lighting.pdf
In general, when light interacts with matter, a complicated light-matter dynamic occurs. This interaction depends on the physical characteristics of the light as well as the physical composition and characteristics of the matter.
That is, some of the incident light is reflected, some of the light is transmitted, and another portion of the light is absorbed by the medium itself.
A BRDF describes how much light is reflected when light makes contact with a certain material. Similarly, a BTDF (Bi-directional Transmission Distribution Function) describes how much light is transmitted when light makes contact with a certain material
http://www.cs.princeton.edu/~smr/cs348c-97/surveypaper.html
It is difficult to establish exactly how far one should go in elaborating the surface model. A truly complete representation of the reflective behavior of a surface might take into account such phenomena as polarization, scattering, fluorescence, and phosphorescence, all of which might vary with position on the surface. Therefore, the variables in this complete function would be:
incoming and outgoing angle incoming and outgoing wavelength incoming and outgoing polarization (both linear and circular) incoming and outgoing position (which might differ due to subsurface scattering) time delay between the incoming and outgoing light ray
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7 Easy Portrait Lighting Setups
Read more: 7 Easy Portrait Lighting SetupsButterfly
Loop
Rembrandt
Split
Rim
Broad
Short
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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.blogs.nvidia.com/blog/2018/03/19/whats-difference-between-ray-tracing-rasterization/
https://en.wikipedia.org/wiki/Rasterisation
https://www.quora.com/Whats-the-difference-between-ray-tracing-and-path-tracing
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StudioBinder.com – Photography basics: What is Dynamic Range in Photography
Read more: StudioBinder.com – Photography basics: What is Dynamic Range in Photographyhttps://www.studiobinder.com/blog/what-is-dynamic-range-photography/
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.
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