• Composition – cinematography Cheat Sheet

    https://moodle.gllm.ac.uk/pluginfile.php/190622/mod_resource/content/1/Cinematography%20Cheat%20Sheet.pdf

    Where is our eye attracted first? Why?

    Size. Focus. Lighting. Color.

    Size. Mr. White (Harvey Keitel) on the right.
    Focus. He’s one of the two objects in focus.
    Lighting. Mr. White is large and in focus and Mr. Pink (Steve Buscemi) is highlighted by
    a shaft of light.
    Color. Both are black and white but the read on Mr. White’s shirt now really stands out.


    What type of lighting?

    -> High key lighting.
    Features bright, even illumination and few conspicuous shadows. This lighting key is often used in musicals and comedies.

    Low key lighting
    Features diffused shadows and atmospheric pools of light. This lighting key is often used in mysteries and thrillers.

    High contrast lighting
    Features harsh shafts of lights and dramatic streaks of blackness. This type of lighting is often used in tragedies and melodramas.

     

    What type of shot?

    Extreme long shot
    Taken from a great distance, showing much of the locale. Ifpeople are included in these shots, they usually appear as mere specks

    -> Long shot
    Corresponds to the space between the audience and the stage in a live theater. The long shots show the characters and some of the locale.

    Full shot
    Range with just enough space to contain the human body in full. The full shot shows the character and a minimal amount of the locale.

    Medium shot
    Shows the human figure from the knees or waist up.

    Close-Up
    Concentrates on a relatively small object and show very little if any locale.

    Extreme close-up
    Focuses on an unnaturally small portion of an object, giving that part great detail and symbolic significance.

     

    What angle?

    Bird’s-eye view.
    The shot is photographed directly from above. This type of shot can be disorienting, and the people photographed seem insignificant.

    High angle.
    This angle reduces the size of the objects photographed. A person photographed from this angle seems harmless and insignificant, but to a lesser extent than with the bird’s-eye view.

    -> Eye-level shot.
    The clearest view of an object, but seldom intrinsically dramatic, because it tends to be the norm.

    Low angle.
    This angle increases high and a sense of verticality, heightening the importance of the object photographed. A person shot from this angle is given a sense of power and respect.

    Oblique angle.
    For this angle, the camera is tilted laterally, giving the image a slanted appearance. Oblique angles suggest tension, transition, a impending movement. They are also called canted or dutch angles.

     

    What is the dominant color?

    The use of color in this shot is symbolic. The scene is set in warehouse. Both the set and characters are blues, blacks and whites.

    This was intentional allowing for the scenes and shots with blood to have a great level of contrast.

     

    What is the Lens/Filter/Stock?

    Telephoto lens.
    A lens that draws objects closer but also diminishes the illusion of depth.

    Wide-angle lens.
    A lens that takes in a broad area and increases the illusion of depth but sometimes distorts the edges of the image.

    Fast film stock.
    Highly sensitive to light, it can register an image with little illumination. However, the final product tends to be grainy.

    Slow film stock.
    Relatively insensitive to light, it requires a great deal of illumination. The final product tends to look polished.

    The lens is not wide-angle because there isn’t a great sense of depth, nor are several planes in focus. The lens is probably long but not necessarily a telephoto lens because the depth isn’t inordinately compressed.

    The stock is fast because of the grainy quality of the image.

     

    Subsidiary Contrast; where does the eye go next?

    The two guns.

     

    How much visual information is packed into the image? Is the texture stark, moderate, or highly detailed?

    Minimalist clutter in the warehouse allows a focus on a character driven thriller.

     

    What is the Composition?

    Horizontal.
    Compositions based on horizontal lines seem visually at rest and suggest placidity or peacefulness.

    Vertical.
    Compositions based on vertical lines seem visually at rest and suggest strength.

    -> Diagonal.
    Compositions based on diagonal, or oblique, lines seem dynamic and suggest tension or anxiety.

    -> Binary. Binary structures emphasize parallelism.

    Triangle.
    Triadic compositions stress the dynamic interplay among three main

    Circle.
    Circular compositions suggest security and enclosure.

     

    Is the form open or closed? Does the image suggest a window that arbitrarily isolates a fragment of the scene? Or a proscenium arch, in which the visual elements are carefully arranged and held in balance?

    The most nebulous of all the categories of mise en scene, the type of form is determined by how consciously structured the mise en scene is. Open forms stress apparently simple techniques, because with these unself-conscious methods the filmmaker is able to emphasize the immediate, the familiar, the intimate aspects of reality. In open-form images, the frame tends to be deemphasized. In closed form images, all the necessary information is carefully structured within the confines of the frame. Space seems enclosed and self-contained rather than continuous.

    Could argue this is a proscenium arch because this is such a classic shot with parallels and juxtapositions.

     

    Is the framing tight or loose? Do the character have no room to move around, or can they move freely without impediments?

    Shots where the characters are placed at the edges of the frame and have little room to move around within the frame are considered tight.

    Longer shots, in which characters have room to move around within the frame, are considered loose and tend to suggest freedom.

    Center-framed giving us the entire scene showing isolation, place and struggle.

     

    Depth of Field. On how many planes is the image composed (how many are in focus)? Does the background or foreground comment in any way on the mid-ground?

    Standard DOF, one background and clearly defined foreground.

     

    Which way do the characters look vis-a-vis the camera?

    An actor can be photographed in any of five basic positions, each conveying different psychological overtones.

    Full-front (facing the camera):
    the position with the most intimacy. The character is looking in our direction, inviting our complicity.

    Quarter Turn:
    the favored position of most filmmakers. This position offers a high degree of intimacy but with less emotional involvement than the full-front.

    -> Profile (looking of the frame left or right):
    More remote than the quarter turn, the character in profile seems unaware of being observed, lost in his or her own thoughts.

    Three-quarter Turn:
    More anonymous than the profile, this position is useful for conveying a character’s unfriendly or antisocial feelings, for in effect, the character is partially turning his or her back on us, rejecting our interest.

    Back to Camera:
    The most anonymous of all positions, this position is often used to suggest a character’s alienation from the world. When a character has his or her back to the camera, we can only guess what’s taking place internally, conveying a sense of concealment, or mystery.

    How much space is there between the characters?

    Extremely close, for a gunfight.

     

    The way people use space can be divided into four proxemic patterns.

    Intimate distances.
    The intimate distance ranges from skin contact to about eighteen inches away. This is the distance of physical involvement–of love, comfort, and tenderness between individuals.

    -> Personal distances.
    The personal distance ranges roughly from eighteen inches away to about four feet away. These distances tend to be reserved for friends and acquaintances. Personal distances preserve the privacy between individuals, yet these rages don’t necessarily suggest exclusion, as intimate distances often do.

    Social distances.
    The social distance rages from four feet to about twelve feet. These distances are usually reserved for impersonal business and casual social gatherings. It’s a friendly range in most cases, yet somewhat more formal than the personal distance.

    Public distances.
    The public distance extends from twelve feet to twenty-five feet or more. This range tends to be formal and rather detached.

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    Read more: Composition – cinematography Cheat Sheet
  • HuggingFace ai-comic-factory – a FREE AI Comic Book Creator

    https://huggingface.co/spaces/jbilcke-hf/ai-comic-factory

     

     

    this is the epic story of a group of talented digital artists trying to overcame daily technical challenges to achieve incredibly photorealistic projects of monsters and aliens

     

     

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    Read more: HuggingFace ai-comic-factory – a FREE AI Comic Book Creator

COLOR

  • Weta Digital – Manuka Raytracer and Gazebo GPU renderers – pipeline

    https://jo.dreggn.org/home/2018_manuka.pdf

     

    http://www.fxguide.com/featured/manuka-weta-digitals-new-renderer/

     

    The Manuka rendering architecture has been designed in the spirit of the classic reyes rendering architecture. In its core, reyes is based on stochastic rasterisation of micropolygons, facilitating depth of field, motion blur, high geometric complexity,and programmable shading.

     

    This is commonly achieved with Monte Carlo path tracing, using a paradigm often called shade-on-hit, in which the renderer alternates tracing rays with running shaders on the various ray hits. The shaders take the role of generating the inputs of the local material structure which is then used bypath sampling logic to evaluate contributions and to inform what further rays to cast through the scene.

     

    Over the years, however, the expectations have risen substantially when it comes to image quality. Computing pictures which are indistinguishable from real footage requires accurate simulation of light transport, which is most often performed using some variant of Monte Carlo path tracing. Unfortunately this paradigm requires random memory accesses to the whole scene and does not lend itself well to a rasterisation approach at all.

     

    Manuka is both a uni-directional and bidirectional path tracer and encompasses multiple importance sampling (MIS). Interestingly, and importantly for production character skin work, it is the first major production renderer to incorporate spectral MIS in the form of a new ‘Hero Spectral Sampling’ technique, which was recently published at Eurographics Symposium on Rendering 2014.

     

    Manuka propose a shade-before-hit paradigm in-stead and minimise I/O strain (and some memory costs) on the system, leveraging locality of reference by running pattern generation shaders before we execute light transport simulation by path sampling, “compressing” any bvh structure as needed, and as such also limiting duplication of source data.
    The difference with reyes is that instead of baking colors into the geometry like in Reyes, manuka bakes surface closures. This means that light transport is still calculated with path tracing, but all texture lookups etc. are done up-front and baked into the geometry.

     

    The main drawback with this method is that geometry has to be tessellated to its highest, stable topology before shading can be evaluated properly. As such, the high cost to first pixel. Even a basic 4 vertices square becomes a much more complex model with this approach.

     

     

    Manuka use the RenderMan Shading Language (rsl) for programmable shading [Pixar Animation Studios 2015], but we do not invoke rsl shaders when intersecting a ray with a surface (often called shade-on-hit). Instead, we pre-tessellate and pre-shade all the input geometry in the front end of the renderer.
    This way, we can efficiently order shading computations to sup-port near-optimal texture locality, vectorisation, and parallelism. This system avoids repeated evaluation of shaders at the same surface point, and presents a minimal amount of memory to be accessed during light transport time. An added benefit is that the acceleration structure for ray tracing (abounding volume hierarchy, bvh) is built once on the final tessellated geometry, which allows us to ray trace more efficiently than multi-level bvhs and avoids costly caching of on-demand tessellated micropolygons and the associated scheduling issues.

     

    For the shading reasons above, in terms of AOVs, the studio approach is to succeed at combining complex shading with ray paths in the render rather than pass a multi-pass render to compositing.

     

    For the Spectral Rendering component. The light transport stage is fully spectral, using a continuously sampled wavelength which is traced with each path and used to apply the spectral camera sensitivity of the sensor. This allows for faithfully support any degree of observer metamerism as the camera footage they are intended to match as well as complex materials which require wavelength dependent phenomena such as diffraction, dispersion, interference, iridescence, or chromatic extinction and Rayleigh scattering in participating media.

     

    As opposed to the original reyes paper, we use bilinear interpolation of these bsdf inputs later when evaluating bsdfs per pathv ertex during light transport4. This improves temporal stability of geometry which moves very slowly with respect to the pixel raster

     

    In terms of the pipeline, everything rendered at Weta was already completely interwoven with their deep data pipeline. Manuka very much was written with deep data in mind. Here, Manuka not so much extends the deep capabilities, rather it fully matches the already extremely complex and powerful setup Weta Digital already enjoy with RenderMan. For example, an ape in a scene can be selected, its ID is available and a NUKE artist can then paint in 3D say a hand and part of the way up the neutral posed ape.

     

    We called our system Manuka, as a respectful nod to reyes: we had heard a story froma former ILM employee about how reyes got its name from how fond the early Pixar people were of their lunches at Point Reyes, and decided to name our system after our surrounding natural environment, too. Manuka is a kind of tea tree very common in New Zealand which has very many very small leaves, in analogy to micropolygons ina tree structure for ray tracing. It also happens to be the case that Weta Digital’s main site is on Manuka Street.

     

     

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    Read more: Weta Digital – Manuka Raytracer and Gazebo GPU renderers – pipeline
  • Björn Ottosson – OKHSV and OKHSL – Two new color spaces for color picking

    https://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.

     

     

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    Read more: Björn Ottosson – OKHSV and OKHSL – Two new color spaces for color picking
  • What is a Gamut or Color Space and why do I need to know about CIE

    http://www.xdcam-user.com/2014/05/what-is-a-gamut-or-color-space-and-why-do-i-need-to-know-about-it/

     

    In video terms gamut is normally related to as the full range of colours and brightness that can be either captured or displayed.

     

    Generally speaking all color gamuts recommendations are trying to define a reasonable level of color representation based on available technology and hardware. REC-601 represents the old TVs. REC-709 is currently the most distributed solution. P3 is mainly available in movie theaters and is now being adopted in some of the best new 4K HDR TVs. Rec2020 (a wider space than P3 that improves on visibke color representation) and ACES (the full coverage of visible color) are other common standards which see major hardware development these days.

     

     

    To compare and visualize different solution (across video and printing solutions), most developers use the CIE color model chart as a reference.
    The CIE color model is a color space model created by the International Commission on Illumination known as the Commission Internationale de l’Elcairage (CIE) in 1931. It is also known as the CIE XYZ color space or the CIE 1931 XYZ color space.
    This chart represents the first defined quantitative link between distributions of wavelengths in the electromagnetic visible spectrum, and physiologically perceived colors in human color vision. Or basically, the range of color a typical human eye can perceive through visible light.

     

    Note that while the human perception is quite wide, and generally speaking biased towards greens (we are apes after all), the amount of colors available through nature, generated through light reflection, tend to be a much smaller section. This is defined by the Pointer’s Chart.

     

    In short. Color gamut is a representation of color coverage, used to describe data stored in images against available hardware and viewer technologies.

     

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

     

    CIE 1976

    http://bernardsmith.eu/computatrum/scan_and_restore_archive_and_print/scanning/

     

    https://store.yujiintl.com/blogs/high-cri-led/understanding-cie1931-and-cie-1976

     

    The CIE 1931 standard has been replaced by a CIE 1976 standard. Below we can see the significance of this.

     

    People have observed that the biggest issue with CIE 1931 is the lack of uniformity with chromaticity, the three dimension color space in rectangular coordinates is not visually uniformed.

     

    The CIE 1976 (also called CIELUV) was created by the CIE in 1976. It was put forward in an attempt to provide a more uniform color spacing than CIE 1931 for colors at approximately the same luminance

     

    The CIE 1976 standard colour space is more linear and variations in perceived colour between different people has also been reduced. The disproportionately large green-turquoise area in CIE 1931, which cannot be generated with existing computer screens, has been reduced.

     

    If we move from CIE 1931 to the CIE 1976 standard colour space we can see that the improvements made in the gamut for the “new” iPad screen (as compared to the “old” iPad 2) are more evident in the CIE 1976 colour space than in the CIE 1931 colour space, particularly in the blues from aqua to deep blue.

     

     

    https://dot-color.com/2012/08/14/color-space-confusion/

    Despite its age, CIE 1931, named for the year of its adoption, remains a well-worn and familiar shorthand throughout the display industry. CIE 1931 is the primary language of customers. When a customer says that their current display “can do 72% of NTSC,” they implicitly mean 72% of NTSC 1953 color gamut as mapped against CIE 1931.

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    Read more: What is a Gamut or Color Space and why do I need to know about CIE

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