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| 05:21 | Bertl_oO | off to bed now ... have a good one everyone!
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| 11:54 | Bertl | morning folks!
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| 11:59 | intracube | morning Bertl :)
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| 11:59 | intracube | actually, afternoon :P
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| 12:01 | Bertl | nah, can't be afternoon, I just woke up :)
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| 12:02 | intracube | I see no problem with that logic
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| 12:02 | intracube | heh
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| 12:07 | se6astian | good day!
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| 12:07 | Bertl | wb se6astian!
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| 15:25 | troy_s | Jeeps... That A7S looks damn solid.
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| 15:25 | troy_s | Methinks me want.
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| 16:57 | intracube | hey troy_s
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| 16:57 | intracube | what did you mean the other day with "Indirect lighting (two RGB images for example, multiplied) pushes the luminance and chromaticities outwards"
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| 17:14 | troy_s | intracube: Most folks believe that chromaticities are fixed
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| 17:14 | troy_s | Which is reasonably accurate for display referred imaging.
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| 17:15 | troy_s | (Side note http://www.redsharknews.com/business/item/2150-here-s-how-open-source-cameras-could-work-in-the-real-world)
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| 17:15 | troy_s | intracube: No matter how much you futz with the light primaries of an sRGB image, it is "trapped" in sRGB for ecamolr
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| 17:16 | troy_s | intracube: However, when we move to a scene referred model that reflects physical world ratios, we _can_ escape the primaries of our working space.
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| 17:17 | troy_s | intracube: And each set of chosen working space primaries will escape uniquely; different image results on identical operations across different color space primaries.
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| 17:19 | troy_s | (This last fact has to do with RGB being an almost "baked" version of spectral data. That is, the model imitates the physical world using a tri-light system, not a spectral model, which would be closer to a representation of physical observations.
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| 17:19 | troy_s | intracube: Sense or confusion?
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| 17:23 | intracube | troy_s: this might be better in the vse channel as it's OT for apertus
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| 17:23 | Bertl | it's fine here, no problem
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| 17:24 | intracube | Bertl: ok, thanks
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| 17:24 | intracube | troy_s: do you mean this issue would crop up with compositing cycles render layers?
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| 17:25 | troy_s | intracube: It really applies to imaging. Likely relevant here as well.
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| 17:25 | troy_s | intracube: It really augments how legacy Photoshop and other display referred imaging pipes are, and how horribly broken they are for photography / film / video manipulation.
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| 17:25 | troy_s | (Or any display referred imaging application for that matter. Stuck there out of legacy and a general lack of comprehension among imagers of some fundamental imaging needs / attributes)
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| 17:26 | intracube | have you got any links that show this issue visually?
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| 17:26 | intracube | simple steps to reproduce and examples of the issues?
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| 17:26 | troy_s | Once one wraps one's head around the need for radiometrically linearized values, the display referred unity ceiling become a glaringly obvious oopsie.
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| 17:28 | troy_s | intracube: The example I link plots ColorChecker 'dark skin' multiplied thrice and against 'green'
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| 17:28 | troy_s | The model is referenced plotted on an xyY chart.
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| 17:28 | troy_s | intracube: http://nbviewer.ipython.org/github/colour-science/colour-website/blob/master/ipython/about_rendering_engines_colourspaces_agnosticism.ipynb
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| 17:29 | troy_s | Note there is no real mega math there... When you manipulate two RGB images you effectively are simulating physical radiometry.
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| 17:30 | troy_s | (And all light is effectively multiplicative, so this is in no way an "edge case")
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| 17:31 | troy_s | So in his example he multiplied dark skin by itself thrice, then against green, then against an arbitrary scale (500 linearized for each space)
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| 17:31 | intracube | light is not additive?
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| 17:32 | Bertl | light mixes additive, yes
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| 17:34 | Bertl | btw, this one is a nice one: http://en.wikipedia.org/wiki/Additive_color#mediaviewer/File:RGB_additiv.svg
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| 17:36 | intracube | will read the links and see if it makes sense
| | 17:37 | intracube | oh I see, multiplication in respect to rendering shaders (absorption)
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| 17:37 | troy_s | Light is multiplicative. :)
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| 17:38 | intracube | troy_s: I'm not sure that's even a word :P
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| 17:38 | troy_s | Largely due to 3D space.
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| 17:38 | intracube | oh, google says it it
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| 17:38 | intracube | *is
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| 17:38 | troy_s | See 1/d^2
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| 17:38 | troy_s | Or scrimming.
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| 17:39 | troy_s | (A one stop ND reduces light by half for example.)
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| 17:39 | intracube | yes, this is when light interacts with the environment
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| 17:40 | intracube | not a property of light itself
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| 17:40 | intracube | isn't sure if that even makes sense
| | 17:40 | intracube | anyway, off to read the docs
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| 18:40 | Bertl | wb vladimiroltean!
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| 18:40 | vladimiroltean | hi bertl!
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| 20:22 | se6astian | good night
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| 20:48 | intracube_afk | troy_s: articles look interesting thanks. will read more tomorrow
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