Current Server Time: 21:21 (Central Europe)

#apertus IRC Channel Logs

2014/11/28

Timezone: UTC


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vladimiroltean
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Bertl_oO
off to bed now ... have a good one everyone!
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Bertl_oO
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Bertl_zZ
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11:54
Bertl
morning folks!
11:59
intracube
morning Bertl :)
11:59
intracube
actually, afternoon :P
12:01
Bertl
nah, can't be afternoon, I just woke up :)
12:02
intracube
I see no problem with that logic
12:02
intracube
heh
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se6astian|away
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12:07
se6astian
good day!
12:07
Bertl
wb se6astian!
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se6astian
time to leave the office
15:10
se6astian
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15:25
troy_s
Jeeps... That A7S looks damn solid.
15:25
troy_s
Methinks me want.
16:07
ItsMeLenny
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16:57
intracube
hey troy_s
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"
17:01
se6astian|away
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17:14
troy_s
intracube: Most folks believe that chromaticities are fixed
17:14
troy_s
Which is reasonably accurate for display referred imaging.
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)
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
17:15
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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.
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.
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.
17:19
troy_s
intracube: Sense or confusion?
17:23
intracube
troy_s: this might be better in the vse channel as it's OT for apertus
17:23
Bertl
it's fine here, no problem
17:24
intracube
Bertl: ok, thanks
17:24
intracube
troy_s: do you mean this issue would crop up with compositing cycles render layers?
17:25
troy_s
intracube: It really applies to imaging. Likely relevant here as well.
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.
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)
17:26
intracube
have you got any links that show this issue visually?
17:26
intracube
simple steps to reproduce and examples of the issues?
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.
17:28
troy_s
intracube: The example I link plots ColorChecker 'dark skin' multiplied thrice and against 'green'
17:28
troy_s
The model is referenced plotted on an xyY chart.
17:28
troy_s
intracube: http://nbviewer.ipython.org/github/colour-science/colour-website/blob/master/ipython/about_rendering_engines_colourspaces_agnosticism.ipynb
17:29
troy_s
Note there is no real mega math there... When you manipulate two RGB images you effectively are simulating physical radiometry.
17:30
troy_s
(And all light is effectively multiplicative, so this is in no way an "edge case")
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)
17:31
intracube
light is not additive?
17:32
Bertl
light mixes additive, yes
17:34
Bertl
btw, this one is a nice one: http://en.wikipedia.org/wiki/Additive_color#mediaviewer/File:RGB_additiv.svg
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)
17:37
troy_s
Light is multiplicative. :)
17:38
intracube
troy_s: I'm not sure that's even a word :P
17:38
troy_s
Largely due to 3D space.
17:38
intracube
oh, google says it it
17:38
intracube
*is
17:38
troy_s
See 1/d^2
17:38
troy_s
Or scrimming.
17:39
troy_s
(A one stop ND reduces light by half for example.)
17:39
intracube
yes, this is when light interacts with the environment
17:40
intracube
not a property of light itself
17:40
intracube
isn't sure if that even makes sense
17:40
intracube
anyway, off to read the docs
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Bertl
wb vladimiroltean!
18:40
vladimiroltean
hi bertl!
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se6astian
good night
20:22
se6astian
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intracube
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20:48
intracube_afk
troy_s: articles look interesting thanks. will read more tomorrow
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