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add page on scene-linear images to website #1683
add page on scene-linear images to website #1683
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Signed-off-by: Peter Hillman <peterh@wetafx.co.nz>
Signed-off-by: Peter Hillman <peterh@wetafx.co.nz>
Signed-off-by: Peter Hillman <peterh@wetafx.co.nz>
Like how this is spelling things out, wonder if instead of trying to use all the same-meaning terms, it'd be better to use just one and have a synonym table somewhere? Also, the graph does not appear to be working, is that something on my side? |
Signed-off-by: Peter Hillman <peterh@wetafx.co.nz>
You would have needed 'graphviz' for the graph to work. I've now separated that out to be a manual step so the website can be rebuilt without that dependency. I've also removed some synonyms and moved the others to footnotes |
In general, this is fantastic, a great addition to our documentation, and about the right level of detail. I'll read it over in more detail and make some minor editing suggestions shortly. I think it would be worth a disclaimer about the discrepancy between the intentions and the reality of what likely appears in exr's in the wild. One of the audiences for this information is the user who says "I've been given this .exr file; how do I interpret this data?" The answer is, unfortunately, you might have to ask the person who created it. The format and library doesn't enforce much in terms of the numbers in the data, you can store anything you want, but we're saying a central purpose of the library is to support storing scene-linear data in a way that other formats do not. |
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LGTM, this is a great addition
Signed-off-by: Peter Hillman <peterh@wetafx.co.nz>
Thanks Peter for putting down this new article. I think as you said the use of terms here isn't 100% rigorous as in an academic paper, but I agree that's it's at the right level of specificity for a general audience. I'm working on a slide deck on EXR these days with Cary and here is my two cents about scene linear:
I think the current exposition is too much leaning into the physical perspective and it miss an important aspect of purely synthesized productions such as Animation and esp. non-photorealistic animation. In those production contexts there are no concept of either a physical light nor physical reflectance, but of course EXR should still be used because of its high precision and linear-to-the-synthesis-parametric-space (in this case, a non-photorealistic rendering parametric space) properties. When studying EXR's history since its 2003 open source debut, I have also noted that when it was first made open source, there are barely any digital cameras and sensors, save for the scientific instruments, that are capable of directly capturing high dynamic range photographs. In the first batch of discussions ILM made about EXR, it was talking about EXR was better at holding data from scans of films than the 8 bit image formats, instead of talking about a "raw" digital camera file. In this sense, it is not exactly radiometrically linear to the light in the original on-set condition but more of linear to the chemical deposit on the film, upon which all the post-processing designed to work on films will work linearly on EXR, as expected. This film perspective has faded out over time, and I did not list it along the above two perspectives, but it would be good for us in this group here to keep a note. other nitpicks:
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Signed-off-by: Peter Hillman <peterh@wetafx.co.nz>
Thanks for those thoughts @lji-ilm . I think there could well be a separate page to cover "OpenEXR in Computer Graphics" that might talk about BRDFs as well as conventions for storing multi-channel textures for shading and non-color channels output by renderers, perhaps touching on USD and also non-photorealistic images. Arguably, that starts to get away from explaining scene-referred linear and output referred images, which is all this text is trying to do. I've avoided talking about digitizing film because there's a lot of complication and history there, and sadly it is not a very common thing these days. I've tweaked the introduction to mention why an explanation that talks about (real) photographed images is also relevant to photorealistic rendering. I also changed the spelling to demosaicing, because that's the name of the wikipedia page, and taken out the 90% reference, which was vaguely worded. I've left in the description of the brightness of a reflection, since I think that's a clearer explanation and I think it's important to hint at why there are values above 1. |
Thanks Peter, this looks good and I think it can go onto the website. And I agree that a more scholarly study of what EXR intents to do/should do/can do will be outside of the scope of the website page. Maybe a IEEE column article or sth similar. If I keep studying this and stay motivated enough after another while, I'll see if i can give it a shot :) Amongst these "extra" points, however, the most high priority one seems to be the "synthesis-linear" perspective. There are a lot of feature animation studios in this gang that relies on EXR -- pixar, WDAS, DreamWorks to name a few; and it's hard to motivate radiometrically linear in a feature animation because that entire production does not root in photography, or any form of measurements of the light, to start with. I agree the "film-linear" perspective is probably only of scholarly interest by now. It's interesting that, when EXR was first invented (late 90s), in fact the radiometric perspective didn't exist because of advanced digital cameras didn't exist -- it almost always to ensure that the films are properly scanned and then the CG synthesis calculation plays well on top of this scan data. Time certainly has changed. |
This is very nice, thank you! I wonder if you might also include the exr version of the fruits and color checker image? It seems appropriate to demonstrate an actual scene referred image rather than a jpg simulation? |
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two small typos but otherwise looks great.
website/SceneLinear.rst
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display-referred, where the values indicate how much light should be used to | ||
display the image on a screen (or how much ink to use to print the image onto | ||
paper), and many image formats apply an encoding to the image so that the | ||
numbers are not linear. Some sources use the term 'input-referred' and |
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Better to use either ' or " consistently throughout.
website/SceneLinear.rst
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[#fterms]_. | ||
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This is a brief description of the difference between scene-referred and | ||
display-refrred representations, what linear-light means, and why using |
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referred
@@ -238,8 +244,14 @@ OpenColorIO. | |||
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.. rubric:: Footnotes | |||
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.. [#fterms] Color scientists use a bewilderingly large number of special terms and | |||
acronyms. Some use two different terms and mean exactly the same thing; others | |||
might insist there is a subtle but important distinction between them. To keep things brief, |
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LOL! I have nothing to suggest here, just noting that you made me snort tea through my nose
Signed-off-by: Peter Hillman <peterh@wetafx.co.nz>
Signed-off-by: Peter Hillman <peterh@wetafx.co.nz>
@peterhillman, this looks good to go to me, anything else you want to add? |
I think this is in a good place for a first revision. I added the new example image to the site so I could link to it. I notice this has also fixed the index of test images, which seemed to have 'zips' for multi-scanline ZIP and 'zip' for single scanline, which was the wrong way round. |
Signed-off-by: Peter Hillman <peterh@wetafx.co.nz>
Signed-off-by: Peter Hillman <peterh@wetafx.co.nz>
This is a first pass at adding more information about scene linear images. The intended audience is users of software that supports OpenEXR images, rather than developers.
It probably says too much, but it's easy to delete stuff. It may also be a bit too armwavy and vague with terminology in places.
Website preview: https://openexr--1683.org.readthedocs.build/en/1683/