recap
play

Recap ! Exposure ! The Art, Science and Algorithms Control: ! - PDF document

Recap ! Exposure ! The Art, Science and Algorithms Control: ! Shutter, aperture and ISO ! of Photography ! Metering ! Camera meter ! Histograms ! Camera Capture & White Balance ! Zone system ! CSCI 4900/6900 !


  1. Recap ! • Exposure ! The Art, Science and Algorithms – Control: ! • Shutter, aperture and ISO ! of Photography ! – Metering ! • Camera meter ! • Histograms ! Camera Capture & White Balance ! • Zone system ! CSCI 4900/6900 ! – Limitations: ! Maria Hybinette ! • Your meter knows about ‘middle gray’ ! • Limited dynamic range (contrast levels) ! 1 ! 2 ! Digital Camera: Linear Capture ! Basic Photography: Left to talk about ! • Digital Capture: ! • Film record light in a non-linear – Bits / RAW and dynamic range ! fashion, just like our eyes. ! • HDR (beginning, Photoshop) ! • White balance (start tomorrow) ! – It enables us a higher dynamic range, we can • Gamma (Thursday) ! naturally compress contrast levels. ! – http://graphics.stanford.edu/courses/cs178/applets/ • Doubling number of photons reaching our eyes gamma.html ! doesn’t seem twice as bright. ! Coming Soon: ! • Digital sensors lack the non-linearity of • Camera hacking (next week) ! • Noise and dynamic range ! human perception ! • Advanced HDR ! – Count photons in a linear fashion ! • Lenses, focal lengths, distortion and DOF ! !"#$%&'"()%"& 3 ! 4 ! Digital Exposure Dangers ! Linear Capture ! • Expose it assuming film (non-linearity) ! • Don’t exploit camera’s true dynamic range ! • Create exposure whose shadows are noisier than then should be ! • Non-linearity: Real life examples: ! – Golf ball in hand and weight ! – If you add another golf ball does it feel twice as heavy? [probably not] ! – If you add twice the number of photons reaching your eye does it feel twice as bright? ! • Brighter yes – but TWICE as bright? Probably not. ! 6 ! *+,-..///0(123%0$24.15657(854(6.,19).85:%(";6(44(0,19& 5 !

  2. Linear Processed Image ! After Raw Processing ! • Looks very dark ! – You don’t really see this view because your monitor does a transformation on the image before hand ! – In nature your eye is drawn towards bright areas – and you over-estimate number of bights in nature. ! • Vast majority of pixels are clumped at the darker end. ! *+,-..///0(123%0$24.15657(854(6.,19).85:%(";6(44(0,19& 7 ! 8 ! Applying a Tone Curve (Gamma) ! Linear Distribution ! • Assuming we camera uses 12 bits to encode • What you see after applying a tone curve, the capture into 4,096 levels (and we force each image appears normal (gamma correction) ! region to be twice brighter than the next region, or half as bright if you go in the other direction) ! – The histogram now has a normal distribution ! – Levels corresponds to the number of photons – Spread the darker tones over a larger range in output ! captured : ! – Compress lighter tones (extenuates lights in output) ! • Example : Level 2,048 represents half the number of photons recorded at level 4,096 ! <5:%("&=5)7"53#>2:&?@&)72,&)%:)2"&"(:6%A& IHB& HCDBE& BCDEF&8%G%8)&?*(89&29&727(8A& BI@& 9 ! 10 ! Linear Capture Implications ! Linear vs Gamma Distribution ! • Linear gamma means that contrast levels • Equalize <5:%("&=5)7"53#>2:&?@&)72,&)%:)2"&"(:6%A& corresponds to number of photons captured ! Levels ! • Darkest – Camera with a dynamic range of 6 that uses 12 bits encodes the capture into 4,096 levels ! Stop: 64 IHB& HCDBE& BCDEF&8%G%8)&?*(89&29&727(8A& Levels ! J(89&29&7*%&,*272:)&("%&(7&7*%&3"56*7%)7& K(44(&L2""%$7%1&=5)7"53#>2:&?"%652:)&("%&29&%M#(8&)5N%A& 8%G%8&?BCDEFAC&7*%:&$2:>:#5:6C&HDBEC&IHBC& B@IC&HBFC&& !"#$%"&'$()$&*+*&,$-,.!#%/,0$ "%,"%)%:7)&7*%&)*(12/)0& <5:%("&=5)7"53#>2:&?@&)72,&)%:)2"&"(:6%A& @E& HBF& IHB& HCDBE& BCDEF& 11 ! 12 !

  3. Another Representation ! Underexposure: Implications ! • If you underexpose (too much) to avoid blowing out O2:P<5:%("&K"(1(>2:& highlights: ! <5:%("&K"(1(>2:& – You are wasting a lot of bits in the camera ! • Top image, gradation and pixels levels of a non- – You may introduce (more) noise in the mid tones and shadows ! linear, converted digital spectrum – this is how a • The 64 levels of the darkest stop is spread out over a wider tonal graduated spectrum will look after converting range which exaggerates the noise and invites posterization ! from a RAW image (balanced middle gray in • Digital: Expose for the highlights ! middle) ! – Keep the highlights as close as possible to blowing out • Bottom image: how tonal images are distributed (expose to the right) ! • Film: Expose for the shadows ! across the raw image – more levels are devoted to – Keep the shadows as close as possible without plugging the the lighter tones ! shadows (you are stuck with the shadows with film). ! 13 ! 14 ! Histogram and JPG on LCD ! Histogram on Camera ! • Based on a JPG – 8 bits per channel ! • Compressed JPG ! – So 2^8 or 256 levels per channel ! • May show a • Split into 256 levels per color channel ! blown out image – In the Zone system (Zone V - 128 would be even if it isn’t middle gray) ! because: it has applied a gamma curve ! 15 ! 16 ! Digital Exposure ! Workflow: Underexposed Image ! • Underexposed • Expose to the left: Danger Noise! ! Image ! • Digital cameras have disproportional fewer darker • Data on left ! tones than we see with our eyes (lots of bright tones) ! • Full tonal range of scene: ! *+,-..///0$(43"516%5:$282#"0$24.7#72"5(8).15657(8P%Q,2)#"%P7%$*:5M#%)0*74& 17 !

  4. Correcting an Underexposure ! Banding, Posterization ! • Corrected Image ! • Gaps – indicate tonal values not present in the image ! – Loss of pixel values or banding in shadows (not noise) ! • Banding effect greatest in the darkest tonal values, more gaps on left side of grey pointer than on the right side ! 19 ! 20 ! Properly Exposed ! 21 ! 22 ! Zone System ! Expose for the Highlights ! • roughly 1 f/stop per zone ! • Minimize banding ! • X = “maximum white of the paper base” ! – Place the important highlights on Zone VII )+2 • IX = “slight tonality, but no texture: flat snow in sunlight” ! (light skin) or VIII (snow) +3 where they belong, • VIII = “textured snow, lightest wood at minimizes the need to stretch thee images pixel right” ..... [digital exposure] ! levels to much. ! • VII = light/pale skin tones ! • V = 18% gray card, sky, light foliage ! • III textured shadows [film exposure] ! • II first hint of texture ! • I stuck with these cant contract or expand after exposure. ! • 0 = “maximum black that photographic paper can produce” ! • lesson for the digital age ! 23 ! 24 !

  5. Example: Door, Wall, Snow ! Middle Grey ! • Snow is +3 from middle • How do you know which is middle gray ! grey, you can calibrate the palm of • Door is middle gray. ! • Expose for the your hand and see how far it is from highlights, i.e., snow +3, middle grey and then always have a put meter at middle on ‘calibration’ point. ! snow (snow is now middle grey), so then • Make sure you put the palm of the compensate by letting hand under the same light that you more light in, i.e., slow it down 3 stops to make are metering. ! it ‘textured’ white again. ! 25 ! =22"& R:2/& 26 ! White Balance ! • Candlelit scenes – < 2000 K ! • Just like exposure (luminosity) and the • Household incandescent (tungsten) Lights – camera normalizing to middle gray, for 2000-3000K ! • Early sunrise or late sunset – 3000-4000K ! color the camera ‘neutralizes’ to gray. ! • Older fluorescent and mercury lamps – • Example: Setting a camera to Tungsten 4000-5000 K ! • Most studio strobes and camera flash – (warm light 2.7K) neutralizes a warm lit 5000-5500K ! • Newer energy-saving, daylight-balanced scene to a cooler (bluer) scene. ! compact fluorescent lamps – 5500-6000K ! • Cloudless bright, sunny afternoon – 5000-6500 K ! • Typical overcast and cloudy sky with sunlight – 6500-7500K ! • Open shade, thick cloudy skies – >8500K ! *+,-..///0*2/5722S570$24./*57%P3(8(:$%P(:1P$282"P$()70*748& 27 ! 28 ! Slide Credits/Resources ! • Prof. Fredo Durand & Prof. Marc Levoy ! • Bruce Fraser ! – Raw Capture (read) ! • London, Stone, Upton Textbook ! • The Simplified Zone System: Farzad, Bahman ! • The Practical Zone System (4 th Edition): Chris Johnson ! • Wikipedia ! • http://www.normankoren.com/makingfineprints1A.html ! • http://www.normankoren.com/digital_tonality.html ! • http://www.luminous-landscape.com/tutorials/expose-right.shtml ! • http://www.cambridgeincolour.com/tutorials (Dr. Sean McHugh) ! • http://www.bythom.com/graycards.htm ! – ANSI standard is 12% gray (1/2 stop less than 18% gray on Kodak Gray Cards). ! – http://david.spielman.com/Gray_Card/ANSI_PH3_49_1971.PDF ! 29 !

Download Presentation
Download Policy: The content available on the website is offered to you 'AS IS' for your personal information and use only. It cannot be commercialized, licensed, or distributed on other websites without prior consent from the author. To download a presentation, simply click this link. If you encounter any difficulties during the download process, it's possible that the publisher has removed the file from their server.

Recommend


More recommend