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Rendering algorithms
Jan Hubička edited this page Jul 13, 2024
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- Rendering algorithms: Linearization: Gamma, backlight correction, scanner exposure and dark point compensation
- Rendering algorithms: Channel mixing: Production of simulated ("fake") infrared channel
- Rendering algorithms: Viewing screen alignment
- Rendering algorithms: Viewing screen superposition
- Rendering algorithms: Determining luminosity of each color patch
- Rendering Modes: Different algorithms used to render the image
- Color models: Different models of colors of dyes of the original process
Scan of original negative![]() |
Infrared scan of original transparency![]() |
RGB scan of original transparency![]() |
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Linearization and inverting negative to positive |
Linearization |
Linearization and channel mixing |
Linear grayscale transparency![]() |
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Viewing screen alignment![]() |
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| linear RGB image with viewing screen (see viewing screen superposition) ![]() |
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| Determining luminosity of each color patch (optional) |
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Blocky linear RGB image (similar to RAW from digital camera)![]() |
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| Demosaicing using bicubic interpolation (optional) |
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Smooth but unsharp linear RGB image![]() |
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| Combining predicted and original data (optional) |
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linear RGB image![]() |
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| Simulation dyes of viewing screen and conversion to output color profile |
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Digital color rendering
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Realistic simulation of what happens when negative is copied to a transparency in laboratory involves simulating sensitivity curve of the black and white emulsion used. At the moment this step is not implemented in a satisfactory way and we rely on other tools (such as vuescan) to do this job for us. We yet need to understand how typical sensitivity curves were and what kind of user-interface we want to implement here. Ideally we should do this based on scans of existing negative-transparency pairs.







