TALLMOVE
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Color & Images

What a pixel's three numbers mean and the curve that bends them, scene light squeezed onto a screen, a look built from balance, lift, gamma, gain, and saturation, that look baked into a lattice and read back by interpolation, and kernels that blur, sharpen, and find edges.

Computer Graphics

Start: Color Spaces
Progress0/6
  1. 1

    Color Spacesin review

    Graphics · Images · ~20 min

    A pixel is three stored numbers. Watch one decoded through the sRGB curve to light, weighed for luminance, read for hue and saturation, and encoded back, and see why blends must happen on light.

  2. 2

    Tone Curvesin review

    Graphics · Images · ~25 min

    One function from an input level to an output level: black and white points, gamma, and an S for contrast, read off a histogram and applied to every pixel. What Levels and Curves do.

  3. 3

    Tone Mappingin review

    Graphics · Light & Color · ~25 min

    A rendered scene holds light far above white and a display stops at 1. Clamp, Reinhard, a white point, and the ACES curve each fold the range their own way, one row traced pixel by pixel.

  4. 4

    Color Gradingin review

    Graphics · Images · ~30 min

    Balance the light, expose it, lift, gamma, and gain, pull toward or push from grey, tint shadows and highlights apart, then encode: one short pipeline every pixel runs, in that order, on linear light.

  5. 5

    3D LUTsin review

    Graphics · Images · ~25 min

    Bake a grade into a lattice of colours, then answer every pixel by weighing the eight nodes around it: the table that carries a look from a grading suite into a game, a camera, or a phone.

  6. 6

    Image Filters: Convolution Kernelsin review

    Graphics · Images · ~25 min

    Lay nine weights over every pixel and its neighbours and write the weighted sum: a blur, a sharpen, and an edge finder are the same loop with different numbers, and the edge rule decides the border.