Previous comments (for posterity sake)


Jeremy Selan <jeremy...@...>
 

---- Commenter

You mention rgb and rgba. How is alpha handled? Is there a policy?

---- Jeremy

Current policy is that alpha is always passed unchanged. For
applications which wish to be more clever (such as special premult /
unpremult handling), the hope is for this library to continue to be
ignorant of the issue.

In the next rev of the API, this will be explicitly documented in the
header. (numChannels will be replaced with a pixelStride, and we will
explicitly mention that the calls only modify the rgb triples for
processing). This will also let us handle >4 channel images.


---- Commenter

When you decline support for spatially varying color xforms, do you
mean image space? So, things like histogram-based tone curves, or
whatever. Or did you mean no RGB space deformation operators?

---- Jeremy

Yes, I mean image space varying transforms are not supported.
Histogram-based operations, while they dont currently exist, are fine.
There is just a lot of code internally that processes in scanlines and
I would prefer to keep all pixels independent internally. This is also
required in the GPU pipeline, which makes this assumption as it bakes
the color transform stack into a 3d lut(s).

---- Commenter

After reading through the info a couple times, I am wondering about a
few key terms. You use "reference" and "linear" and "log"
occasionally, and I think these need to be dealt with more strictly.

---- Jeremy

Agreed. I will scrub the document of all references to linear or
log, except in sections that are explicitly discussion workflow
conventions. (Where I feel the are appropriate, as long as the terms
are qualified / clarified at their first introduction).

---- Commenter

It appears that the "reference" color space (the working space, or
connection space) is not ever specified. It only exists as a by-
product of the to_linear and from_linear methods in the config file.
Since that working space can (conceptually) be arbitrary, it seems
weird that all the code refers to it as linear. Now, I'm not
suggesting anyone use something other than linear, but you do in the
README. So, the extreme request is: you should change all the
"linear"s to "reference"s. Which might be a bad idea, but take a few
moments and read thru the material you sent doing a mental replace of
"reference" for "linear". I feel that you will find that the
Reference space needs to be specified.

---- Jeremy

This is an excellent suggestion, and definitely take it to it's
logical conclusion. I will go ahead and remove all references to
linear from the API and configuration file and substitute the term
'reference' as appropriate. Thinking about this further, the two API
calls which probably caught your attention: ConvertColorspaceToLinear,
and ConvertLinearToColorspace, are probably unnecessary anyways. The
more general function ConvertColorspaceToColorspace should be
sufficient, and then would remove a lot of ambiguity from the API.

Along the same topic, there are bunch of calls to get the names of
colorspaces corresponding to certain use cases: GetLinearColorspace,
GetLogColorspace, GetColorTimingColorspace, etc.

This is the only place colorspaces names are 'enshrined' in any way, I
will probably refine this call to be more abstract. Something more
like
enum ColorspaceRole { SCENE_LINEAR, COMPOSITING_LOG, COLOR_TIMING,
DATA, }

GetColorspaceForRole(ColorspaceRole role);

... where the mapping from role to colorspace is defined in the show
configuration file.

Having a few predefined roles (rather than accepting arbitrary names
as roles) has proven to be a useful abstraction. For example, if we
were to write a LogConvert node from Nuke, with pre-defined role enums
(which will be documented) our LogConvert node could assume something
like,

ConvertColorspaceToColorspace( GetColorspaceForRole(SCENE_LINEAR),
GetColorspaceForRole(COMPOSITING_LOG) ), etc.

In our experience new roles have not come along that often, and new
ones can be added at any time.

---- Commenter

On the phone we discussed the idea that two shows might be both
linear, but have different color primaries (e.g. wide versus 709). I
realize you don't work that way now, in particular avoiding reading
assets from one config into another config. But where does the color
primary part go? Is there an example buried in the sample config?

---- Jeremy

We do not have an example of this in a current config, so here's a
mockup of what it could look like:

// Show 'A', native r709
<config>
<colorspace name='lin709'></colorspace>
<colorspace name='linP3'>
<to_reference>
<transform file='p3_to_709.mtx' direction='forward'/>
</to_reference>
<from_reference>
<transform file='p3_to_709.mtx' direction='inverse'/>
</from_reference>
</config>

// Show 'B', native P3
<config>
<colorspace name='linP3'></colorspace>
<colorspace name='lin709'>
<to_reference>
<transform file='p3_to_709.mtx' direction='inverse'/>
</to_reference>
<from_reference>
<transform file='p3_to_709.mtx' direction='forward'/>
</from_reference>
</config>


Assuming your linear files are tagged appropriately with "linP3" or
"lin709" (either as tokens in the header or by dynamically inspecting
other attributes) things will work out correctly.

No matter which show you are set to use, images will be transfomed in
the the appropriate working space as expected. Of course, this
assumes
that each show is setup in a complementary manner to allow this. This
assumption would be broken if for instance two shows disagreed on
what
the p3_to_709 matrix was.

---- Commenter

The other word is "log", which you use here: "converting log to linear
is not knowable". I didn't follow this logic. There is a lg10.lut1d
file somewhere, why is it more special than any other lut file?

---- Jeremy

Ah, lg10.lut1d is not more special than any other lut files. I was
trying to get across the concept that the contents of the
<to_reference> / <from_reference> blocks are not queryable through the
API by design. (The transforms are essentially a single black box
externally).

In terms of generality, there are no magic named colorspaces
whatsoever inside the API. All configuration info comes from the
single file. As discussed above, we do expect to allow for pre-defined
Colorspace "Labels / Roles" which are geared towards the vfx /
animation pipeline, but I think there is a strong argument in favor of
this.


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Jeremy Selan <jeremy...@...>
 

---- Commenter 1

This all looks really cool. I don't know what your budget for
getting this ready for a wider world is, but you may want to consider
removing the STL from the code. Some people are very particular about
what parts of the C++ standard they use. Also, you may want to
reconsider throwing exceptions. The API is very nice, I'd be happy to
call this code.

---- Jeremy

Thanks!

Does anyone else have concerns with the API being C++ (as opposed to
pure C)? My inclination is to leave it as C++ for now as most of the
initial apps / plugin APIs we're targeting right off the bat support C+
+. And, I think the average user probably won't be looking at the code
very often. My hope is that they'll follow some simple steps to
install the library and any associated plugins they care about, and
wont have to think about the language at all. I also think switching
to a pure C API may be a bit more work than I'd prefer at this
stage. OpenEXR solves this in a clever manner, with it's
ImfCRgbaFile.h compatibility header. Should it prove useful, we could
always add a C wrapper layer in that vein.

How do people feel about exceptions? I'm comfortable with them, but I
understand that many teams avoid using them. I would be happy to swap
out an exception approach with a success / fail return code if people
prefer. (The disadvantage being that good error reporting is harder
in these cases - you can always use a get/set errorstring approach,
but I've never loved that in a multi-thread environment).

---- Commenter 2

Adding some more applications:
- Adobe CS (Photoshop. Aftereffects, etc) (ICC profiles)
- Pixar Renderman 'It' viewer (Truelight ASCII .cub 3D lut)
- Assimilate Scratch (Arri /Kodak .3dl)
- Iridas Framecycler (Iridas .cube)
- Autodesk (MESH3D, .lut, etc.)

And for completeness (not sure if all of these make sense):
-Avid Media Composer
-Final Cut Pro
- OpenFX (plugin API) "

---- Jeremy

Good format additions, I'll add those to the FAQ. (Which I will resend
or turn into a google doc once enough updates accumulate). None these
sound difficult to support, particularly if people are open to sending
me format examples / docs. We already have basic support for
exporting ICC profiles and import .3dl support. (Though I thought .
3dl was an autodesk format, am I mistaken? probably...)


---- Commenter 2

Assuming tier 1 and 2 support for 3rd party applications are handled
by linking against commercial libraries, my vote is for the core
library to be the default built target. Requiring the developer to
explicitly list the packages for which 3rd party support is required,
eg:

configure --with-nuke=/usr/lib/nuke6 --with-rv=/usr/lib/rv

...would allow a single invocation of 'make' to build the plugins for
which the necessary libraries are present.

Code that may have proprietary library dependencies should live
alongside (not in) the main library:

colorlib-
|-common-
| |-include
| |-lib
|
|-3rd_party_plugins
|-foundry-
| |-nuke
|
|-apple-
|-shake
|-finalcut

Wrapping multiple 'product' directories under 'vendor' directories
addresses the case of some vendors that have inconsistent APIs across
products (autodesk, apple).

---- Jeremy

I'm just starting to think about the build system but this sounds like
a good approach. I shall use it for now.

My hope is also, to the extent possible, to provide pre-built
libraries and plugins. libstdc++ will likely be the biggest
dependency for linux, so we should be able to compile only a few
architectures and hit the major platforms, right? (I may be wrong
here though).


---- Commenter 2

Providing multiple levels of service:

Considering that small or offshore VFX facilities may not have
resources to compile plugins from source, it might be nice for the
library to be able to provide a lower level of service than the one it
is capable of delivering -- eg, an exporter of LUTs for use in an
application's native Lookup plugin.

In fact, even some medium-to-large facilities might elect to use the
library in 'tier-3' mode as a 'universal translator' for generating
show-specific LUTs for a range of 3rd party products (at the expense
of some lost accuracy).


---- Jeremy

Sure. I like this idea of providing lut exporters for as many formats
as possible. With the python API, these are really easy to write.


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Jeremy Selan <jeremy...@...>
 

... from an anonymous commenter, some excellent questions. (I'll be
adding these to the FAQ).

One question I think would be good for the faq: how does this system
compare to commercial systems like Truelight and Cinespace? I have a
general idea of what the answer is, but I think it's something that
people might be wondering.
This system is complementary to Truelight / Cinespace. Although
Truelight comes with a bunch of plugins, its core functionality is to
generate the 3D luts for things like print emulation, device mapping,
etc, and I don't see this role changing. (Our library does not
attempt
to fill these roles). It will be very straightforward to implement
a
reader for unencrypted truelight luts. Note that supporting
Truelight
*encrypted* luts is probably not simple due to legal considerations.
I
am unsure if Cinespace has the capability to export un-encrypted LUTs.

Also, I didn't totally get this line in the faq: "GPU Acceleration is
handled by dynamically generating shader code and associated 3D luts. We
DO NOT, and WILL NOT link to GL / Cg / etc." Maybe I don't fully
understand which chunk of code you're going to be open-sourcing ...
you're saying that this project will have no calls to GL or Cg? Is the
Cg stuff not part of this project?
Sorry for being confusing. ALL of the Cg / GLSL generation stuff
we've
developed at SPI (related to color processing) is being included in
this
release.

This entry was intended to clarify issues relating to integration;
that
even though this library generates cg / glsl code, we don't link to
Cg/
GL directly. Instead, the library returns "simple" data types, a
std::string with the shader text, and a float* with the lookup
table.
It is left to the client app to make the appropriate GL calls
accordingly. (which in our experience is not much of a burden, and
actually makes everyones lives simpler). A bit of extra information
(such as cacheIDs for the 3d luts) are also included to allow for
additional client-side optimizations. (In the 3dlut cacheid case, to
prevent reloading the 3d texture every time something changes).

On Apr 21, 6:07 pm, Jeremy Selan <jeremy...@...> wrote:
I'll be posting (anonymously) the previous comments on ver 0.1 so that
new members will be able to easily track the comment history.

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Jeremy Selan <jeremy...@...>
 

I'll be posting (anonymously) the previous comments on ver 0.1 so that
new members will be able to easily track the comment history.


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