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SPECTRE PARAMETRIQUE – version alpha, 2015 – édition à 10 ex. uniques

Spectre paramétrique Cliquez sur le texte pour zoomer

Aperçu de l’exemplaire numéro 5/10

Edition JAP, Bruxelles, 2015

 05_10_min_C_31max_C_62_e_733_alive_733_w_660_h_660_t_15h_23m_24s_2015y_5m_16d_simMaquette version 2.7.1 – 5/10

F2_05_10_min_C_31max_C_62_e_367_alive_367_w_660_h_660_t_13h_54m_2s_2015y_5m_17d_simMaquette version 2.7.2 – 5/10

22 – 24 mai : Multiple Art Days, la maison rouge, Paris

1_10

Maquette Version 2.7.1 – 1/10

Intensités lumineuses progressives

578 sources / 119 couleurs

660 × 660 pixels
_____________________________________

Bonjour / Hello,

En fin de semaine à la maison rouge, sur le stand JAP, lancement de deux éditions :

(This week at la maison rouge, Paris, double book launch)

MAQUETTE, ALBUM SOURCE

Version Alpha

9 inkjet prints on canvas, each 32.7 x 34.6 cm

Text in English

Edition of 3 + 1

2015

SPECTRE PARAMÉTRIQUE

Version alpha

2 impressions jet d’encre uniques sur toile, chacune 49 x 53 cm

Texte en français

Édition de 10

2015

_____________________________________

Où ? Quand ? / When? Where?

22, 23, 24 mai 2015

12h00 à 19h00

La Maison Rouge

10 Boulevard de la Bastille, 75012 Paris

http://www.multipleartdays.com/
http://www.lamaisonrouge.org/

JAP

Algorithm visualization – Maquette

v2.6

v2.7.2

MAD#1, Maison Rouge, Paris

mad

A new printed edition of mine will be on display at the MAD#1 (Multiple Art Days) at the Maison Rouge in Paris, on May 22, 23, 24, 2015. A work co-produced by JAP (Jeunesse et Arts Plastiques), Brussels.

see:

http://www.multipleartdays.com/

Maquette version 2.3 #1 (2015), 1050 x 1050 pixels, 1520 lights, 782 colors

M2.3

Archival inkjet print on canvas (“giclée print”), 96 x 90 cm

Album source version alpha, text

ALBUM_SOURCE

to read the text you have to click on the picture above, it will display it with a bigger size.

difficult to choose…

choice

ellipses

tests10_h0_TWH__simulation_EXP_0.1div1.05242359494_dist_20_1050_1050_671_1000

unnamed

starting to think as some programmers (?)

starting

Lights

black_diam_alive_122_9_150

A well-known fact about photograpy

IMG_2861 gamma

A picture taken at sunset in San Marino last week, processed for display on the screen.

While this was obviously common sense for important painters such as Georges de La Tour, Rembrandt, and probably – I believe – for Georges Seurat, few people realize how twisted pictures – and today’s digital pictures – have to be in order to be displayed or printed by our imaging devices.

Serious people in the field of photography know about this too, of course, since this is their daily routine problem – however, they usually don’t care.

I am talking about the fact that when we experience real scenes in the real world, outside – like me when I took this picture in San Marino at sunset – the colours we see are very bright, intense, and the contrast within the different visible parts of the landscape is very high. Ruffly speaking, the contrast ratio between the lightest and darkest parts of the scene in the photo was between one and two hundred here, and the colours in the sky were much more vivid than what we see in the poor picture above.

When we use a digital camera, the data measured by the sensor is converted: it is mathematically flattened to fit the limits of a computer screen, for example.

But if we keep the original data (what photographers call the “RAW” picture), we actually have access to a much more accurate light measurement – even if it doesn’t “look good” on the screen, the value of each pixel is actually proportionnal to the amount of light in the original scene, plus the electronic noise of the camera’s sensor, plus the distortion of the lens, plus the irregularity of the sensor itself (usually a bit more efficient from left to right, or the opposite).

This is how the RAW image looks like on the screen:

IMG_2861 linear

Raw linear picture: pixel’s values are theoretically proportionnal to the amount of light in the original scene, but noise and optics interfere a bit.

When we print the picture, it’s even worse. While some colours will appear more intense than on the screen (cyan, yellow…) some others will fade, and the general contrast will drop. I have a quite good printer but still, the white of the media reflects 90.73% of the light that a pure white would reflect, and the pure black of the printer reflects 3.85% of it. That means the maximal contrast ration on a print is 23.56 – while for the original scene it’s between 100 and 200! It’s about 5 to 10 times less…

Now, what we can do and what nobody does, is to colorimetrically render – as exactly as possible – a fragment of the picture within the limits of what the printer can copy accurately. The amount of light will probably still be inferior to the one in the original scene, but the relations between the colours will be proportionnal to the ones in the original scene.

When we do this, we get as close as we can to making exact copies of (fragments of) the original scene. The better the camera sensor, the better the copy. What do we see? The colours are much closer from the original sunset. When we want the entire sky, we have to darken it, then the floor disappears more. Why? Because when we darken the sky more we ask the printer to print blacker than its black, which is impossible. Same if we want more floor: we ask the sky to become lighter than the media, which is unprintable…

La Tour understood this very well back in 1642… That’s why he hid the flame with the little girl’s hand. The fact is not a well-kept secret! :)

1 georgesdelatour_christinthecarpentersshop-detail

Georges de La Tour, Saint Joseph charpentier (detail), 1642, Musée du Louvre

Below are some examples of this, within the limits of my printer:

(Click on the pictures to zoom!)

Impossible materials + impossible lights

 

The principle is the same except for the light: instead of its colour temperature, its dominant wavelength changes

Impossible materials – simulated

I played around with the measured spectra of my Epson and simulated materials colours that strongly switch hue when the colour temperature of the light source changes. The materials are impossible because the spectrums are either emissive (higher than 100% reflection, like fluorescent materials) or have negative values. The results are funny since they look like natural colours close to some exotic flowers or to some “birds of paradise”.

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