CompuServe Thread

#NTSC color bars

18 messages in this thread
#170371From: Paul Sanford [LVL5]May 16, 1995 6:46 PM
John and all, I'm trying to lay off some color bars to my PAR as a point of reference for some local video dudes. A while back I just copied your NTSCBARS.TGA to the PAR, and apparently it scoped just a bit off on one or more of the colors. I'm really not sure what the readings were, but they were pretty good. They still suggested I generate my own. Anyway, I decided to try to render my own .TGA to the PAR based on your NTSCCB.PRJ file. I noticed that the color values were kind of varied in regards to luminance, some were at about 30, some were at about 60, etc. Shouldn't I be putting out fully saturated colors, set at luminance=128? Or should I be toning down the saturation to about 210, as that's what I usually max my materials out at for video? Or should I just render your .prj file, knowing it should be right? Thanks for the library file! 🙂 Paul S.
#170460From: James Coulter[Mindscape]May 17, 1995 1:40 AM
Paul – There are serveral color bar patterns included with the PAR as STL files. Have you taken a look at these, yet? Might save you some time building your own. — James — Choreo Motion —
#170466From: Paul Sanford [LVL5]May 17, 1995 3:12 AM
>> There are serveral color bar patterns included with the PAR as STL files. << Ah, there they are, in a seperate directory on the 3.5" disk. 🙂 I guess I just installed the root directory for the PAR previously, not the entire disk. Thanks! Still kind of curious about what the HLS values should be for the test pattern colors, and/or if a scope is necessary. Paul S.
#171401From: Kim LeeMay 23, 1995 4:48 AM
<<There are serveral color bar patterns included with the PAR as STL files. Have you taken a look at these, yet? Might save you some time building your own.>> Does this apply to a very recent upgrade? I purchased the PAR about 4 weeks ago and upon reading your post, checked the floppy that the PAR software came on. There seem to be no directories other than the root and that only contains 4 file (install.exe , a zip file, a readme file and the pkunzip.exe) I also checked the file list in the zip file…..nothing. Could you tell me where I can obtain the color bar patterns? Kim Worlds Away Productions
#170499From: John EllisMay 17, 1995 9:21 AM
Paul, I'm not sure how the Bars could have Scoped off unless it was relative to the work you were outputting, which means your work was "hot". The PAR does have a set of BARs with it, and I would use those. If your work is coming out "hot" you've got to start looking at your luminance levels etc. in your lighting. I never go above 180 on lights, I usually turn ambient off or bring it way down… you colors shouldn't read above 210 on Luminance on HLS. Video is rather restricting, compared with print etc. Having a good NTSC monitor helps alot, if its calibrated correctly. John
#170545From: Paul Sanford [LVL5]May 17, 1995 12:08 PM
Actually, I think the off colors might have been under-saturated. If I remember correctly, the scope's readout looked kind of like a star, and I think the questionable colors didn't peak out as far as the others. I'm not sure. I've been using more moderate HLS levels for my materials, and rarely go over 180 for lights too. You said don't go over 210 for luminance, and I've been using 210 as my typical cut-off for saturation, with about 235 as my cut-off for luminance. I assume your 210 luminance value applies to white also? It seems difficult to get a "clean" looking white with these lower luminance levels, they appear too gray… I don't have a scope or a high end NTSC monitor. 🙁 Paul S.
#170618From: John EllisMay 17, 1995 8:05 PM
Paul, >> It seems difficult to get a "clean" looking white white these lower luminance levels… << Take a look at some SMPTE color bars and look at white and 100% white. The white I'm suggesting is white although its not as intense as 100% white. Depending on how much of the screen is 100% white, you may or may not get complaints, that partially depends on whether its broadcast and the editor you're working with. 235 is the Max RGB value you can use in component. In the digital relm there is only 220 discrete levels for contrast without causing banding. There are several ways to handle it, one of which is to have an algorithm interpolate the pixel values to bring them within range. I choose to lower my luminance level and work from 7.5 IRE black as my baseline. Then during the conversion from RGB to YUV I'm staying within the discrete range of possible pixel values with no interpolation. 210 is close to white, where 220 would be 100% white. John BTW I haven't heard anything on the Targa drivers yet. Its a rough go for Truevision, the parent company seems to be rather myopic.
#170691From: Paul Sanford [LVL5]May 18, 1995 2:19 AM
Do you tend to follow an upper limit for the luminance value of the specular component of materials too? Or the saturation levels of the ambient component of materials? These two questions puzzle me too. I've been playing it pretty safe, but wonder if there is a general guideline you've discovered. Paul S.
#170774From: John EllisMay 18, 1995 2:05 PM
>> Do you tend to follow an upper limiet for the luminance value of the specular component… << Not really, within the context I've outlined its not really necessary. Basically your lighting is going to provide the "clamping" value and you may wish to use specular components to provide intensity or as a means by which you can create hi-lights etc. There is a margin that's built in to provide headroom just for this kind of thing, where you would use this for "razzle dazzle", explosions etc. >> Saturation of the ambient component… << This is not typically a problem either for the same reason. As an aside, I recently did a Red and Gold flying logo which has a few inherent problems. The client came to me with a Pixar Typestry rendered font and wanted to duplicate it for animation. I was able to provide a better gold (more reflective and brighter) and a richer red, which was then keyed over video successfully without any special attention being required. An interesting point is that reflective materails are not typical materials when it comes to lighting except with regard to the specular component and neither had a problem with over saturation or specular luminance. Without a WFM/VS there are no guarantees as I can't predict what someone might do following these guidelines. Obviously if you push the specular component on a large scale you'll have the same problems as if you attempted to do the same with the diffuse component, but in the context of their normal size relationship its a fairly safe bet. Being an analog signal and especially with component where the "components" are seperate you've got more flexibility than when its working in the composite domain. Provided that it falls within component guidelines, the composite output will be NTSC legal. One other point is that certain colors work better than others. There's no hard and fast rule but NTSC among its other fine characteristics is a weighted color system, the reason is to provide accurate fleshtones; the hardest to reproduce, so that wieghting is also a factor. I hope this helps. I don't think you can go too far wrong as long as the overall composition reflects some balance. Which in your case I would expect it would. John
#170817From: John EllisMay 18, 1995 6:10 PM
I'm going to see if I can't convert some formula's into a script or something so that for a given RGB value you'll know its relationship in NTSC and YUV color space. Kinda like a calculator. That way you know whichever color you choose will fall within the correct color space and there won't be a problem. This could be pretty handy all around. I hope I can get to it soon.
#170869From: Paul Sanford [LVL5]May 18, 1995 10:51 PM
>> I hope this helps. I don't think you can go too far wrong as long as the overall composition reflects some balance. << Yes it helps, thanks for the info. Good to hear about your success with red and gold with 3DS. >> I'm going to see if I can't convert some formula's into a script or something so that for a given RGB value you'll know its relationship in NTSC and YUV color space. Kinda like a calculator. That way you know whichever color you choose will fall within the correct color space and there won't be a problem. …This could be pretty handy all around. << Sounds like an interesting project, useful too. I admire you and Don for your expertise in the world of video.
#170874From: John EllisMay 19, 1995 12:51 AM
>> Sounds like an interesting project… << It already is, as I realised I'll need to take into account "gamma" correction which really throws a curve into things. (literally <g>) Probably why my numbers seem so conservative to you in the first place. I use a "gamma" of 1.8, so you can factor that into your perspective. The conversion formulas I have, assume a neutral gamma or a linear RGB. So I need to figure out how to influence the value correctly over the curve of the gamma affected values. Hopefully there's an influence formula for gamma which is readily available. I knew it looked too simple to begin with. <g>
#171066From: Paul Sanford [LVL5]May 20, 1995 2:36 PM
>> I use a "gamma" of 1.8, so you can factor that into your perspective. << Me too, unless I know from the start it's going to VHS only, in which case I go linear (1.0) because that's what my gamma screen looks best at via composite out of my PAR or Targa+. I remember seeing you post this formula a while back… I understand very little of it, mainly because I'm not sure of all of the terms indicated by the letters, and just general video term ignorance. <g> >> Gamma correction does affect the "apparent" brightness of an image but does not increase the brightness. Instead, it would seem that the apparent brightness is due to a desaturation of the darker and lighter pixel values, rather than actually increasing the luminance bandwidth. This is an important point as it has a direct bearing on whether the formula works with gamma corrected pixel values. << This is very interesting! >> And hopefully soon I'll be able to find some more time to write a program which will make it a little easier to use. << Great! When you have even more time <g>, I really think you should write a book, or several chapters at least, in which you cover 3DS and video. It seems to me to be one of the major areas of 3DS training which has been overlooked. I'm sure there are a lot of people like me with no formal training in video, who are currently working on industrial level projects, trying to cope with NTSC peculiarities. Thanks, as always, for the info. By the way, I just received Bones Pro yesterday. I can see why you were so excited about Smooth. A *very* nice tool to have! Paul S.
#171086From: John EllisMay 20, 1995 5:33 PM
Just for general info YIQ is the composite variation of YUV, SVHS etc. They are all encoding schemes for getting hue sarturation and luminance recorded or output. Although composite really isn't encoded per se. like YUV and SVHS where the signals are split which helps improve the output. This formula route has forced me to dig into how its affecting the image and looking back over some of the previous threads on this subject, there's a lot of inconsitency in what its actually doing. And I think I've uncovered the reason though it was rather evident to begin with. "The answer is stareing you in the face… great but what's the question?". <g> That's how it felt once I realised why there were all this contradictions. What makes it difficult to give an accurate depiction of what's going on is the NTSC color weighting system, and that being an analog signal, the effect gamma has is "cascading" as I mentioned previously. Looking at a Waveform and Vectoscope can be misleading because you can't identify the individual pixels readily. So while it may look like its desaturating the colors and the luminance is not raising above a certain point, the net effect may be quite different altogether. Which in many cases if not most it is. So sorry for the confusion on this point. Its odd that you can be looking at something and see the opposite of what you should be seeing, especially when it is counter-intuitive but there it is. In terms of 3DS the effect of gamma on the image is uniform in a logrithmic sense. Which makes sense. I started realising all this when I re-considered how I've used the formula which is after the fact. After an image has been rendered it is an easy matter to pick a pixel and run it through the formula and its dead on accurate. I think I eluded to that before but it was thinking about pre-calculating a pixel's value with gamma that confused the issue. Trying to devise a system to pre-calculate the value of a pixel or a particular color in a scene is more challenging. I don't have the exact formula that's being used, and but I'll ask if I can get it. FWIW I use QFX which has a densimometer and will give you a reading for any pixel you select. So its easy to render the image and check it against the formula. If I can nail it down I'll proceed with some kind of program to calculate it, if not, the formula does work if you use it against a rendered image which has already had gamma applied. Sorry about that but it will provide you with an accurate solution should you choose to use it. You don't really need to know what YIQ are just plug the numbers in, Y is typically luminance, I and Q are the color weighting for NTSC. Then you just compare it with the minimum and maximum allowed tolerance. Its a bit of pain but it does provide you with a totally accurate way of checking without a WFM/VS setup. P.S. I like the book idea, once I get this nailed down I'll consider persueing it. This gamma thing has been elusive and while haveing a handle on it is one thing, being able to relate how it applies in a video sense can get really messy.
#170894From: John EllisMay 19, 1995 4:18 AM
Paul, I thought rather than delay while I find the time to put this together, I would provide the formula courtesy of Abekas courtesy of the FCC, so that you could utilise it as needed now. One factor which has eluded me is that 3DS uses HLS at 0 – 255 where several other programs use HLS as 0 – 1. In this case RGB is calculated at 0 – 1 as opposed to 3DS and most other animation packages which use 0 – 255 for 256 discrete values. This is the YIQ or composite Matrice: Y | 0.299 0.587 0.144 | R I = | 0.596 -0.274 -0.322 | G Q | 0.211 -0.523 0.312 | B Saturation = The square root of I sqrd + Q sqrd. For RGB values in the range of 0.0 to 1.0 which means you need to convert your 256 RGB value to a corresponding ratio to 1.0 Maximum excursion of (Y + saturation) must be less than or equal to 1.0 Minimum excursion of (Y + saturation) must be greater than -0.25 The color space is normally limited to the 75% luminance (100% saturated) color bars with a 100% white. This keeps the signal within the limits of +100% -16 IRE units. In television, "gamma" measurement relates light input to voltage output, or voltage input to light output. The effects of a series of processes combine (cascade). Thus a camera tube having a low gamma (vidicon 0.65) relates to a color picture tube (around 2.2 for an NTSC monitor) to produce an overall gamma of 1.43 (0.65 x 2.2), which can be electronically corrected (0.7) for overall unity (1.43 x 0.7) gamma. Basically what's outlined here is how to produce a "linear" signal from a low gamma camera, which then gets translated to an NTSC monitor which by its nature projects a gamma value of 2.2. In this example we're modifying the gamma characteristics of the video camera so that the output is compensated for the picture tube which is 2.2 the calculated value per NTSC specifications. Theoretically a frame buffer should provide a linear gamma of 1.0 on the output side in composite. Of the three I've checked the Targa, the Ill Pro and the PAR all ouput a gamma of neutral at 1.00 and slightly modified at 1.2 in stock configuration. Which leaves gamma adjustment values between 1.8 and 2.2 Gamma correction does affect the "apparent" brightness of an image but does not increase the brightness. Instead, it would seem that the apparent brightness is due to a desaturation of the darker and lighter pixel values, rather than actually increasing the luminance bandwidth. This is an important point as it has a direct bearing on whether the formula works with gamma corrected pixel values. From what I can tell looking at WFM/VS it does appear that there is a broadening of luminance over a wider range of pixels rather than an increase in luminance. Which would indicate that the formula is accurate regardless of whether gamma is applied or not. I believe Jack P alluded to this point in a discussion with Don L. quite awhile back. As I recall there was some confusion on this point but it does make sense at least from what I can see. So if you find it useful great. I doubt there is any inherent flaw in using it as a similar formula is used for checking Abekas YUV transfers and the Abekas expects images to be gamma corrected and so far none have failed that met the formula's parameters. More than you probably really wanted to know, but as the issue was raised and in appreciation for your interest, I felt a thorough follow up was in order. If nothing else it should give you some fail safe parameters to work with. And hopefully soon I'll be able to find some more time to write a program which will make it a little easier to use. John
#170514From: Don LandisMay 17, 1995 10:15 AM
Paul: Unless someone pulled my original uploads on the color bars the ones in the library were originally intended for use with the targa+ board. I also submitted a "NTSCCB.prj file that you could render. This file was produced with release 2.01 I believe. The output was checked with a vectorscope from the targa+ output. If you have a PAR, I believe it comes with some software testpatterns that have a set of bars75 and a set of SMPTE bars. Generally speaking you should always record your bars from a device that will also be outputting the program signal to be meaningful. In this case it would be your PAR. If you record BARS from a house test generator and then hook up a PAR device with a long feed line the colors just may be quite off (line length phase shift). IF you use the PAR to generate the bars you will see the problem and correct it at the recorder Proc amp/TBC prior to recording.
#170544From: Paul Sanford [LVL5]May 17, 1995 12:07 PM
Thanks for the info, Don. I guess it's been a while since I dl'd the file from the library, I thought it had been John's. I copied the NTSCCB.TGA you uploaded to my PAR and the scope said all but one or two of the colors were good, and the ones that weren't were really close. I was just wondering if there was a method I should be using to create my own test pattern from your NTSCBARS.PRJ file for every project, but it sounds like that's not going to be helpful. I wish I had a scope myself. Thanks for the uploads. 🙂 Paul S.
#170843From: Don LandisMay 18, 1995 8:37 PM
Since you apparently can gain access to a scope you should check out the bars that come with the PAR. Then you could use these as the default colors and just be sure your lines are short (less than 10 feet) and use the PAR bars as reference. As I said earlier the bars I up loaded were meant for the targa+.