Making some small steps with '16k' lcd. For starters, it's not really 16k. its resolution is 11,154x6,230 adjusting for the rectangular pixels which is really slightly under 12k. However, that is enough to fully resolve the GFX50r output or a 60mp full frame camera. Still a ton of work to do to get this in the darkroom... I am going to incorporate resize into the application itself (a complex subject) and look into GPU acceleration. Probably several months out. The photo is a image that has been bitmapped to 3 bit. Dimensions are 11203 x 6192 and 1400 x 6192 after the mapping. I promised myself I wouldn't work on this but like the story of the scorpion and the frog I can't resist, not sure if I am the scorpion or the frog!
How many frames per second can you show without tearing artifacts etc?
I have a beseler 45mx with those round holders and have been experimenting with etching copper plates with pcb photoresist film for photogravure.
avandesande said his image was 3 bits deep. Looking at the specs online for the 12k 10.1 screen it seems the display speed is around 20hz (perhaps the answer to my question), so it will take more than a second to display all 32 frames, which starts to become a problem if your exposure time is short, and the light cuts out mid cycleFor printing, it doesn't have to go fast, does it?
avandesande said his image was 3 bits deep. Looking at the specs online for the 12k 10.1 screen it seems the display speed is around 20hz
See post #159 and #160. The 16k screen is 3 bit (8 levels), but the 8k screen is 8 bit (256 levels) All are mono, so require 3x less data. So supposedly these 16k screens are not the same, and if you do nothing more, you'll have the shitty image in post #174. But there are two very achievable improvements: add another 32 frames to get another 5 bits of colour depth, and use floyd steinberg dithering to correct colour error in neighbouring pixels. We are waiting with interest to see the progress the OP and others make. I am sure they will at least almost succeed.I think you're confusing a couple of things here. The 3-bit story is compressing three monochrome pixels into a single RGB pixel.
This in turn is unrelated to display speed since as I said you can pulse the light source of response time of the display is a problem. However, even at a sluggish refresh rate of 20Hz you're still working with 50ms exposures, which is an order of magnitude faster than what you generally print with on silver gelatin.
So no, I don't see the problem you're pointing out, and even if it existed, it would be easy to work around by switching the light source.
if I understand your idea, it is to choose the light level for each 50ms frame.
Then I don't think I am understanding what you are proposing. The light source turns all off or all to a certain level at some time. The lcd changes 20 times a second or 100 times in a short 5s exposure (assuming 5s min exp as a design constraint) If you choose 5 levels (1,0.5,0.25,0.125,0.06) you still have to sync to a time resolution of 1s which you could do by hand with practice. But it feels like a hassle.You're not bound to the 50ms time frame. You've got all the time in the world of you turn off the light source in between exposures.
For me, my limited resource is enthusiasm. I don't enjoy darkroom work all that much, so I am trying to minimize the effort required to get a beautiful print that I am proud of. Different techniques each add their own special character that adds something to a print that I didn't plan ( e.g. copper plate etchings have something special when you see them in person and hold one. Same for carbon prints I believe, though I've never seen one ) For me, my life skills are in programming, and some time as an amateur photographer. I am at beginner level for electronics, and don't enjoy the time and experience required to learn. The more skill you have the more you can get out for the effort provided.I don't see the purpose personally in hanging on to stuff like a resistrol while at the same time using a fancy LCD.
Then I don't think I am understanding what you are proposing. The light source turns all off or all to a certain level at some time. The lcd changes 20 times a second or 100 times in a short 5s exposure (assuming 5s min exp as a design constraint) If you choose 5 levels (1,0.5,0.25,0.125,0.06) you still have to sync to a time resolution of 1s which you could do by hand with practice. But it feels like a hassle.
Avandesand's technique leaves the light source on full the whole time. I haven't looked at his code, but I expect he makes new frames by adding the residual error from the previous frame. You'll have >10 bits of colour depth after only a few seconds.
Oh, I see. You make a number of exposures, each half/double the length of the previous one. Each frame you add, adds an extra bit of colour depth. No fancy syncing required.I think the idea is that you should easily be able to turn the light source on and off quickly and at will. So you could display a static image on the screen, flash the light source for 0.5 seconds, and then refresh the LCD while the light is turned off. With my LCD-based UV contact printing rig it actually takes about 1 second for the image to display full-screen because my raspbery pi is kinda slow, so I just leave the UV LED off until the image is properly displayed and then turn it on.
Minisforum UM760 'Slim' pc with AMD Radeon 760m card
This from the manufacturer, the nvidia settings translate 1:1
Sorry, i'm not sure how to interpret/map those to my settings. do you mean they are in identical positions?
Glad to see your success. Are you using the exposure software? I've attached some luts to use with it, the ilfordbasecontrast is calibrated for Ilford WT with no filter and works for most things. The gamma file is for making negatives, there is more about this in the digital negative forum. There is a lut generator on the third tab of the sotware, just create the lut file and apply your curve in photoshop to make your own luts.
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