plotting – Plot the confidence interval bands from standard error and mean

My data has 20 horizons of mean and standard error. The very first step I’d like to manually calculate the 95% confidence interval from standard error and mean. After this, is to plot the timevarying confience interval and list line of the points.
My data is as follows:
mean = {{1, -0.1281689}, {2, 0.1478683}, {3, 0.1382437}, {4, 0.0571045}, {5, -0.107898}, {6, 0.0998165}, {7, 0.1649531}, {8, 0.0483372}, {9, -0.11159023}, {10, 0.0903693}}
stadarderror={{1,.1276788},{2, .055235},{3, .12887},{4,.0704618},{5,.089934},{6,.0548278},{7,.1128737},{8,.0974755},{9,.0966654},{10,.0755061}}

color management – switched to RAW and seeing ugly light bands in Lightroom

The first thing you must realize is that what you are seeing on your monitor is not “the” raw file. What you are seeing is an 8-bit demosaiced preview conversion of the raw file created by Photoshop (or whatever other raw conversion application you are using) based on the current settings. It’s just one of many possible interpretations of the full data in the raw image file. You may even be seeing the embedded jpeg preview in the raw file that was produced by the camera at the time you took the photo if that is what you have selected in the Photoshop preferences section!

How the data from the raw file is selectively rendered is partially determined by the choices you have made in Photoshop’s preferences section – both in the speed vs. quality rendering settings and in the default profile (WB, contrast, exposure, rtc.) applied to the raw file when it is opened. You can opt for faster but lower quality previews or for slower but higher quality previews.

If you then move some of the sliders the application reconverts the raw data based on the changes you made and displays the new 8-bit preview. With other adjustments the application will simply increase/decrease the value sent to the display. In both cases the application also keeps track of what settings you have selected, either via the initial profile you used to open the file or any changes you make after opening the file and saves them without altering the actual pixel data in the file.

When you export/convert the file based on the then-current settings the application will do the actual conversion and produce a new file in the output format you have selected: TIFF, PNG, JPEG, etc. Especially if you have Photoshop set up to convert the preview of an image on your screen more for speed than quality, what you see on the preview will not look the same as what you see when you actually convert the file.

Try actually converting the file to a high quality JPEG (same resolution as the original file and full color depth for the jpeg standard with minimal compression) and see if the resulting file shows the banding that you are seeing in the on-screen preview. If not, then look at your Photoshop preferences and change those “fast rendering” choices to “high quality”.

settings – Missing HSPA/LTE bands on Xperia Z3 Compact D5803?

With the recent official Lineage build for Z3C, I imported a cheap 5803 from Hong Kong to play around with. Installed Lineage, and noticed I was only getting an Edge connection on T-Mobile. Re-installed a “stock” ROM via Flashtool/Xperifirm, and the problem persisted. I’ve had two 5803’s in the past, with the same carrier, and had no problems with the data connection. Going into the “Configuration” service menu, I looked at the available bands, and it seems like lots are missing (basing my expectations on FrequencyCheck). Am I confused, or is there something wrong/different with this phone?

screenshot of configuration

Why does this satellite image of a moving plane show red, green and blue bands with strange artifacts?

Looking at the images, it was not provided exclusively by a satellite. I work for the company that built the sensors and cameras for the Digital Globe WV3 and WV4 sensors and did sensors, motion compensation and other design work, as well as image quality analysis for those sensors. The spatial resolution of the image you published is beyond the commercially available resolution for those platforms commercially at that time. (Managed by license and treaty).

I think the artifacts you see are artifacts from an airborne sensor. Normally, the aerial sensors are compensated by the movement for the transition of the image through the sensor area, and take into account the relative speed of the sensor, and the direction and altitude on which it is above the ground. In this case, it has a subject plane, which does not move in the direction in which the ground is in relation to the sensor. Therefore, motion compensation does not work so well. There are also several geometries for sensor arrays, and they use different masks and / or scanning strategies.

In general, high resolution large area coverage sensors are broom type matrices, similar to some document / photo scanners and photocopiers. When the photographed object does not travel in the same way as the terrestrial objective, it is subject to sampling errors and artifacts as you observed.

Looking at that location in Google Earth, the images have been updated, so I couldn't take the image data and go back the artifacts to tell you the relative movements of the objects. However, given what he presented, and my knowledge of commercially available satellites and satellite images, I doubt that the images are space based.

I have worked in this field as an image scientist for several decades, and I am giving my impression, but I have not analyzed the data for a more rigorous analysis, which would imply making assumptions about ephemeris data and sensor designs. I took into consideration the time you published and applied it for the knowledge of the available sensors, particularly in the commercial space environment.

Why do some images appear on Facebook with three colored bands?

This is not a single occurrence, nor is it limited to a single user. From time to time I see photos like this on Facebook:

enter the description of the image here

And that:

enter the description of the image here

What went wrong here?

Cropped image for privacy reasons.

artifacts: what causes these dark vertical bands?

What could explain the dark bands seen in these images?

Photo with dark band artifact
This photo was taken at the Harvard Natural History Museum, using a Pixel phone. The image is taken by looking through a glass panel towards a geology exhibit that has white lighting inside. There is also white light on the outside of the glass panel. The bands aligned vertically in relation to the phone and decreased in contrast when taking the photo from further away.

Here is another image of the neighboring glass-covered exhibition, which shows the vertical bands in different positions and with different contrasts to illustrate the effect:
Photo showing soft dark bands

The images more than 1 meter away from the glass panel did not show the dark bands:
Photo without dark bands

Compatibility of iPhone 11 A2111 with LTE bands in Europe (Portugal)

Maybe this is a stupid question, but I am visiting the United States in a few months and I was thinking of buying the iPhone 11 there. I am aware that there are 3 models due to network compatibility.

In the United States, they only sell the A2111 model and, according to the Apple website (iPhone LTE), my country (Portugal) is not compatible. After some research, I discovered from multiple sources (List of LTE networks in Europe, Frequency check – Portugal) that all bands used in my country are really compatible with this model.

What am i missing? Why would Apple remove the country from the list if it is really compatible?

Vertex indicator of the volatility bands

Volatility Bands is based on the concept of Bollinger Bands. The difference is that volatility is used as the bands instead of the standard deviation. It allows users to compare volatility and relative price levels over a period of time. The indicator consists of three bands designed to cover most of the value price action. Volatility bands are plotted at volatility levels above and below a moving average. A distinctive feature of Volatility Bands is how the separation between bands varies according to price volatility.

Like the Bollinger Bands, the bands adjust automatically: they expand during volatile markets and contract during quieter or trending periods. Volatility bands can help confirm the trend, but do not determine the future direction of a security.

In an uptrend when the price reaches the lower band, the purchase position can be opened. In a downward trend, when the price reaches the band, the best sale is recommended.

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Small size image

Gray sky with bands in Luminance HDR output

I captured a scene with a horrible IP camera in -2, 0, +2 EV with the intention of joining them in an HDR image: Image gallery

When I create a new HDR image with Luminance HDR 2.5.1., Exposure values ​​are read somehow as -1.99, +0.00, +0.32, which is unexpected since EXIF ​​data says -2, 0, +2 Adjust these parameters to your expected values ​​and then use Profile 1 to create the image.

This is what I get:

Bad sky

The sky looks terrible, with solid gray spots that are much darker than the original image. It seems to be this way, regardless of the tone mapping operator you choose. I understand if the sky explodes in the resulting image, but how can I make the appearance less dramatic?

unity – ToonRamp Shader + Normal Maps: How to maintain strict lighting bands?

I am trying to achieve a shading similar to this image:

Image 1: https://imgur.com/a/eTTvSCD

To get something similar to this, I wrote a toon ramp shader (similar to Standard Assets) with normal maps. The shader works, and without a normal map you can see the strictly defined lighting bands, with visible seams that separate them (Image 2). But once you add a normal map, the toon bands will no longer have well-defined seams, and will blend smoothly throughout the mesh (Image 3).

Image 2 and 3: https://imgur.com/a/SI3BxED

This is my current shader:

Shader "Custom/ToonRampWithNormals" 
{
    Properties
    {
        _Color ("Color", Color) = (1,1,1,1)
        _MainTex ("Albedo (RGB)", 2D) = "white" {}
        _BumpMap("Bumpmap", 2D) = "bump" {}
        _Ramp("Toon Ramp", 2D) = "white" {}
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" }
        LOD 200

        CGPROGRAM
        #pragma surface surf Ramp

        // Use shader model 3.0 target, to get nicer looking lighting
        #pragma target 3.0

        sampler2D _Ramp;

        half4 LightingRamp(SurfaceOutput s, half3 lightDir, half atten) 
        {
            half NdotL = dot(s.Normal, lightDir);
            half diff = NdotL * 0.5 + 0.5;
            half3 ramp = tex2D(_Ramp, float2(diff,diff)).rgb;
            half4 c;
            c.rgb = s.Albedo * _LightColor0.rgb * ramp * atten;
            c.a = s.Alpha;
            return c;
        }

        struct Input
        {
            float2 uv_MainTex;
            float2 uv_BumpMap;
        };

        sampler2D _MainTex;
        sampler2D _BumpMap;
        half _Glossiness;
        fixed4 _Color;

        UNITY_INSTANCING_BUFFER_START(Props)
            // put more per-instance properties here
        UNITY_INSTANCING_BUFFER_END(Props)

        void surf (Input IN, inout SurfaceOutput o)
        {
            // Albedo comes from a texture tinted by color
            fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
            o.Albedo = c.rgb;
            o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
            o.Alpha = c.a;
        }
        ENDCG
    }
    FallBack "Diffuse" 
}

So what have I done wrong? How can I have well-defined lighting bands and have a normal mapping?

If you can think of a better way to achieve something similar to the reference or have any idea about it, share, any contribution is greatly appreciated.