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Complete Guide to Photorealism for Visual Effects, Visualization and Games: For Visual Effects, Visualization and Games [Pehme köide]

(Brainstorm Digital, USA)
  • Formaat: Paperback / softback, 222 pages, kõrgus x laius: 254x178 mm, kaal: 560 g, 181 Halftones, color; 181 Illustrations, color
  • Ilmumisaeg: 09-Dec-2021
  • Kirjastus: Routledge
  • ISBN-10: 0367199262
  • ISBN-13: 9780367199265
  • Formaat: Paperback / softback, 222 pages, kõrgus x laius: 254x178 mm, kaal: 560 g, 181 Halftones, color; 181 Illustrations, color
  • Ilmumisaeg: 09-Dec-2021
  • Kirjastus: Routledge
  • ISBN-10: 0367199262
  • ISBN-13: 9780367199265

This book offers a comprehensive and detailed guide to accomplishing and perfecting a photorealistic look in digital content across visual effects, architectural and product visualization, and games.

Emmy award-winning VFX supervisor Eran Dinur offers readers a deeper understanding of the complex interplay of light, surfaces, atmospherics, and optical effects, and then discusses techniques to achieve this complexity in the digital realm, covering both 3D and 2D methodologies. In addition, the book features artwork, case studies, and interviews with leading artists in the fields of VFX, visualization, and games. Exploring color, integration, light and surface behaviour, atmospherics, shading, texturing, physically-based rendering, procedural modelling, compositing, matte painting, lens/camera effects, and much more, Dinur offers a compelling, elegant guide to achieving photorealism in digital media and creating imagery that is seamless from real footage.

Its broad perspective makes this detailed guide suitable for VFX, visualization and game artists and students, as well as directors, architects, designers, and anyone who strives to achieve convincing, believable visuals in digital media.



This book offers a comprehensive and detailed guide to accomplishing and perfecting a photorealistic look in digital content across visual effects, architectural and product visualization, and games.

Arvustused

"In The Complete Guide to Photorealism, Eran Dinur gives us a practical approach to the subject matter, explaining how color and light are perceived by our eyes and lenses, and then giving us a thorough and engaging explanation of how reality can be mimicked digitally."

Jimmy Calhoun, Chair of Computer Art, Computer Animation and Visual Effects at the School of Visual Arts

"As photorealism pipelines have become standard across various industries, it is vital for any 3D artist to have a complete comprehension of what it takes to create a photoreal image from beginning to end. I believe this book will not only take you there but also inspire you to push the boundaries of emerging technologies."

Jesse Flores, Look Development Artist

Acknowledgments xv
Introduction 1(6)
A Note about Animation
2(1)
A Quick Overview of the Book
3(4)
Part 1: Core Concepts 7(42)
Chapter 1 Reality and Photorealism
9(13)
Human Vision and Cameras
9(5)
The Similarities
10(1)
Field of View
10(1)
Seeing with the Mind
11(3)
The Uncanny Valley
14(1)
The Detail Conundrum
15(1)
The Role of Imperfections
16(1)
Case Study: Detail and Imperfections in Man-Made Objects
17(1)
The Reality of the Unreal
18(1)
Image Quality and Photorealism
19(1)
2D and 3D Workflows
20(2)
Chapter 2 Photorealism in Digital Media
22(9)
Visual Effects
22(2)
Games
24(1)
Visualization
25(4)
Architectural Visualization
25(3)
Product Visualization
28(1)
Case study: Exterior Architectural Renders
29(2)
Chapter 3 Color
31(18)
The Six-Layer Approach
33(2)
Thinking Additive
35(2)
Subtractive Color
35(1)
Additive Color
36(1)
Hue, Saturation, and Brightness in RGB
37(3)
Color operations
40(5)
Gain (exposure)
41(1)
Offset
42(1)
Lift
42(1)
Gamma
42(2)
Saturation
44(1)
Bit Depth and Dynamic Range
45(1)
The Low End
46(1)
The High End
47(2)
Part 2: The Real World 49(64)
Chapter 4 Light Essentials
51(6)
Light as Waves
51(1)
Light as Particles
52(1)
Light Decay
53(1)
Direct and Indirect Illumination
54(1)
What Is "Ambient Light"?
55(2)
Chapter 5 Light Interaction
57(12)
Absorption
58(1)
Reflection and Scattering
59(3)
Specular Reflection
59(3)
Diffuse Reflection
62(2)
Scattering
63(1)
Subsurface Scattering
63(1)
Transmission and Refraction
64(2)
Albedo
66(1)
Case Study: Side by Side Comparison
67(2)
Chapter 6 Daylight
69(13)
The Sun
69(2)
The Atmosphere
71(3)
Reflection and Absorption
72(2)
Atmospheric Scattering
74(2)
Rayleigh Scattering
74(1)
Mie Scattering
75(1)
Volumetric Light
76(1)
Aerial Perspective
76(3)
Air
77(1)
Water Droplets
78(1)
Haze
79(1)
Case Study: Natural Environment in Clarisse IFX
79(3)
Chapter 7 Nighttime and Artificial Lighting
82(5)
Natural Nighttime Light
82(1)
The Purkinje Effect
82(1)
Artificial Lighting
83(4)
Color Temperature
83(1)
Light Intensity
84(1)
Common Lamp Types
84(1)
Light Modifiers
85(2)
Chapter 8 Shadows
87(7)
Shadow Softness
88(3)
Shadow Color
91(1)
Overlapping Shadows
92(1)
Nested Shadows
92(1)
Contact Shadows
93(1)
Chapter 9 Basic Material Properties
94(5)
Dielectric Materials
94(3)
Dielectric Diffuse/Specular Balance
94(1)
Fresnel Effect
95(2)
Metals
97(2)
Chapter 10 Lens and Camera Characteristics
99(14)
Defocus
99(4)
Depth of Field
99(3)
Bokeh
102(1)
Lens Distortion
103(1)
Chromatic Aberration
104(1)
Lens Flares
105(4)
Simple Glow
106(1)
Diffraction Spikes
106(1)
Additional Flare Elements
107(1)
Dirt and Imperfections
107(1)
Anamorphic Lens Flares
108(1)
Lens Bloom
108(1)
Motion Blur
109(1)
Grain
110(3)
Part 3: The CG World 113(58)
Chapter 11 Rendering and Lighting
115(18)
From Scanline to Path Tracing
115(7)
Scanline/Rasterized Rendering
116(1)
Raytracing
116(2)
The Challenge of Global Illumination
118(2)
Path Tracing
120(1)
Unbiased vs. Biased Rendering
121(1)
Traditional Light Emitters
122(1)
Point/Spot Lights
122(1)
Directional Light
123(1)
Contemporary Light Emitters
123(5)
Area and Mesh Lights
123(1)
Image-based Lighting
124(2)
Procedural HDR Environments
126(1)
Photometric Lights
126(2)
Essential Strategies for PBR Lighting
128(3)
Scale Matters
128(1)
Natural Daytime Lighting
128(1)
Skylight Color
129(1)
Ambient Occlusion for Outdoor Scenes
129(1)
Daytime Interior Scenes
130(1)
Man-made Lighting
131(1)
Case Study: Rendering Interiors in Unreal Engine
131(2)
Chapter 12 Shading
133(13)
A Brief Overview of Shader Evolution
133(1)
The BRDF Shading Model
134(8)
Diffuse
135(1)
Dielectric/Metallic Toggle
135(1)
Specular
136(1)
Coat
137(1)
Transmission
138(1)
Subsurface Scattering
139(1)
Emission
140(1)
Additional BRDF Features
141(1)
Other Common Shaders
142(2)
Car Paint Shaders
142(1)
Volumetric Shaders
142(1)
Hair/Fur Shaders
143(1)
Case Study: CG Portraiture
144(2)
Chapter 13 Texturing
146(17)
PBR Texturing
147(7)
The Linear Workflow
148(1)
Base Color Map
148(2)
Roughness Map
150(1)
Metallic Map
150(1)
Bump (Normal) Map
151(1)
Ambient Occlusion (AO) Map
152(1)
Displacement (Height) Map
153(1)
Transparency Map vs. Opacity Map
153(1)
Texture Generation Workflows
154(1)
Image Textures
154(1)
Shooting and Prepping Photos for Texturing
155(2)
Resolution
155(1)
Baked-in Lighting
155(1)
Angle, Perspective, and Focus
156(1)
Exposure
156(1)
Optimizing Photographs for Tiling
157(1)
Procedural Textures
157(2)
Combining Workflows
159(1)
Case Study: Creating Bark Textures for SpeedTree
160(3)
Chapter 14 Modeling
163(8)
Modeling for Lighting
163(1)
Procedural Modeling
164(3)
Terrain Modeling
165(2)
Case Study: Erosion Algorithms in Gaea
167(8)
Plant Modeling
168(3)
Part 4: The 2D World 171(44)
Chapter 15 Integrating 2D Elements
175(8)
Color Matching
175(1)
Edges: Problems and Solutions
176(7)
Matching Background Luminosity
177(1)
Spill Suppression
178(1)
Edge and Core Extractions
178(1)
Edge Reconstruction
179(1)
Matte-less Extractions
180(2)
Edge Blur and Edge Color
182(1)
Light Wrap
182(1)
Chapter 16 Integrating CG Elements
183(10)
Compositing with Render Passes
183(6)
Lighting Passes
183(3)
Utility Passes
186(3)
Deep Compositing
189(1)
Improving CG in Comp
190(3)
Render Resolution
191(1)
Hazing Effect
191(1)
Highlights Bloom
191(1)
Albedo Pass and Contrast
191(1)
Edge Treatment
192(1)
Chapter 17 Lighting in 2D
193(12)
Relighting with Color
193(1)
The Challenge of Reflections
193(4)
Fresnel Effect
196(1)
Breaking up Reflections
196(1)
Creating Shadows
197(3)
Shape, Angle, and Stretching
197(1)
Shadow Softness and Falloff
198(1)
Breaking up Shadows
198(1)
Shadow Color
198(2)
Contact and Proximity Shadows
200(1)
Case Study: Matte Painting Integration in Film
200(2)
Atmospheric Depth
202(3)
Referencing the Footage
202(3)
Chapter 18 Lens and Camera Effects
205(12)
Defocus
205(1)
Lens Distortion and Chromatic Aberration
206(1)
Lens Flares
207(1)
Motion Blur
208(1)
Grain
208(2)
Epilogue: The Future
210(1)
Realtime Rendering
210(1)
Photorealism on the Cloud
211(1)
LED Screens and Virtual Environments
211(1)
Machine Learning
212(1)
Procedural Environments
213(1)
Will Photorealism Disappear?
213(2)
Appendix A: Glossary of Abbreviations 215(2)
Appendix B: Software list 217(2)
All-round 3D Software
217(1)
Specialized 3D Software
217(1)
Sculpting
217(1)
Terrain and Landscape Creation
217(1)
Plant Modeling
217(1)
Other Specialized 3D Software
218(1)
Game engines
218(1)
Render Engines
218(1)
Image editing
218(1)
Compositing
218(1)
Texture Authoring
218(1)
Index 219
Eran Dinur is an Emmy and VES award-winning VFX supervisor, artist, and author of The Filmmakers Guide to Visual Effects (2017). His film and TV work includes: The Trial of the Chicago 7, Hereditary, The Greatest Showman, Uncut Gems, The Wolf of Wall Street, Boardwalk Empire, Star Trek, and Iron Man. He is an adjunct professor at the School of Visual Arts and the author of several popular VFX courses at fxphd.com.