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E-raamat: Complete Guide to Photorealism for Visual Effects, Visualization, and Games

(Brainstorm Digital, USA)
  • Formaat: PDF+DRM
  • Ilmumisaeg: 06-May-2026
  • Kirjastus: Routledge
  • Keel: eng
  • ISBN-13: 9781040552254
  • Formaat - PDF+DRM
  • Hind: 49,39 €*
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  • See e-raamat ei ole veel ilmunud. Saate seda tellida alles alates: 06-May-2026
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  • Formaat: PDF+DRM
  • Ilmumisaeg: 06-May-2026
  • Kirjastus: Routledge
  • Keel: eng
  • ISBN-13: 9781040552254

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This new edition offers the most up-to-date and comprehensive 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 3D, 2D, and generative AI 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 behavior, atmospherics, shading, texturing, physically-based rendering, procedural modeling, 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. In this second edition, the book explores generative AI as a tool for producing photoreal content. It focuses on various workflows and techniques for controlling the generative process and guiding AI models toward the desired results.

 

The book’s 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 new edition offers the most up-to-date and comprehensive guide to accomplishing and perfecting a photorealistic look in digital content across visual effects, architectural and product visualization, and games.

Preface to the Second edition

Acknowledgments

Introduction

PART 1: CORE CONCEPTS

Chapter 1: Reality and photorealism

Human vision and cameras

The uncanny valley

The detail conundrum

The role of imperfections

The reality of the unreal

Image quality and photorealism

2D and 3D workflows

Chapter 2: Photorealism in digital media

Visual effects

Games

Visualization

Chapter 3: Color

The six-layer approach

Thinking additive

Hue, saturation, and brightness in RGB

Color operations

Bit depth and dynamic range

The low end

The high end

PART 2: THE REAL WORLD

Chapter 4: Light essentials

Light as waves

Light as particles

Light decay

Direct and indirect illumination

What is "ambient light"?

Chapter 5: Light interaction

Absorption

Reflection and scattering

Diffuse reflection

Transmission and refraction

Albedo

Chapter 6: Daylight

The sun

The atmosphere

Reflection and absorption

Atmospheric scattering

Aerial perspective

Chapter 7: Nighttime and artificial lighting

Natural nighttime light

Artificial lighting

Chapter 8: Shadows

Shadow softness

Shadow color

Overlapping shadows

Nested shadows

Contact shadows

Chapter 9: Basic material properties

Dielectric materials

Metals

Chapter 10: Lens and camera characteristics

Defocus

Lens distortion

Chromatic aberration

Lens flares

Motion blur

Grain

PART 3: THE CG WORLD

Chapter 11: Rendering and lighting

From scanline to path tracing

Traditional light emitters

Contemporary light emitters

Essential strategies for PBR lighting

Chapter 12: Shading

A brief overview of shader evolution

The BRDF Shading model

Other common shaders

Chapter 13: Texturing

PBR texturing

Texture generation workflows

Image textures

Shooting and prepping photos for texturing

Procedural textures

Combining workflows

Chapter 14: Modeling

Modeling for lighting

Procedural modeling

PART 4: THE 2D WORLD

Chapter 15: Integrating 2D elements

Color matching

Edges: problems and solutions

Chapter 16: Integrating CG elements

Compositing with render passes

Deep compositing

Improving CG in comp

Chapter 17: Lighting in 2D

Relighting with color

The challenge of reflections

Creating shadows

Atmospheric Depth

Chapter 18: Lens and camera effects

Defocus

Lens distortion and chromatic aberration

Lens flares

Motion blur

Grain

Chapter 19: Photorealism with generative AI

Generative AI for Video versus stills

Oh, the errors it makes

A note about Stable Diffusion

Epilogue
Eran Dinur is an Emmy and VES award-winning VFX supervisor, artist, and author of The Filmmakers Guide to Visual Effects (2024). His film and TV work includes Marty Supreme, 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.