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Fundamentals of Lighting Design |
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1 | (16) |
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2 | (3) |
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2 | (1) |
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3 | (2) |
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Direct and Indirect Light |
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5 | (1) |
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5 | (3) |
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8 | (1) |
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Visual Goals of Lighting Design |
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8 | (4) |
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9 | (1) |
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9 | (1) |
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Enhancing Shaders and Effects |
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10 | (1) |
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10 | (1) |
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Directing the Viewer's Eye |
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11 | (1) |
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11 | (1) |
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12 | (2) |
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14 | (1) |
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15 | (2) |
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Lighting Basics and Good Practices |
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17 | (26) |
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18 | (1) |
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19 | (10) |
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19 | (1) |
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20 | (3) |
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23 | (1) |
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24 | (2) |
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26 | (1) |
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27 | (1) |
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27 | (2) |
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29 | (9) |
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29 | (4) |
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33 | (2) |
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35 | (1) |
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36 | (2) |
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38 | (3) |
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38 | (1) |
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38 | (2) |
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40 | (1) |
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40 | (1) |
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41 | (2) |
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43 | (42) |
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The Visual Functions of Shadows |
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44 | (5) |
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Defining Spatial Relationships |
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44 | (1) |
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Revealing Alternate Angles |
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45 | (1) |
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46 | (1) |
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46 | (1) |
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Indicating Off-Screen Space |
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47 | (1) |
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48 | (1) |
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Which Lights Need Shadows? |
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49 | (2) |
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49 | (1) |
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50 | (1) |
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51 | (2) |
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52 | (1) |
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Shadow Size and Perspective |
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53 | (2) |
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55 | (10) |
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55 | (7) |
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62 | (3) |
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65 | (8) |
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67 | (1) |
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Soft Shadows with Depth Maps |
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68 | (2) |
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70 | (3) |
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73 | (4) |
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73 | (1) |
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Occlusion in Global Illumination |
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74 | (2) |
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76 | (1) |
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77 | (6) |
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77 | (1) |
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78 | (2) |
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80 | (1) |
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81 | (2) |
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83 | (1) |
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83 | (2) |
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Lighting Environments and Architecture |
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85 | (40) |
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86 | (8) |
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86 | (3) |
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89 | (3) |
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92 | (2) |
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94 | (2) |
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96 | (3) |
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96 | (1) |
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Set Lighting from Practical Lights |
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97 | (2) |
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99 | (2) |
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Simulating Indirect Light |
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101 | (7) |
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105 | (2) |
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107 | (1) |
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108 | (12) |
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112 | (1) |
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113 | (2) |
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115 | (1) |
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116 | (4) |
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120 | (3) |
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123 | (2) |
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Lighting Creatures, Characters, and Animation |
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125 | (34) |
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126 | (5) |
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127 | (1) |
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128 | (3) |
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131 | (3) |
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133 | (1) |
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134 | (1) |
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134 | (12) |
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135 | (1) |
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136 | (3) |
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139 | (1) |
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140 | (4) |
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144 | (1) |
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145 | (1) |
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Issues in Lighting Character Animation |
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146 | (11) |
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147 | (1) |
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Linking Lights to Characters |
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147 | (1) |
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148 | (2) |
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150 | (3) |
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153 | (1) |
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154 | (3) |
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157 | (2) |
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159 | (26) |
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Understanding F-Stops and Depth of Field |
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160 | (5) |
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162 | (1) |
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163 | (1) |
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163 | (1) |
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164 | (1) |
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165 | (1) |
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165 | (7) |
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Shutter Speed and Shutter Angle |
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165 | (3) |
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168 | (1) |
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169 | (1) |
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170 | (2) |
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172 | (1) |
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173 | (4) |
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174 | (1) |
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175 | (2) |
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Matching Lens Imperfections |
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177 | (5) |
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177 | (3) |
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180 | (1) |
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180 | (1) |
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181 | (1) |
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182 | (3) |
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185 | (28) |
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186 | (5) |
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186 | (2) |
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188 | (1) |
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188 | (1) |
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189 | (1) |
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The Over-the-Shoulder Shot |
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190 | (1) |
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191 | (7) |
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191 | (1) |
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192 | (3) |
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High-Angle and Low-Angle Shots |
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195 | (1) |
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196 | (2) |
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Improving Your Composition |
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198 | (6) |
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199 | (1) |
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Positive and Negative Space |
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200 | (1) |
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201 | (1) |
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202 | (1) |
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203 | (1) |
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Framing for Film and Video |
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204 | (6) |
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Formats and Aspect Ratios |
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204 | (1) |
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205 | (3) |
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208 | (1) |
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209 | (1) |
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210 | (3) |
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The Art and Science of Color |
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213 | (34) |
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214 | (6) |
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214 | (1) |
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215 | (1) |
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Hue, Saturation, and Value Adjustments |
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216 | (1) |
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When Light Color Meets Surface Color |
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217 | (3) |
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220 | (9) |
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221 | (3) |
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224 | (3) |
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227 | (1) |
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Tinted Black-and-White Images |
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228 | (1) |
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229 | (8) |
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231 | (5) |
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Picking Colors from Pictures |
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236 | (1) |
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237 | (3) |
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Importance of Red, Green, and Blue |
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239 | (1) |
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240 | (5) |
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240 | (1) |
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241 | (1) |
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241 | (2) |
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243 | (2) |
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245 | (2) |
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Shaders and Rendering Algorithms |
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247 | (36) |
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248 | (11) |
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Diffuse, Glossy, and Specular Reflection |
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248 | (3) |
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251 | (7) |
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258 | (1) |
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259 | (5) |
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259 | (3) |
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262 | (1) |
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263 | (1) |
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Rendering at Higher Resolutions |
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263 | (1) |
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264 | (10) |
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Raytracing Acceleration Structures |
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265 | (1) |
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266 | (3) |
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269 | (1) |
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Transparency and Refraction |
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270 | (4) |
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274 | (3) |
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The Renderman Interface Standard |
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275 | (1) |
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276 | (1) |
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277 | (1) |
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277 | (1) |
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GPU-Accelerated and Hardware Rendering |
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278 | (2) |
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278 | (1) |
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278 | (1) |
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279 | (1) |
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280 | (3) |
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Designing and Assigning Textures |
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283 | (52) |
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284 | (12) |
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284 | (2) |
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286 | (1) |
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287 | (1) |
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288 | (2) |
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290 | (1) |
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291 | (2) |
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293 | (2) |
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Polynomial Texture Mapping |
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295 | (1) |
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295 | (1) |
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296 | (3) |
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296 | (3) |
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299 | (1) |
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299 | (3) |
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302 | (2) |
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304 | (20) |
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304 | (6) |
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310 | (3) |
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313 | (4) |
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317 | (4) |
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321 | (2) |
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323 | (1) |
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324 | (4) |
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324 | (1) |
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324 | (1) |
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325 | (1) |
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325 | (1) |
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Baking Procedural Textures into Texture Maps |
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326 | (2) |
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328 | (4) |
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328 | (1) |
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329 | (1) |
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330 | (2) |
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332 | (3) |
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Rendering Passes and Compositing |
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335 | (42) |
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336 | (6) |
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337 | (1) |
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338 | (1) |
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339 | (3) |
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342 | (5) |
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Compositing With Straight Alpha Channels |
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343 | (2) |
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Compositing With Premultiplied Alpha Channels |
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345 | (2) |
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347 | (19) |
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348 | (1) |
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349 | (1) |
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350 | (3) |
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353 | (5) |
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358 | (1) |
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359 | (1) |
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360 | (1) |
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Global Illumination Passes |
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361 | (1) |
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362 | (1) |
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363 | (2) |
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365 | (1) |
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Rendering Many Passes at Once |
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366 | (1) |
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Lighting in the Composite |
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366 | (3) |
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Rendering Lights as Separate Passes |
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367 | (1) |
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368 | (1) |
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Matching Live-Action Background Plates |
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369 | (6) |
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Reference Balls and Light Probes |
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370 | (3) |
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Other Approaches to Matching Lighting |
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373 | (2) |
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375 | (2) |
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Production Pipelines and Professional Practices |
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377 | (32) |
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378 | (19) |
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Planning an Animated Feature |
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378 | (1) |
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378 | (1) |
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379 | (1) |
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Preparing for Visual Effects Shots |
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380 | (1) |
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380 | (1) |
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Match Move and Virtual Sets |
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381 | (2) |
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383 | (1) |
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384 | (1) |
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385 | (1) |
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386 | (1) |
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387 | (1) |
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388 | (1) |
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389 | (1) |
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390 | (1) |
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390 | (1) |
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391 | (1) |
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392 | (1) |
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393 | (1) |
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394 | (1) |
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395 | (1) |
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Visualizing Production Pipelines |
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395 | (2) |
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397 | (3) |
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397 | (1) |
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397 | (1) |
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398 | (1) |
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399 | (1) |
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400 | (1) |
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Getting a Job in 3D Lighting |
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400 | (9) |
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401 | (1) |
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402 | (1) |
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403 | (1) |
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403 | (1) |
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404 | (1) |
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405 | (1) |
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406 | (1) |
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407 | (2) |
Index |
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409 | |