Acknowledgments |
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xvii | |
Author |
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xix | |
Introduction |
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1 | (6) |
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1 | (1) |
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2 | (1) |
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Visual Effects Artists versus Technical Artists |
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3 | (1) |
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How This Book Is Organized |
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3 | (1) |
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4 | (1) |
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4 | (1) |
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4 | (1) |
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4 | (1) |
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4 | (1) |
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4 | (1) |
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5 | (2) |
Chapter 1 What Are Visual Effects? |
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7 | (14) |
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7 | (1) |
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Visual Effects Are Animations |
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8 | (1) |
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9 | (1) |
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9 | (1) |
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10 | (1) |
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Drawbacks of Real-Time Visual Effects |
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10 | (1) |
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11 | (4) |
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11 | (1) |
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11 | (1) |
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12 | (1) |
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13 | (1) |
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Augmented Reality (AR), Virtual Reality (VR), Mixed Reality (MR), and Cross Reality (XR) |
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13 | (1) |
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13 | (1) |
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Automotive/Transportation |
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13 | (1) |
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14 | (1) |
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Location-Based Experiences |
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15 | (1) |
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Real-Time Visual Effect Types |
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15 | (4) |
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16 | (1) |
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16 | (1) |
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16 | (1) |
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17 | (2) |
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19 | (2) |
Chapter 2 Visual Effects Rules |
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21 | (16) |
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21 | (1) |
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Visual Effects Are Not the Story |
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21 | (1) |
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Visual Effects Add Credibility |
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21 | (1) |
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Visual Effects Are the Glue |
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21 | (1) |
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Visual Effects Help Story Flow |
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22 | (1) |
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Never Show VFX Out of Context |
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22 | (1) |
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23 | (1) |
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Visual Effects Don't Scale |
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23 | (1) |
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Lighting Integration Is Queen |
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24 | (1) |
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24 | (3) |
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27 | (1) |
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27 | (1) |
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28 | (1) |
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28 | (1) |
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Never Take from Tutorials |
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29 | (1) |
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29 | (1) |
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29 | (1) |
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30 | (1) |
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30 | (1) |
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31 | (1) |
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31 | (1) |
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Simulations Consume Careers |
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31 | (1) |
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32 | (1) |
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32 | (1) |
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33 | (1) |
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34 | (1) |
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34 | (1) |
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34 | (1) |
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35 | (2) |
Chapter 3 Color Theory |
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37 | (28) |
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37 | (1) |
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37 | (2) |
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39 | (7) |
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39 | (1) |
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40 | (2) |
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42 | (2) |
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44 | (2) |
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46 | (2) |
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Is "Photo-Real" Achievable? |
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48 | (1) |
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49 | (6) |
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Gamma versus Linear Color |
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49 | (5) |
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54 | (1) |
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55 | (1) |
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56 | (1) |
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56 | (1) |
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Multiplication (Color Product) |
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57 | (1) |
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Division (Color Difference) |
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58 | (1) |
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59 | (1) |
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60 | (1) |
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60 | (1) |
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60 | (1) |
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61 | (1) |
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61 | (2) |
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62 | (1) |
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62 | (1) |
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62 | (1) |
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63 | (2) |
Chapter 4 In-Camera Effects |
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65 | (56) |
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65 | (1) |
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Real-Time Rendering Pipeline |
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65 | (7) |
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67 | (1) |
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67 | (1) |
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68 | (1) |
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69 | (1) |
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70 | (1) |
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71 | (1) |
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71 | (1) |
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Real-Time Transparency and Blending |
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72 | (5) |
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73 | (1) |
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74 | (1) |
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74 | (1) |
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75 | (1) |
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76 | (1) |
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77 | (1) |
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77 | (1) |
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77 | (3) |
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78 | (1) |
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78 | (1) |
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78 | (1) |
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78 | (1) |
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79 | (1) |
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Ray Tracing Shader Pipeline |
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79 | (1) |
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79 | (1) |
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80 | (1) |
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80 | (1) |
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80 | (1) |
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80 | (1) |
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Lighting and Lighting VFX |
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80 | (16) |
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Lighting to Move Story and Gameplay |
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80 | (1) |
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Lighting to Manipulate Shadows |
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81 | (2) |
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Lights to Interact with Characters and Environments |
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83 | (8) |
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85 | (1) |
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85 | (1) |
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85 | (2) |
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87 | (1) |
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87 | (3) |
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90 | (1) |
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91 | (5) |
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92 | (1) |
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93 | (1) |
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94 | (1) |
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Other Lighting Strategies |
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94 | (2) |
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96 | (24) |
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98 | (1) |
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98 | (1) |
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98 | (5) |
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99 | (2) |
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101 | (1) |
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102 | (1) |
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Image Blurring Techniques |
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103 | (9) |
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104 | (3) |
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107 | (1) |
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107 | (3) |
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110 | (1) |
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111 | (1) |
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112 | (10) |
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112 | (1) |
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112 | (1) |
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113 | (1) |
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114 | (1) |
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115 | (2) |
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Edge Detection/Sobel Operator |
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117 | (3) |
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120 | (1) |
Chapter 5 Material Effects |
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121 | (118) |
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121 | (1) |
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121 | (1) |
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122 | (17) |
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Old School Rendering Models |
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122 | (9) |
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Ambient Shading Component |
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122 | (1) |
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Diffuse Shading Component |
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122 | (5) |
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127 | (2) |
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129 | (1) |
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130 | (1) |
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New School Rendering Models |
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131 | (8) |
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133 | (1) |
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133 | (1) |
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Geometry Shader Parameters |
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133 | (1) |
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Pixel/Fragment Shader Parameters |
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134 | (4) |
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Color Blending Parameters |
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138 | (1) |
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139 | (9) |
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140 | (1) |
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141 | (1) |
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142 | (1) |
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How Specular Is the Surface? |
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143 | (1) |
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144 | (2) |
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Ambient Occlusion and Height |
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146 | (2) |
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Basic Material Operations |
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148 | (4) |
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148 | (1) |
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149 | (1) |
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150 | (1) |
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151 | (1) |
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152 | (2) |
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152 | (1) |
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152 | (1) |
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152 | (1) |
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153 | (1) |
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154 | (12) |
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154 | (1) |
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154 | (1) |
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154 | (1) |
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155 | (1) |
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156 | (1) |
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157 | (1) |
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157 | (6) |
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157 | (1) |
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158 | (1) |
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159 | (4) |
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163 | (3) |
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166 | (46) |
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166 | (1) |
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166 | (2) |
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168 | (8) |
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171 | (4) |
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175 | (1) |
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176 | (3) |
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178 | (1) |
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179 | (1) |
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179 | (1) |
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180 | (9) |
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180 | (1) |
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180 | (2) |
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182 | (1) |
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182 | (1) |
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183 | (2) |
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185 | (1) |
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185 | (1) |
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186 | (1) |
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187 | (1) |
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188 | (1) |
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189 | (9) |
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189 | (2) |
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191 | (4) |
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195 | (3) |
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Randomness, Noise, and Fractals |
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198 | (14) |
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199 | (1) |
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Multi-Dimensional Randomness |
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200 | (2) |
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202 | (1) |
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203 | (2) |
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205 | (7) |
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212 | (18) |
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212 | (1) |
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Vertex Offset and Surface Silhouette |
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212 | (1) |
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213 | (1) |
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213 | (2) |
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215 | (15) |
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215 | (6) |
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221 | (1) |
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222 | (8) |
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230 | (7) |
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232 | (7) |
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232 | (1) |
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232 | (1) |
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232 | (1) |
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233 | (1) |
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234 | (3) |
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237 | (2) |
Chapter 6 Simulations |
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239 | (86) |
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239 | (3) |
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239 | (1) |
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239 | (2) |
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241 | (1) |
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Computationally Expensive |
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241 | (1) |
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Personal Comment on Simulations |
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242 | (1) |
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242 | (1) |
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242 | (28) |
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243 | (1) |
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243 | (1) |
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244 | (14) |
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244 | (5) |
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249 | (1) |
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250 | (5) |
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255 | (3) |
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258 | (1) |
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Material Force Attributes |
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258 | (5) |
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258 | (1) |
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258 | (1) |
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259 | (1) |
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260 | (1) |
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Resilience and Restitution |
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260 | (2) |
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262 | (1) |
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262 | (1) |
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263 | (1) |
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263 | (2) |
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263 | (1) |
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264 | (1) |
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264 | (1) |
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264 | (1) |
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264 | (1) |
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265 | (5) |
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267 | (1) |
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267 | (1) |
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268 | (2) |
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270 | (17) |
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270 | (8) |
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271 | (1) |
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272 | (1) |
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272 | (1) |
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273 | (1) |
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Highly Articulated Objects |
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274 | (2) |
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276 | (1) |
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277 | (1) |
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278 | (9) |
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278 | (3) |
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281 | (1) |
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282 | (3) |
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285 | (2) |
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287 | (19) |
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287 | (8) |
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289 | (4) |
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293 | (1) |
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294 | (1) |
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295 | (7) |
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295 | (6) |
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301 | (1) |
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301 | (1) |
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302 | (4) |
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302 | (3) |
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305 | (1) |
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Vertex Caching and Splashes |
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305 | (1) |
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306 | (16) |
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307 | (1) |
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307 | (15) |
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Particles, Sprites, and Shaded Spheres |
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307 | (4) |
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311 | (1) |
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312 | (2) |
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314 | (2) |
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Constructive Solid Geometry |
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316 | (2) |
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318 | (1) |
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318 | (4) |
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Future Direction of Volumetrics |
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322 | (1) |
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322 | (3) |
Chapter 7 Particles |
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325 | (48) |
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325 | (1) |
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326 | (5) |
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326 | (1) |
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327 | (2) |
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Moments to Learn, a Lifetime to Master |
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329 | (2) |
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331 | (11) |
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331 | (2) |
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333 | (3) |
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336 | (1) |
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337 | (1) |
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337 | (1) |
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338 | (1) |
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338 | (4) |
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338 | (2) |
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340 | (1) |
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341 | (1) |
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341 | (1) |
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342 | (1) |
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342 | (2) |
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342 | (1) |
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343 | (1) |
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343 | (1) |
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344 | (14) |
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344 | (1) |
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344 | (2) |
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344 | (1) |
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345 | (1) |
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346 | (12) |
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346 | (4) |
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350 | (2) |
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352 | (6) |
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358 | (6) |
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358 | (5) |
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358 | (2) |
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360 | (2) |
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362 | (1) |
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363 | (1) |
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363 | (1) |
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364 | (8) |
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364 | (2) |
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365 | (1) |
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366 | (1) |
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366 | (2) |
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368 | (1) |
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368 | (1) |
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369 | (1) |
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369 | (3) |
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372 | (1) |
Chapter 8 Conclusion |
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373 | (6) |
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373 | (1) |
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373 | (2) |
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373 | (1) |
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374 | (1) |
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374 | (1) |
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375 | (2) |
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375 | (1) |
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376 | (1) |
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Virtual and Augmented Reality |
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376 | (1) |
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377 | (2) |
Index |
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379 | |