Description

Book Synopsis

The award-winning VES Handbook of Visual Effects remains the most complete guide to visual effects techniques and best practices available today. This new edition has been updated to include the latest, industry-standard techniques, technologies, and workflows for the ever-evolving fast paced world of visual effects. The Visual Effects Society (VES) tasked the original authors to update their areas of expertise, such as AR/VR Moviemaking, Color Management, Cameras, VFX Editorial, Stereoscopic and the Digital Intermediate, as well as provide detailed chapters on interactive games and full animation. Additionally, 56 contributors share their best methods, tips, tricks, and shortcuts developed through decades of trial and error and real-world, hands-on experience.

This third edition has been expanded to feature lessons on 2.5D/3D Compositing; 3D Scanning; Digital Cinematography; Editorial Workflow in Animated and Visual Effects Features; Gaming updates; General Geometry In

Table of Contents

Coming Soon …

Chapter 1: Introduction

First, Some Ground Rules

Now, the Introduction

Why Use Visual Effects

Chapter 2: Pre-Production /Preparation

Overview

Breaking Down a Script – Budgeting

Ballpark Budget

More Detailed Budgets

Bidding

Plate Photography

Temp Screenings

Reviewing Bids

Contracts

Rebidding during Shooting

Rebidding in Post

Monitoring the Budget and Schedule

Keeping the Budget Down

Working with the Director and Producer

Demo Reel

The Meeting

Moving Forward

Production Departments

Production Design

Camera

Working with the Cinematographer

Special Effects

Stunts

Wardrobe

Makeup

Production

Visual Effects

Editorial

Locations

Production Meeting

Designing Visual Effects Shots

Guidelines for Directors

Storyboards

Previs

Objective of the Shot

Concept Art

Continuity

Photorealism

Original Concepts

Budget

Reality and Magic

Camera Angles

Framing

Scale

Detail

Speed

Scaled Images

Depth of Field

Sequence of Shots

Camera Motion

Less Is More

Action Pacing

CG Characters

Creatures and Character Design

Powers of 10 Shots

Visual Effects Techniques

Technique Considerations

Additional Suggestions for Determining Techniques

Development of Previs Techniques

History and Background

What is Previs and Other Forms of Visualization?

What is Previs?

Different Types of Visualization and When to Use Them

Visualization: The New Essential

The Application of Previs: Who Benefits and How?

The Benefits of Previs

Project Types

Post-Visualization

What is Post-Visualization?

Why Use Postvis?

Who Does Postvis?

Cautions and Suggestions for Good Practice

The Perils of Previs!

Passing the Work On

The Role of the VFX Supervisor in Previs

Previs: Advanced Techniques

Visualization Usefulness

VR as a Tool

Visualization in Engine

Render in Engine

Visualization in Real Time

AR as a Tool

Camera Angle Projection

Introduction

Drawing What the Lens Sees

Techvis

What Is Techvis?

Who is Techvis for?

Virtual Production

What is Virtual Production?

How is Virtual Production Used?

Chapter 3: Acquisition / Shooting

Working on Set

Common Types of Special Effects

What are Special Effects?

A Brief History of Special Effects

The Special Effects Coordinator

Working with the Visual Effects

Visual Effects in Service to SFX

Special Effects Design and Planning

Storyboards and Previs

The Elements: Rain, Wind, and Snow and Ice

Smoke, Fire, and Pyrotechnics

Mechanical Effects

Flying Wire Rigs and Stunts

Safety

Greenscreen and Bluescreen Photograph

Best Practices and Otherwise

Overview

Function of the Backing

Negative Scanning and Digital Conversion

Backing Uniformity and Screen Correction

The Alpha Channel

The Processed Foreground

The Composite

Recommended Specifications and Practices

How to Expose a Green Screen Shot, and Why

Setting Screen Brightness

Choosing the Backing Color

Floor Shots, Virtual Sets

Foreground Lighting

Controlling Spill Light

Lighting Virtual Sets

Tracking Markers

On-Set Preview

Cameras for Blue Screen or Green Screen Photography

Underwater Photography

On-Set Data Acquisition

Camera Report

Tracking Markers

Props for the Actors

Cyberscanning

Digital Photos

Lidar/Laser Scanning

Lens Distortion Charts

HDRI and Chrome Balls

Lidar Scanning and Acquisition

On-Set 3D Scanning Systems

Types of Technology

Lidar

Photogrammetry

Prop Scanners

Lighting Data

Gathering Lighting Data

Beware of False Savings!

Using Conventional Still Cameras

Reference Shooting Considerations

Clean Plates

Shooting the Clean Plate

Locked-Off Camera

Moving Camera

Other Issues

Post-Process

Alternates without Clean Plates

Other Uses for Clean Plates

Monster Sticks

On-Set Animation Capture: Witness Cam (IBMC)

Wireless Non-Video Motion Capture

Factors Affecting Witness Cameras

Dealing with the Data in Post-Production

Camera Tracking for Real-Time Visualization

Camera Tracking Pre-Production

The Camera Department

Prior to Shooting

Current Tracking Systems in Use

Triangulation As a Method of Recording Camera Data

Camera/Subject Positional Information

Basics: The Toolkit

Basics: Nodal Point

Photographic Reference

How to Proceed

Shooting Video as a Reference

Rules, Setup, and Testing

Do a Complete Test Shot!

Why Run Through Example or Test Shots?

Digital Cinematography

Digital Definitions

High Dynamic Range (HDR)

Lens Metadata

Look Management

The Recording System

Lens Mapping for VFX

VFX Photography

The Camera Array

Designing an Array Shot

Technicians

Shoot Day

Special Techniques

Post

The Future

Filming Live-Action Plates to be Used in VFX

Camera Position (Station Point)

Angle of View

Lighting Considerations

Camera Tilt

Background Quality

Moving Plates

Scouting the Camera Positions

A Case Study

Camera Cars

Camera Car Safety Issues

Purpose-Built Crane Cars

Vibration and Camera Stabilization

Road Speed

Precautions

Panoramic Rigs

On the Water

Air to Air

Cable Systems

Shooting Elements for Compositing

What Is an Element?

Stock Footage

Types of Elements

Generic versus Shot-Specific Elements

Determining Element Needs

Cheating

Backgrounds

Black Backgrounds

Line-Up

Camera Format Considerations

Assorted Methods for Shooting Elements

High-Speed Photography and Filming Elements

Cameras

Technicians

Director of Photography

Lighting

Application

Locking Down the Camera

Video Assist

Post

Supervising Motion Control

What is Motion Control?

Performance Choreography

Multiple-Pass Photography

Scaling

Import and Export of Camera Move Data

The Data

Types of Motion Control Systems

Motion Control Software

Camera Types

Sync and Phase

Dealing with Production

Acquisition of Motion / Still Photographic Textures for Mapping onto CG

Panoramic Backgrounds

Tiled Stills

Motion Tiling and Synchronous Plates

Practical Considerations

Stills for Textures and Lighting

Stop-Motion

Evolution of Stop-Motion Photography

The Time Required to Shoot in Stop-Motion

Preparation before Shooting

Setting up a Shooting Space for Stop-Motion

Use of Motion Control in Stop-Motion

Useful Caveats

Evolution of a Shot

Use of Stop-Motion in Visual Effects

Chapter 4: Performance and Motion Capture

What is Motion Capture?

Is Motion Capture Right for a Project?

The Mocap Look

Technical Specifications

Entry Point

Budget

Which Technology is Right for a Project?

Gauging a Project’s Needs and Constraints

Passive Retroreflective Optical

Active Optical

Inertial

Structured Light

Dense Stereo Reconstruction

Bend Sensors

Preparing for Motion Capture

Actors

Motion Capture Suits

Marker Placement – Body

Marker Placement – Face

Rigging for Motion Capture

Shot List

Technology Considerations

Hardware

The Strobe

Markers

Lenses

Filter

Image Sensor

Onboard Processor

Inputs/Outputs

Setup

Software

Acquisition

Calibration

Post-Processing

Reconstruction

Labeling

Gap Filling

Cleaning

Solving Motion Capture

Facial Motion Capture

Facial Actor Survey

Actor Survey – Hardware

Reference Data

Statistical Data

Facial Rigging

Facial Acquisition

Audio

Facial Motion Capture Solving

Real-Time Motion Capture

Real-Time Uses

Real-Time Limitations

Alternate Technologies

Motion Capture Resources

Virtual Production

World Building

Previsualization

On-Set Visualization

Virtual Cinematography

Chapter 5: Stereoscopic 3D

How 3D Works

Accommodation and Convergence

Interaxial Separation

Toe-in Versus Horizontal Image Translation

Parallax or Depth Budget

Positive and Negative Parallax

Floating Windows

Fix It in Post

Stereoscopic Design

The Emerging Grammar of 3D

Creative Use of Depth

Previsualization

Avoiding Painful 3D

The Aesthetic of Scale

Cutting for 3D

Designing for Multiple Release Formats

Immersion-Based versus Convergence-Based Stereo

Native Stereo

Pre-Production

On-Set

Stereography in the Visual Effects Process

Stereography for Finishing

HFR as a Solution for Better 3D Movies

VFX Elements and Stereo

Introduction – How VFX Elements are Used

Native Stereo Content

Mono Capture – Packaged Script and Element Deliveries

Mono Capture – Hybrid Approach for Stereo Delivery

Mono Capture – Full CG Approach for Stereo Delivery

Creating Depth – Layout and Stereography

Stereo Camera – Depth Wedges

Stereo Compositing

Requesting a Full CG Stereo Render Mid-Production

VFX Production Tasks

2D to 3D Conversion

Depth Creation Preparation

Visual Analysis of 2D Depth Cues

Pre-Production and Previs for Conversion

Source and Target Perspective

Shared Shots/Shared Workflows

Main Stages of 2D-to-3D Conversion

Major 2D-to-3D Conversion Workflows

Special Cases

Re-projection Mapping Workflow

Pixel Displacement or Pixel Shifting

Other 2D-to-3D Conversion Workflows

Is "Real" Always Right?

2D-to-3D Conversion Management

Stereoscopic Visual Effects

Prepping for the Third Dimension

Shooting the Third Dimension

Visual Effects in the Third Dimension

Photographed Elements

Accuracy and Attention to Detail

Artistic Skill Level

Data Management

Stereoscopic Digital Intermediate Workflow

Stereoscopic 3D Process Milestone

Viewing 3D Dailies

Projection Screens for Stereoscopic Viewing

3D Editorial Processes

Data Workflow

Applying the 3D Grade

3D Stereo Deliverables

3D Home Video Deliverables

Stereoscopic Window

The Stereoscopic Window

Placement of the Window in Relation to the 3D Scene

Window Violations

Window Placement Logic

How to Create a Stereoscopic Window

Producing Movies in Three Dimensions

Development – Getting the Green Light

Production – What to Look Out For

Chapter 6: Post-Production / Image Manipulation

Resolution and Image Format Considerations

Formats

Transport

Resolution

Academy Color Encoding System (ACES)

ACES Components

ACES Benefits

ACES Color Space Encoding

Viewing ACES

Preparations for Using ACES

Image Compression/File Formats for Post Production

Image Encoding

Still Image Compression

Other Lossless Compression Methods

File Formats

Color Management

The Three Guidelines

Digital Color Image Encodings and Digital Cameras

Color Management at the Desktop

Bringing Color Management to Film Workflows

Digital Intermediate

Shot Element Pulls and Delivery to VFX

Introduction

The Lab

"Production" Is to "Lab" as …

The Merge

The Handoff

VFX Editorial

The Select

The Pull

VFX Editorial

Editing within a Shot: The Art of Precompositing (Precomp)

How It Came to Be

Modern Day Tracking and Disseminating of Information

As the Shot Changes

Wrapping It Up

Editorial Workflow in Feature Animation

Introduction

Editorial Crew Staffing and Structure

Editorial Involvement with Feature Animation Production Stages

Communication with Artists

Starting

Working with Teams

Working Globally

Reference and Perspective

Shot Production

Communicating with Artists in Other Departments

Completion

Compositing of Live-Action Elements

Modern Digital Compositing

Scene Tracking

Rotoscoping and Paint

Rotoscoping

Digital Painting and Plate Reconstruction

Matte Paintings/Creative Environments

Matte Paintings: Art of the Digital Realm

What Is a Matte Painting?

Matte Painting Pioneers and History

Visualizing the Matte Painting Shot in Pre-Production

On-Set Supervision for Matte Painting Shots

Basic Skills and Tricks of the Trade

Miniatures and Computer-Generated Sets

Finding the Best Frame

Re-Projected Photo Survey

The Need for Creative Compositing

3D Matte Painting

Chapter 7: Digital Element Creation

Digital Modeling

Overview: The Importance of Modeling

Types of Modeling

Model Data Types

Development of Models

Modeling for a Production Pipeline

Engineering Aspects for Polygons

Engineering Aspects for NURBS

Rigging and Animation Rigging

Rigging: What is It?

Animation Rigging

Deformation Rigging

Texturing And Surfacing

The Importance of Texture Painting

Hard Surface Models

Creature Models

Types of Geometry: Their Problems and Benefits

Prepping the Model to Be Painted

Texture Creation

Various Other Map-Driven Effects

Texture Painting in Production

Model Editing

Digital Hair / Fur

Hair Generation Process

General Issues and Solutions

Digital Feathers

Morphology of Real Feathers

Modeling Digital Feathers

Similarities between Hair and Feathers

Differences between Hair and Feathers

General Geometry Instancing

Asset Creation

World Building

Shot Considerations

Dynamics and Simulation

How is a Simulation Created?

When is Simulation Appropriate?

Tricks and Cheats

Important Considerations

Planning and Preparation

Software Solutions: A Broad Overview of Current Options

Particles

What are Particle Systems?

The Next Step

The Birth of Particles

Creating Effects

Rigid-Body Dynamics

How Rigid-Body Dynamics are Created

Potential Problems

Other Issues

Tricks for Getting It Done

Digital Lighting

Light in Reality and in Computer Graphics

Case Study of Reality Compared with Simple CG Simulation

Visual Sophistication through Texture Mapping

Physically Derived Shading Models

Beneath the Surface

Goals of Lighting in Visual Effects

Work Flow for Successful Creative Digital Lighting

The Technologies of Lights in Computer Graphics

Direct Lighting: Source to Surface to Camera

Reflections

Photographed Reflections

Shadows

Image-Based Lighting

Rendering Occlusion

Ambient Occlusion

Reflection Occlusion

Creating Light Sources from Environment Maps

Physically Based Rendering

Physically Plausible Rendering

Volumetric Lighting Effects

Shader Basics

What are Shaders?

Shading Models

Bump and Displacement

Map-Based Shaders

Procedural Shaders

Shader Design

Anti-aliasing Considerations

2D Compositing

2D File Formats

Image Quality: Color Bit Depth and Concatenation

Log vs. Linear

Low Dynamic Range and High Dynamic Range Images

Mattes and Pre-Multiplied Alpha

Working with Rendered CG Elements

Integration Techniques

2D Compositing

Z-Depth Compositing

Adding Depth of Field

Adding Motion Blur

Relighting

3D Compositing

Working with 3D Data in a Compositor

Pan and Tile

Camera Projections

Set Extensions

Coverage Mapping

3D Mattes

3D Retouch and Cleanup

Adjusting Camera Moves

Particles

Deep Compositing

Crowd Generation and Simulation Techniques

Live-Action Replication

Sprites

Computer-Generated Crowds

Modeling for Replication

Variation

Mesh Density

Animation Cycles for Replication

Motion Capture

Keyframe Animation

Dynamic Motion Synthesis

Behaviors and Crowd Control

CG Prosthetics and Actor Enhancements

On-Set Tracking and Capture Considerations

Eye Enhancements

3D Techniques

2D Techniques

2D Techniques

Silhouette Changes

Re-Projection

3D Products, Systems, and Software

Digital Element Creation Process

3D Graphics Software

3D Tracking

Special Effects

Rendering

Texturing

Chapter 8: Interactive Games

Overview

How the Gaming Industry and Film/TV Industries are different

Game Engines and Real-Time Rendering

Runtime Component

Disciplines and Job Titles

Game Design

Engineering

Production

Test

Art

The Art Director

Concept Art

Environment Artists

Texture Artist

Characters

Hard Modeling

Props

Lighting

Baked vs. Dynamic Lighting

Shadows

Effects

System Effects

Environmental FX

Breakables

Destruction

Tech Artist

Animation

UI

Real Time Shaders and Materials

Pre-Rendered Cinematics vs. Real Time Visuals

Optimization and Runtime Budgets

Performance Analysis and Profiling

CPU vs. GPU bound

Technical Terminology

User Calibration

Latency

"Game Mode" on Televisions

HDR10

PBR – Physically Based Rendering

FBX

Mip Mapping

Filtering

Texel

Screen Space Ambient Occlusion

Level of Detail

Vertex Shaders and Fragment Shaders

AR/VR

Future of Gaming

On-Demand Rendering, Cloud Distribution and Ray Tracing

Chapter 9: Complete Animation

What Is An Animation Project?

Full Animation versus Visual Effects

Difference Between Visual Effects and Animation

Production Pipelines

Production

A Survey and History of Animation Techniques

Traditional Animation

Stop-Motion

Computer Graphic Technology

Considerations for a Full CG-Animated Feature Pipeline

CG Feature Animation Pipeline

Managing an Animated Film

Film Management and Personal Style

Building Brain Trusts

Building the Core Creative Team

Writing and Visual Development

Working with a Studio

Facilities and Environment

Managing the Event

The Production Process: An Animator’s Perspective

Working on CG-Animated Content in Live-Action Features

Planning the Process

Production

Character and Environment Interaction

Chapter 10: General Workflow Considerations

Virtual Studio Technology

Analysis of A Production Workflow

From Workflow to Pipeline

Service Bureau versus In-House Requirements

Design of a Production Workflow

From Analysis to Design

Deploying a Production Workflow

From Design to Implementation

Infrastructure

Tracking Assets

What is Task and Asset Tracking?

Commercial Task and Asset Tracking Systems

Building Task and Asset Tracking Systems

Scene Assembly

3D Scene Assembly

2D Scene Assembly (Compositing)

Working Across Multiple Facilities

Images

Models

Texturing

Animation

Compositing

R&D

Chapter 11: VR / AR (Virtual / Augmented Reality)

A Note from the Editors

Prelude to Virtual Reality & Augmented Reality

Pre-Production for VR/AR

Production for VR/AR

Post-Production for VR/AR

Editorial Post-Production for VR/AR

How to Direct the Viewer?

The Post-Process

Nonlinear Editorial, Timelines and Edits

World Lock and Forced Perspective

Types of Head-Mounted and Handheld Displays

What are the HMD and the "VR Presence"?

Electronical Designs of HMDs and their Respective Performances

Optical Designs of HMDs and their Respective Usages

Image Quality Factors in VR HMD Displays

Hemispheres and Domes

Game Mechanics Are What it is All About

Overcoming Doubt and Preconceived Notions

Dome Projections

The Future of Domes

VR/AR Tracking Displays

Uses of VR

Enterprise

Narrative Storytelling

Future of VR and AR

This is Just the Beginning

Acknowledgments

Appendix A: Charts and Formulas

Appendix B: Credits / Titles to Be Submitted in Accordance with VES Guidelines

Appendix C: Glossary

Index

The VES Handbook of Visual Effects

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    A Paperback by VES Jeffrey Okun, Susan Zwerman, VES

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      View other formats and editions of The VES Handbook of Visual Effects by VES Jeffrey Okun

      Publisher: Taylor & Francis
      Publication Date: 7/17/2020 12:00:00 AM
      ISBN13: 9781138542204, 978-1138542204
      ISBN10: 1138542202

      Description

      Book Synopsis

      The award-winning VES Handbook of Visual Effects remains the most complete guide to visual effects techniques and best practices available today. This new edition has been updated to include the latest, industry-standard techniques, technologies, and workflows for the ever-evolving fast paced world of visual effects. The Visual Effects Society (VES) tasked the original authors to update their areas of expertise, such as AR/VR Moviemaking, Color Management, Cameras, VFX Editorial, Stereoscopic and the Digital Intermediate, as well as provide detailed chapters on interactive games and full animation. Additionally, 56 contributors share their best methods, tips, tricks, and shortcuts developed through decades of trial and error and real-world, hands-on experience.

      This third edition has been expanded to feature lessons on 2.5D/3D Compositing; 3D Scanning; Digital Cinematography; Editorial Workflow in Animated and Visual Effects Features; Gaming updates; General Geometry In

      Table of Contents

      Coming Soon …

      Chapter 1: Introduction

      First, Some Ground Rules

      Now, the Introduction

      Why Use Visual Effects

      Chapter 2: Pre-Production /Preparation

      Overview

      Breaking Down a Script – Budgeting

      Ballpark Budget

      More Detailed Budgets

      Bidding

      Plate Photography

      Temp Screenings

      Reviewing Bids

      Contracts

      Rebidding during Shooting

      Rebidding in Post

      Monitoring the Budget and Schedule

      Keeping the Budget Down

      Working with the Director and Producer

      Demo Reel

      The Meeting

      Moving Forward

      Production Departments

      Production Design

      Camera

      Working with the Cinematographer

      Special Effects

      Stunts

      Wardrobe

      Makeup

      Production

      Visual Effects

      Editorial

      Locations

      Production Meeting

      Designing Visual Effects Shots

      Guidelines for Directors

      Storyboards

      Previs

      Objective of the Shot

      Concept Art

      Continuity

      Photorealism

      Original Concepts

      Budget

      Reality and Magic

      Camera Angles

      Framing

      Scale

      Detail

      Speed

      Scaled Images

      Depth of Field

      Sequence of Shots

      Camera Motion

      Less Is More

      Action Pacing

      CG Characters

      Creatures and Character Design

      Powers of 10 Shots

      Visual Effects Techniques

      Technique Considerations

      Additional Suggestions for Determining Techniques

      Development of Previs Techniques

      History and Background

      What is Previs and Other Forms of Visualization?

      What is Previs?

      Different Types of Visualization and When to Use Them

      Visualization: The New Essential

      The Application of Previs: Who Benefits and How?

      The Benefits of Previs

      Project Types

      Post-Visualization

      What is Post-Visualization?

      Why Use Postvis?

      Who Does Postvis?

      Cautions and Suggestions for Good Practice

      The Perils of Previs!

      Passing the Work On

      The Role of the VFX Supervisor in Previs

      Previs: Advanced Techniques

      Visualization Usefulness

      VR as a Tool

      Visualization in Engine

      Render in Engine

      Visualization in Real Time

      AR as a Tool

      Camera Angle Projection

      Introduction

      Drawing What the Lens Sees

      Techvis

      What Is Techvis?

      Who is Techvis for?

      Virtual Production

      What is Virtual Production?

      How is Virtual Production Used?

      Chapter 3: Acquisition / Shooting

      Working on Set

      Common Types of Special Effects

      What are Special Effects?

      A Brief History of Special Effects

      The Special Effects Coordinator

      Working with the Visual Effects

      Visual Effects in Service to SFX

      Special Effects Design and Planning

      Storyboards and Previs

      The Elements: Rain, Wind, and Snow and Ice

      Smoke, Fire, and Pyrotechnics

      Mechanical Effects

      Flying Wire Rigs and Stunts

      Safety

      Greenscreen and Bluescreen Photograph

      Best Practices and Otherwise

      Overview

      Function of the Backing

      Negative Scanning and Digital Conversion

      Backing Uniformity and Screen Correction

      The Alpha Channel

      The Processed Foreground

      The Composite

      Recommended Specifications and Practices

      How to Expose a Green Screen Shot, and Why

      Setting Screen Brightness

      Choosing the Backing Color

      Floor Shots, Virtual Sets

      Foreground Lighting

      Controlling Spill Light

      Lighting Virtual Sets

      Tracking Markers

      On-Set Preview

      Cameras for Blue Screen or Green Screen Photography

      Underwater Photography

      On-Set Data Acquisition

      Camera Report

      Tracking Markers

      Props for the Actors

      Cyberscanning

      Digital Photos

      Lidar/Laser Scanning

      Lens Distortion Charts

      HDRI and Chrome Balls

      Lidar Scanning and Acquisition

      On-Set 3D Scanning Systems

      Types of Technology

      Lidar

      Photogrammetry

      Prop Scanners

      Lighting Data

      Gathering Lighting Data

      Beware of False Savings!

      Using Conventional Still Cameras

      Reference Shooting Considerations

      Clean Plates

      Shooting the Clean Plate

      Locked-Off Camera

      Moving Camera

      Other Issues

      Post-Process

      Alternates without Clean Plates

      Other Uses for Clean Plates

      Monster Sticks

      On-Set Animation Capture: Witness Cam (IBMC)

      Wireless Non-Video Motion Capture

      Factors Affecting Witness Cameras

      Dealing with the Data in Post-Production

      Camera Tracking for Real-Time Visualization

      Camera Tracking Pre-Production

      The Camera Department

      Prior to Shooting

      Current Tracking Systems in Use

      Triangulation As a Method of Recording Camera Data

      Camera/Subject Positional Information

      Basics: The Toolkit

      Basics: Nodal Point

      Photographic Reference

      How to Proceed

      Shooting Video as a Reference

      Rules, Setup, and Testing

      Do a Complete Test Shot!

      Why Run Through Example or Test Shots?

      Digital Cinematography

      Digital Definitions

      High Dynamic Range (HDR)

      Lens Metadata

      Look Management

      The Recording System

      Lens Mapping for VFX

      VFX Photography

      The Camera Array

      Designing an Array Shot

      Technicians

      Shoot Day

      Special Techniques

      Post

      The Future

      Filming Live-Action Plates to be Used in VFX

      Camera Position (Station Point)

      Angle of View

      Lighting Considerations

      Camera Tilt

      Background Quality

      Moving Plates

      Scouting the Camera Positions

      A Case Study

      Camera Cars

      Camera Car Safety Issues

      Purpose-Built Crane Cars

      Vibration and Camera Stabilization

      Road Speed

      Precautions

      Panoramic Rigs

      On the Water

      Air to Air

      Cable Systems

      Shooting Elements for Compositing

      What Is an Element?

      Stock Footage

      Types of Elements

      Generic versus Shot-Specific Elements

      Determining Element Needs

      Cheating

      Backgrounds

      Black Backgrounds

      Line-Up

      Camera Format Considerations

      Assorted Methods for Shooting Elements

      High-Speed Photography and Filming Elements

      Cameras

      Technicians

      Director of Photography

      Lighting

      Application

      Locking Down the Camera

      Video Assist

      Post

      Supervising Motion Control

      What is Motion Control?

      Performance Choreography

      Multiple-Pass Photography

      Scaling

      Import and Export of Camera Move Data

      The Data

      Types of Motion Control Systems

      Motion Control Software

      Camera Types

      Sync and Phase

      Dealing with Production

      Acquisition of Motion / Still Photographic Textures for Mapping onto CG

      Panoramic Backgrounds

      Tiled Stills

      Motion Tiling and Synchronous Plates

      Practical Considerations

      Stills for Textures and Lighting

      Stop-Motion

      Evolution of Stop-Motion Photography

      The Time Required to Shoot in Stop-Motion

      Preparation before Shooting

      Setting up a Shooting Space for Stop-Motion

      Use of Motion Control in Stop-Motion

      Useful Caveats

      Evolution of a Shot

      Use of Stop-Motion in Visual Effects

      Chapter 4: Performance and Motion Capture

      What is Motion Capture?

      Is Motion Capture Right for a Project?

      The Mocap Look

      Technical Specifications

      Entry Point

      Budget

      Which Technology is Right for a Project?

      Gauging a Project’s Needs and Constraints

      Passive Retroreflective Optical

      Active Optical

      Inertial

      Structured Light

      Dense Stereo Reconstruction

      Bend Sensors

      Preparing for Motion Capture

      Actors

      Motion Capture Suits

      Marker Placement – Body

      Marker Placement – Face

      Rigging for Motion Capture

      Shot List

      Technology Considerations

      Hardware

      The Strobe

      Markers

      Lenses

      Filter

      Image Sensor

      Onboard Processor

      Inputs/Outputs

      Setup

      Software

      Acquisition

      Calibration

      Post-Processing

      Reconstruction

      Labeling

      Gap Filling

      Cleaning

      Solving Motion Capture

      Facial Motion Capture

      Facial Actor Survey

      Actor Survey – Hardware

      Reference Data

      Statistical Data

      Facial Rigging

      Facial Acquisition

      Audio

      Facial Motion Capture Solving

      Real-Time Motion Capture

      Real-Time Uses

      Real-Time Limitations

      Alternate Technologies

      Motion Capture Resources

      Virtual Production

      World Building

      Previsualization

      On-Set Visualization

      Virtual Cinematography

      Chapter 5: Stereoscopic 3D

      How 3D Works

      Accommodation and Convergence

      Interaxial Separation

      Toe-in Versus Horizontal Image Translation

      Parallax or Depth Budget

      Positive and Negative Parallax

      Floating Windows

      Fix It in Post

      Stereoscopic Design

      The Emerging Grammar of 3D

      Creative Use of Depth

      Previsualization

      Avoiding Painful 3D

      The Aesthetic of Scale

      Cutting for 3D

      Designing for Multiple Release Formats

      Immersion-Based versus Convergence-Based Stereo

      Native Stereo

      Pre-Production

      On-Set

      Stereography in the Visual Effects Process

      Stereography for Finishing

      HFR as a Solution for Better 3D Movies

      VFX Elements and Stereo

      Introduction – How VFX Elements are Used

      Native Stereo Content

      Mono Capture – Packaged Script and Element Deliveries

      Mono Capture – Hybrid Approach for Stereo Delivery

      Mono Capture – Full CG Approach for Stereo Delivery

      Creating Depth – Layout and Stereography

      Stereo Camera – Depth Wedges

      Stereo Compositing

      Requesting a Full CG Stereo Render Mid-Production

      VFX Production Tasks

      2D to 3D Conversion

      Depth Creation Preparation

      Visual Analysis of 2D Depth Cues

      Pre-Production and Previs for Conversion

      Source and Target Perspective

      Shared Shots/Shared Workflows

      Main Stages of 2D-to-3D Conversion

      Major 2D-to-3D Conversion Workflows

      Special Cases

      Re-projection Mapping Workflow

      Pixel Displacement or Pixel Shifting

      Other 2D-to-3D Conversion Workflows

      Is "Real" Always Right?

      2D-to-3D Conversion Management

      Stereoscopic Visual Effects

      Prepping for the Third Dimension

      Shooting the Third Dimension

      Visual Effects in the Third Dimension

      Photographed Elements

      Accuracy and Attention to Detail

      Artistic Skill Level

      Data Management

      Stereoscopic Digital Intermediate Workflow

      Stereoscopic 3D Process Milestone

      Viewing 3D Dailies

      Projection Screens for Stereoscopic Viewing

      3D Editorial Processes

      Data Workflow

      Applying the 3D Grade

      3D Stereo Deliverables

      3D Home Video Deliverables

      Stereoscopic Window

      The Stereoscopic Window

      Placement of the Window in Relation to the 3D Scene

      Window Violations

      Window Placement Logic

      How to Create a Stereoscopic Window

      Producing Movies in Three Dimensions

      Development – Getting the Green Light

      Production – What to Look Out For

      Chapter 6: Post-Production / Image Manipulation

      Resolution and Image Format Considerations

      Formats

      Transport

      Resolution

      Academy Color Encoding System (ACES)

      ACES Components

      ACES Benefits

      ACES Color Space Encoding

      Viewing ACES

      Preparations for Using ACES

      Image Compression/File Formats for Post Production

      Image Encoding

      Still Image Compression

      Other Lossless Compression Methods

      File Formats

      Color Management

      The Three Guidelines

      Digital Color Image Encodings and Digital Cameras

      Color Management at the Desktop

      Bringing Color Management to Film Workflows

      Digital Intermediate

      Shot Element Pulls and Delivery to VFX

      Introduction

      The Lab

      "Production" Is to "Lab" as …

      The Merge

      The Handoff

      VFX Editorial

      The Select

      The Pull

      VFX Editorial

      Editing within a Shot: The Art of Precompositing (Precomp)

      How It Came to Be

      Modern Day Tracking and Disseminating of Information

      As the Shot Changes

      Wrapping It Up

      Editorial Workflow in Feature Animation

      Introduction

      Editorial Crew Staffing and Structure

      Editorial Involvement with Feature Animation Production Stages

      Communication with Artists

      Starting

      Working with Teams

      Working Globally

      Reference and Perspective

      Shot Production

      Communicating with Artists in Other Departments

      Completion

      Compositing of Live-Action Elements

      Modern Digital Compositing

      Scene Tracking

      Rotoscoping and Paint

      Rotoscoping

      Digital Painting and Plate Reconstruction

      Matte Paintings/Creative Environments

      Matte Paintings: Art of the Digital Realm

      What Is a Matte Painting?

      Matte Painting Pioneers and History

      Visualizing the Matte Painting Shot in Pre-Production

      On-Set Supervision for Matte Painting Shots

      Basic Skills and Tricks of the Trade

      Miniatures and Computer-Generated Sets

      Finding the Best Frame

      Re-Projected Photo Survey

      The Need for Creative Compositing

      3D Matte Painting

      Chapter 7: Digital Element Creation

      Digital Modeling

      Overview: The Importance of Modeling

      Types of Modeling

      Model Data Types

      Development of Models

      Modeling for a Production Pipeline

      Engineering Aspects for Polygons

      Engineering Aspects for NURBS

      Rigging and Animation Rigging

      Rigging: What is It?

      Animation Rigging

      Deformation Rigging

      Texturing And Surfacing

      The Importance of Texture Painting

      Hard Surface Models

      Creature Models

      Types of Geometry: Their Problems and Benefits

      Prepping the Model to Be Painted

      Texture Creation

      Various Other Map-Driven Effects

      Texture Painting in Production

      Model Editing

      Digital Hair / Fur

      Hair Generation Process

      General Issues and Solutions

      Digital Feathers

      Morphology of Real Feathers

      Modeling Digital Feathers

      Similarities between Hair and Feathers

      Differences between Hair and Feathers

      General Geometry Instancing

      Asset Creation

      World Building

      Shot Considerations

      Dynamics and Simulation

      How is a Simulation Created?

      When is Simulation Appropriate?

      Tricks and Cheats

      Important Considerations

      Planning and Preparation

      Software Solutions: A Broad Overview of Current Options

      Particles

      What are Particle Systems?

      The Next Step

      The Birth of Particles

      Creating Effects

      Rigid-Body Dynamics

      How Rigid-Body Dynamics are Created

      Potential Problems

      Other Issues

      Tricks for Getting It Done

      Digital Lighting

      Light in Reality and in Computer Graphics

      Case Study of Reality Compared with Simple CG Simulation

      Visual Sophistication through Texture Mapping

      Physically Derived Shading Models

      Beneath the Surface

      Goals of Lighting in Visual Effects

      Work Flow for Successful Creative Digital Lighting

      The Technologies of Lights in Computer Graphics

      Direct Lighting: Source to Surface to Camera

      Reflections

      Photographed Reflections

      Shadows

      Image-Based Lighting

      Rendering Occlusion

      Ambient Occlusion

      Reflection Occlusion

      Creating Light Sources from Environment Maps

      Physically Based Rendering

      Physically Plausible Rendering

      Volumetric Lighting Effects

      Shader Basics

      What are Shaders?

      Shading Models

      Bump and Displacement

      Map-Based Shaders

      Procedural Shaders

      Shader Design

      Anti-aliasing Considerations

      2D Compositing

      2D File Formats

      Image Quality: Color Bit Depth and Concatenation

      Log vs. Linear

      Low Dynamic Range and High Dynamic Range Images

      Mattes and Pre-Multiplied Alpha

      Working with Rendered CG Elements

      Integration Techniques

      2D Compositing

      Z-Depth Compositing

      Adding Depth of Field

      Adding Motion Blur

      Relighting

      3D Compositing

      Working with 3D Data in a Compositor

      Pan and Tile

      Camera Projections

      Set Extensions

      Coverage Mapping

      3D Mattes

      3D Retouch and Cleanup

      Adjusting Camera Moves

      Particles

      Deep Compositing

      Crowd Generation and Simulation Techniques

      Live-Action Replication

      Sprites

      Computer-Generated Crowds

      Modeling for Replication

      Variation

      Mesh Density

      Animation Cycles for Replication

      Motion Capture

      Keyframe Animation

      Dynamic Motion Synthesis

      Behaviors and Crowd Control

      CG Prosthetics and Actor Enhancements

      On-Set Tracking and Capture Considerations

      Eye Enhancements

      3D Techniques

      2D Techniques

      2D Techniques

      Silhouette Changes

      Re-Projection

      3D Products, Systems, and Software

      Digital Element Creation Process

      3D Graphics Software

      3D Tracking

      Special Effects

      Rendering

      Texturing

      Chapter 8: Interactive Games

      Overview

      How the Gaming Industry and Film/TV Industries are different

      Game Engines and Real-Time Rendering

      Runtime Component

      Disciplines and Job Titles

      Game Design

      Engineering

      Production

      Test

      Art

      The Art Director

      Concept Art

      Environment Artists

      Texture Artist

      Characters

      Hard Modeling

      Props

      Lighting

      Baked vs. Dynamic Lighting

      Shadows

      Effects

      System Effects

      Environmental FX

      Breakables

      Destruction

      Tech Artist

      Animation

      UI

      Real Time Shaders and Materials

      Pre-Rendered Cinematics vs. Real Time Visuals

      Optimization and Runtime Budgets

      Performance Analysis and Profiling

      CPU vs. GPU bound

      Technical Terminology

      User Calibration

      Latency

      "Game Mode" on Televisions

      HDR10

      PBR – Physically Based Rendering

      FBX

      Mip Mapping

      Filtering

      Texel

      Screen Space Ambient Occlusion

      Level of Detail

      Vertex Shaders and Fragment Shaders

      AR/VR

      Future of Gaming

      On-Demand Rendering, Cloud Distribution and Ray Tracing

      Chapter 9: Complete Animation

      What Is An Animation Project?

      Full Animation versus Visual Effects

      Difference Between Visual Effects and Animation

      Production Pipelines

      Production

      A Survey and History of Animation Techniques

      Traditional Animation

      Stop-Motion

      Computer Graphic Technology

      Considerations for a Full CG-Animated Feature Pipeline

      CG Feature Animation Pipeline

      Managing an Animated Film

      Film Management and Personal Style

      Building Brain Trusts

      Building the Core Creative Team

      Writing and Visual Development

      Working with a Studio

      Facilities and Environment

      Managing the Event

      The Production Process: An Animator’s Perspective

      Working on CG-Animated Content in Live-Action Features

      Planning the Process

      Production

      Character and Environment Interaction

      Chapter 10: General Workflow Considerations

      Virtual Studio Technology

      Analysis of A Production Workflow

      From Workflow to Pipeline

      Service Bureau versus In-House Requirements

      Design of a Production Workflow

      From Analysis to Design

      Deploying a Production Workflow

      From Design to Implementation

      Infrastructure

      Tracking Assets

      What is Task and Asset Tracking?

      Commercial Task and Asset Tracking Systems

      Building Task and Asset Tracking Systems

      Scene Assembly

      3D Scene Assembly

      2D Scene Assembly (Compositing)

      Working Across Multiple Facilities

      Images

      Models

      Texturing

      Animation

      Compositing

      R&D

      Chapter 11: VR / AR (Virtual / Augmented Reality)

      A Note from the Editors

      Prelude to Virtual Reality & Augmented Reality

      Pre-Production for VR/AR

      Production for VR/AR

      Post-Production for VR/AR

      Editorial Post-Production for VR/AR

      How to Direct the Viewer?

      The Post-Process

      Nonlinear Editorial, Timelines and Edits

      World Lock and Forced Perspective

      Types of Head-Mounted and Handheld Displays

      What are the HMD and the "VR Presence"?

      Electronical Designs of HMDs and their Respective Performances

      Optical Designs of HMDs and their Respective Usages

      Image Quality Factors in VR HMD Displays

      Hemispheres and Domes

      Game Mechanics Are What it is All About

      Overcoming Doubt and Preconceived Notions

      Dome Projections

      The Future of Domes

      VR/AR Tracking Displays

      Uses of VR

      Enterprise

      Narrative Storytelling

      Future of VR and AR

      This is Just the Beginning

      Acknowledgments

      Appendix A: Charts and Formulas

      Appendix B: Credits / Titles to Be Submitted in Accordance with VES Guidelines

      Appendix C: Glossary

      Index

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