Digital Lighting and Rendering

ISBN-10: 0321316312
ISBN-13: 9780321316318
Edition: 2nd 2006 (Revised)
Authors: Jeremy Birn
List price: $65.00
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Description: Who better to teach the fine art and craft of digital lighting and rendering than the man who created many of the stunning effects for Pixar's most recent animated classic, The Incredibles? In these pages, lighting and animation pro Jeremy Birn  More...

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Book details

List price: $65.00
Edition: 2nd
Copyright year: 2006
Publisher: Pearson Education
Publication date: 4/27/2006
Binding: Paperback
Pages: 432
Size: 7.25" wide x 8.75" long x 0.75" tall
Weight: 2.354
Language: English

Who better to teach the fine art and craft of digital lighting and rendering than the man who created many of the stunning effects for Pixar's most recent animated classic, The Incredibles? In these pages, lighting and animation pro Jeremy Birn draws on his wealth of industry and teaching experience to provide an updated and expanded edition of what has become the standard guide to digital lighting and rendering. Using beautiful, full-color examples; a friendly, clear teaching style; and a slew of case studies and tutorials, Jeremy demonstrates how to create strategic lighting for just about any project. Realizing that lighting - how it's used, where it's placed, and the kind of shadow it casts - is critical to any image, Jeremy dedicates the first half of his volume to just that topic. By explaining not just how to use various lighting techniques but why, this guide provides the grounding graphics pros need to master Hollywood lighting techniques. Additional chapters cover color, exposure, composition, materials and textures, and compositing.

Fundamentals of Lighting Design
Motivation
Off-Screen Space
Qualities of Light
Direct and Indirect Light
Cheating
Cheating in Live Action
Visual Goals of Lighting Design
Making Things Read
Making Things Believable
Enhancing Shaders and Effects
Maintaining Continuity
Directing the Viewer's Eye
Emotional Impact
Lighting Challenges
Your Workspace
Creative Control
Lighting Basics and Good Practices
Starting Points
Types of Lights
Point Lights
Spotlights
Directional Lights
Area Lights
Models Serving as Lights
Environment Spheres
Ambient Light
Controls and Options
Decay
Diffuse and Specular
Light Linking
Cookies
Lighting in Production
When to Light
The Feedback Loop
Naming Lights
Managing Versions
Exercises
Shadows and Occlusion
The Visual Functions of Shadows
Defining Spatial Relationships
Revealing Alternate Angles
Enhancing Composition
Adding Contrast
Indicating Off-Screen Space
Integrating Elements
Which Lights Need Shadows?
Shadow Clutter
Secondary Shadows
Shadow Color
Testing Shadows
Shadow Size and Perspective
Shadow Algorithms
Depth Map Shadows
Raytraced Shadows
Hard and Soft Shadows
Hard and Soft Light
Soft Shadows with Depth Maps
Soft Raytraced Shadows
Occlusion
Ambient Occlusion
Occlusion in Global Illumination
Other Types of Occlusion
Faking Shadows
Negative Lights
Shadows-Only Lights
Shadow Objects
Baking Lighting
Conclusions
Exercises
Lighting Environments and Architecture
Daylight
Sunlight
Sky Light
Indirect Light
Night Scenes
Practical Lights
Lighting the Light
Set Lighting from Practical Lights
Lighting Windows
Simulating Indirect Light
Corners
Sourcy Lighting
Global Illumination
Conventional Radiosity
Photon Mapping
Final Gathering
Caustics
Ambient Occlusion
Exercises
Lighting Creatures, Characters, and Animation
Modeling with Light
Directionality
Definition
Three-Point Lighting
Variations
Tools, Not Rules
Functions of Lights
Key Lights
Fill Lights
Bounce Lights
Rim Lights
Kickers
Specular Lights
Issues in Lighting Character Animation
Test Frames
Linking Lights to Characters
Technology Changes
Subsurface Scattering
Lighting Hair
Lighting Eyes
Exercises
Cameras and Exposure
Understanding F-Stops and Depth of Field
Matching Real Lenses
The Two-Thirds Rule
Hyperfocal Distance
Bokeh Effects
Frame Rates
Realistic Motion Blur
Shutter Speed and Shutter Angle
The Comet Tail Myth
Blurring Rotations
Video Fields
Film Speed
Photographic Exposure
The Zone System
Histograms
Matching Lens Imperfections
Lens Distortion
Chromatic Aberration
Vignetting
Lens Flares and Halation
Exercises
Composition and Staging
Types of Shots
Shot Sizes
Z-Axis Blocking
POV Shots
The Two-Shot
The Over-the-Shoulder Shot
Camera Angles
The Line of Action
Perspective
High-Angle and Low-Angle Shots
Camera Moves
Improving Your Composition
The Rule of Thirds
Positive and Negative Space
Graphic Weight
Lines
Tangencies
Framing for Film and Video
Formats and Aspect Ratios
Film Formats
Adaptation to Television
Cropping and Overscan
Exercises
The Art and Science of Color
Color Mixing
Additive Color
Subtractive Color
Hue, Saturation, and Value Adjustments
When Light Color Meets Surface Color
Color Schemes
Color Contrast
Meanings of Colors
Color and Depth
Tinted Black-and-White Images
Color Balance
Color Temperature
Picking Colors from Pictures
Understanding RGB Color
Importance of Red, Green, and Blue
Digital Color
8-bit Color
16-bit Color
HDRI
Compact Data Formats
Exercises
Shaders and Rendering Algorithms
Shading Surfaces
Diffuse, Glossy, and Specular Reflection
Specular Highlights
BRDF and BSSRDF
Anti-Aliasing
Over-Sampling
Under-Sampling
Filtering
Rendering at Higher Resolutions
Raytracing
Raytracing Acceleration Structures
Raytraced Reflections
Shadows
Transparency and Refraction
Reyes Algorithms
The Renderman Interface Standard
Reyes and Raytracing
Z-Buffer Rendering
Scanline Rendering
GPU-Accelerated and Hardware Rendering
Hardware Rendering
GPU Acceleration
Interactive Previewing
Exercises
Designing and Assigning Textures
Types of Texture Mapping
Color Mapping
Specular Mapping
Incandescence Mapping
Transparency Mapping
Displacement Mapping
Bump Mapping
Normal Mapping
Polynomial Texture Mapping
Other Mapping Techniques
Photographic Textures
Shooting Tips
Flatbed Scans
Stylized Textures
Texture Map Resolution
Alignment Strategies
Tiling Maps
Decals
Projections
UV Coordinates
Texturing Poles
3D Paint Programs
Procedural Textures
Resolution Independence
3D Textures
Animation
Appearance
Baking Procedural Textures into Texture Maps
Looks Development
Painting in Layers
Color First
Displacement First
Exercises
Rendering Passes and Compositing
Rendering in Layers
Background Layers
Matte Objects
Effects Layers
Alpha Channel Issues
Compositing With Straight Alpha Channels
Compositing With Premultiplied Alpha Channels
Rendering in Passes
Diffuse Passes
Specular Passes
Reflection Passes
Shadow Passes
Ambient Passes
Occlusion Passes
Beauty Passes
Global Illumination Passes
Mask Passes
Depth Passes
Pass Management Features
Rendering Many Passes at Once
Lighting in the Composite
Rendering Lights as Separate Passes
Relighting Tools
Matching Live-Action Background Plates
Reference Balls and Light Probes
Other Approaches to Matching Lighting
Exercises
Production Pipelines and Professional Practices
Production Pipelines
Planning an Animated Feature
Story
Layout
Preparing for Visual Effects Shots
Previsualization
Match Move and Virtual Sets
Rotoscoping
Core Departments
Art Department
Modeling
Set Decorating
Technical Directors
Character Rigging
Character Animation
Effects
Shading
Texture Paint
Lighting
Compositing
Film I/O
Visualizing Production Pipelines
Getting Work Approved
Working with Clients
Setting Expectations
Dealing with Changes
Supervising Lighters
The Chain of Command
Getting a Job in 3D Lighting
A Lighting Showreel
Credits
Quality over Quantity
Starting Strong
Do I Need to Specialize?
Internal Promotion
Job Security
Advancing in Your Career
Index

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