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 Instancing; Lens Mapping for VFX; Native Stereo; Real-Time VFX and Camera Tracking; Shot/Element Pulls and Delivery to VFX; Techvis; VFX Elements and Stereo; Virtual Production; and VR/AR (Virtual Reality / Augmented Reality).
A must-have for anyone working in or aspiring to work in visual effects, The VES Handbook of Visual Effects, Third Edition covers essential techniques and solutions for all VFX artists, producers, and supervisors, from pre-production to digital character creation, compositing of both live-action and CG elements, photorealistic techniques, and much more. With subjects and techniques clearly and definitively presented in beautiful four-color, this handbook is a vital resource for any serious VFX artist.
Autorentext
Jeffrey A. Okun, VES, is an award winning Visual Effects Supervisor, having worked on a large number of feature films, commercials and television shows. He started in the inudstry in 1976, and he is currently a member and Fellow of the VES and The Academy of Motion Pictures, Arts and Sciences as well as the American Society of Cinematographers (ASC), the Television Academy and the Editors Guild. He was the chair of the VES for 9 years and 1st vice chair for 16 years, and chair of the L.A. Section for 2 years. He created the VES awards along with Tim McGovern and Kim Lavery, VES.
Okun created a visual effects tracking and bidding software in 1992 that is still in wide use within the industry today, as well as the revolutionary visual effects techniques dubbed the "PeriWinkle Effect" (an underwater blue screen technique) and the "Pencil Effect" (accurately predicts the final visual effects count and budget).
Susan Zwerman, VES has been a member of the VES since 1998. She is a highly respected Visual Effects Producer who has been producing visual effects for more than 25 years. Zwerman is also a well-known seminar leader and author. As Chair of the DGA's UPM/AD VFX Digital Technology Committee, Susan emphasizes the importance of the visual effects teams to DGA members at visual effects seminars organized under her guidance.
In 2013, Susan received the Frank Capra Achievement Award in recognition of career achievement and service to the industry and the Directors Guild of America. She is also a member of the Academy of Motion Picture Arts and Sciences, the Producers Guild of America and a Fellow of the VES.
Klappentext
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 Instancing; Lens Mapping for VFX; Native Stereo; Real-Time VFX and Camera Tracking; Shot/Element Pulls and Delivery to VFX; Techvis; VFX Elements and Stereo; Virtual Production; and VR/AR (Virtual Reality / Augmented Reality).
A must-have for anyone working in or aspiring to work in visual effects, The VES Handbook of Visual Effects, Third Edition covers essential techniques and solutions for all VFX artists, producers, and supervisors, from pre-production to digital character creation, compositing of both live-action and CG elements, photorealistic techniques, and much more. With subjects and techniques clearly and definitively presented in beautiful four-color, this handbook is a vital resource for any serious VFX artist.
Inhalt
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?
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