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  • The Complete Guide to Photorealism for Visual Effects, Visualization, and Games

    The Complete Guide to Photorealism for Visual Effects, Visualization, and Games by Dinur, Eran;

      • GET 10% OFF

      • Publisher's listprice GBP 37.99
      • The price is estimated because at the time of ordering we do not know what conversion rates will apply to HUF / product currency when the book arrives. In case HUF is weaker, the price increases slightly, in case HUF is stronger, the price goes lower slightly.

        18 149 Ft (17 285 Ft + 5% VAT)
      • Discount 10% (cc. 1 815 Ft off)
      • Discounted price 16 334 Ft (15 557 Ft + 5% VAT)

    16 334 Ft

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    Why don't you give exact delivery time?

    Delivery time is estimated on our previous experiences. We give estimations only, because we order from outside Hungary, and the delivery time mainly depends on how quickly the publisher supplies the book. Faster or slower deliveries both happen, but we do our best to supply as quickly as possible.

    Product details:

    • Edition number 2
    • Publisher Routledge
    • Date of Publication 6 May 2026

    • ISBN 9781032966557
    • Binding Paperback
    • No. of pages246 pages
    • Size 254x178 mm
    • Language English
    • Illustrations 191 Illustrations, color; 180 Halftones, color; 11 Line drawings, color
    • 700

    Categories

    Short description:

    This new edition offers the most up-to-date and comprehensive guide to accomplishing and perfecting a photorealistic look in digital content across visual effects, architectural and product visualization, and games.

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    Long description:

    This new edition offers the most up-to-date and comprehensive guide to accomplishing and perfecting a photorealistic look in digital content across visual effects, architectural and product visualization, and games.


     


    Emmy award-winning VFX supervisor Eran Dinur offers readers a deeper understanding of the complex interplay of light, surfaces, atmospherics, and optical effects, and then discusses techniques to achieve this complexity in the digital realm, covering 3D, 2D, and generative AI methodologies. In addition, the book features artwork, case studies, and interviews with leading artists in the fields of VFX, visualization, and games. Exploring color, integration, light and surface behavior, atmospherics, shading, texturing, physically-based rendering, procedural modeling, compositing, matte painting, lens/camera effects, and much more, Dinur offers a compelling, elegant guide to achieving photorealism in digital media and creating imagery that is seamless from real footage. In this second edition, the book explores generative AI as a tool for producing photoreal content. It focuses on various workflows and techniques for controlling the generative process and guiding AI models toward the desired results.


     


    The book’s broad perspective makes this detailed guide suitable for VFX, visualization, and game artists and students, as well as directors, architects, designers, and anyone who strives to achieve convincing, believable visuals in digital media.

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    Table of Contents:

    Preface to the Second edition


    Acknowledgments


    Introduction


    PART 1: CORE CONCEPTS


    Chapter 1: Reality and photorealism


    Human vision and cameras


    The uncanny valley


    The detail conundrum


    The role of imperfections


    The reality of the unreal


    Image quality and photorealism


    2D and 3D workflows


    Chapter 2: Photorealism in digital media


    Visual effects


    Games


    Visualization


    Chapter 3: Color


    The six-layer approach


    Thinking additive


    Hue, saturation, and brightness in RGB


    Color operations


    Bit depth and dynamic range


    The low end


    The high end


    PART 2: THE REAL WORLD


    Chapter 4: Light essentials


    Light as waves


    Light as particles


    Light decay


    Direct and indirect illumination


    What is "ambient light"?


    Chapter 5: Light interaction


    Absorption


    Reflection and scattering


    Diffuse reflection


    Transmission and refraction


    Albedo


    Chapter 6: Daylight


    The sun


    The atmosphere


    Reflection and absorption


    Atmospheric scattering


    Aerial perspective


    Chapter 7: Nighttime and artificial lighting


    Natural nighttime light


    Artificial lighting


    Chapter 8: Shadows


    Shadow softness


    Shadow color


    Overlapping shadows


    Nested shadows


    Contact shadows


    Chapter 9: Basic material properties


    Dielectric materials


    Metals


    Chapter 10: Lens and camera characteristics


    Defocus


    Lens distortion


    Chromatic aberration


    Lens flares


    Motion blur


    Grain


    PART 3: THE CG WORLD


    Chapter 11: Rendering and lighting


    From scanline to path tracing


    Traditional light emitters


    Contemporary light emitters


    Essential strategies for PBR lighting


    Chapter 12: Shading


    A brief overview of shader evolution


    The BRDF Shading model


    Other common shaders


    Chapter 13: Texturing


    PBR texturing


    Texture generation workflows


    Image textures


    Shooting and prepping photos for texturing


    Procedural textures


    Combining workflows


    Chapter 14: Modeling


    Modeling for lighting


    Procedural modeling


    PART 4: THE 2D WORLD


    Chapter 15: Integrating 2D elements


    Color matching


    Edges: problems and solutions


    Chapter 16: Integrating CG elements


    Compositing with render passes


    Deep compositing


    Improving CG in comp


    Chapter 17: Lighting in 2D


    Relighting with color


    The challenge of reflections


    Creating shadows


    Atmospheric Depth


    Chapter 18: Lens and camera effects


    Defocus


    Lens distortion and chromatic aberration


    Lens flares


    Motion blur


    Grain


    Chapter 19: Photorealism with generative AI


    Generative AI for Video versus stills


    Oh, the errors it makes…


    A note about Stable Diffusion


    Epilogue

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