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  • The VES Handbook of Visual Effects: Industry Standard VFX Practices and Procedures

    The VES Handbook of Visual Effects by Okun VES, Jeffrey A.; Zwerman VES, Susan; Thurmond O'Neal, Susan;

    Industry Standard VFX Practices and Procedures

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    Product details:

    • Edition number 4
    • Publisher Routledge
    • Date of Publication 18 December 2025

    • ISBN 9781032853697
    • Binding Paperback
    • No. of pages878 pages
    • Size 254x178 mm
    • Language English
    • Illustrations 30 Illustrations, black & white; 280 Illustrations, color; 30 Halftones, black & white; 280 Halftones, color; 3 Tables, color
    • 700

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    Short description:

    _bookmark126" target="_blank">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 - Alan Lasky


    On-Set 3D Scanning Systems - Joshua DeHerrera


                    Types of Technology


                    LiDAR


                    Photogrammetry


                    Prop Scanners


    Lighting Data - Charles Clavadetscher, Jeffrey A. Okun, VES


                    Gathering Lighting Data


    Using Conventional Still Cameras


                    Reference Shooting Considerations


    Beware of False Savings!


    Clean Plates - Scott Squires, VES


                    Shooting the Clean Plate


                    Locked-Off Camera


                    Moving Camera


                    Other Issues


                    Post-Process


                    Alternates without Clean Plates


                    Other Uses for Clean Plates


    Monster Sticks - Scott Squires, VES


    On-Set Animation Capture: Witness Cam (IBMC) - Joel Hynek


                    Wireless Non-Video Motion Capture


                    Factors Affecting Witness Cameras


                    Dealing with the Data in Post-Production


    Camera Tracking for Real-Time Visualization - Joe Lewis


                    Introduction


    Camera Department:  Pre-Production and Cooperation


    Camera Tracking Strategies in an LED Volume


    Emerging, Innovation and Mature Technology


    Triangulation As a Method of Recording Camera Data -  Stuart Robertson


                    Camera/Subject Positional Information


                    Basics: The Toolkit


                    Basics: Nodal Point


    Photographic Reference  - Charles Clavadetscher


                    How to Proceed


                    Shooting Video as a Reference


    Rules, Setup, and Testing - Charles Clavadetscher


                    Do a Complete Test Shot!


                    Why Run Through Example or Test Shots?


    Digital Cinematography - David Stump, ASC, Marty Ollstein, David Reisner, W. Thomas Wolf


                    Digital Definitions


                    High Dynamic Range (HDR)


                    Camera / Lens Metadata


                    Camera Tracking


                    Look Management


                    The Recording System


    VFX Photography - Eric Swenson


                    The Camera Array


    Designing an Array Shot


    Technicians


    Shoot Day


    Special Techniques


    Post


    The Future


    Filming Live-Action Plates to be Used in VFX - Bill Taylor, ASC, VES


                    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 - Mark H. Weingartner


                    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 Cinematography and Filming Elements - Jim Matlosz


                    Cameras


                    Technicians


                    Director of Photography


                    Lighting


    Moving the Camera


                    Video Assist


                    Post


    Supervising Motion Control - Mark Weingartner


                    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 - Mark Weingartner


                    Panoramic Backgrounds


                    Tiled Stills


                    Motion Tiling and Synchronous Plates


                    Practical Considerations


                    Stills for Textures and Lighting


    Stop-Motion - Pete Kozachik, ASC


                    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


    Defining Motion Capture / Performance Capture  - Demian Gordon, Nathan Camp, John Root


    How Motion Capture is Used Across the Industry - Demian Gordon, Nathan Camp, John Root


    Is Motion Capture Right for a Project? – Demian Gordon, Nathan Camp, John Root, Tracy McSherry


                    The Mocap Look


    Visual Storytelling and Aesthetic


                    Production Planning


                    Performance


                    Technology and Approach


                    Aligning Needs vs. Wants


                    Optical Motion Capture


                    Motion Capture for Virtual Production


                    Motion Capture for Animation


    Production Planning Scenarios for Motion Capture – Demian Gordon, Nathan Camp, Rhea Aylin Fischer,


    and John Root


                    Subject Matter of the Shoot


                    Performance and Actor Considerations


                    Real-Time Presentation


    Subjects Being Captured


                    Volume Size and Build


                    Syncing Hardware and Software


    Rigging and Retargeting for Motion Capture


    Shot List


    Client or Vendor Delivery


    Optical Motion Capture – Nathan Camp, Demian Gordon , John Root


    Technical and Approach


    Entry Point


    Budget


    Hardware


    Software


    Inertial Motion Capture - Rhea Aylin Fischer, Ted O’Brien ,John Root, and Demian Gordon


    Use Cases


    Technology and Approach


    Entry Point


    Budget


    Hardware


    Software


    Motion Capture for Virtual Production - Nathan Camp, Ted O'Brien


    Use Cases


    Technology and Approach


    Entry Point


    Budget


    Hardware


    Software


    Hand Capture Demian Gordon , Rhea Aylin Fischer, Tracy McSherry. John Root,


                    Use Cases


                    Advantages and Disadvantages


                    Technology and Approach


                    Budget


    Facial Motion Capture – John Root, Demian Gordon, Gareth Edwards, and Oleg Alexander


                    Use Cases


                    Markerset


    Lighting


    Facial Hair


    Advantages and Disadvantages


    Entry Point


    Budget


    Facial Actor Survey


                    Actor Survey - Hardware


    Applying AI


    Volumetric Capture / Considerations for Production - Wardrobe, Hair, Makeup, and Blocking - Christina Heller, Skylar Sweetman, Mari Young


     


    CHAPTER 5: VIRTUAL PRODUCTION AND AI TOOLS IN VISUAL EFFECTS


    Virtual Production - Addison Bath


    What is Virtual Production


    How is Virtual Production Used?


    Note from the Editors:  – Jeffrey A. Okun, VES,  Susan Zwerman, VES, Susan Thurmond O’Neal


    Capturing Surfaces with Photogrammetry to Create Assets - Luis Cataldi


                    Introduction


                    Core Principles of Photogrammetry


                    Applied Principles of Image Capture for Photogrammetry


                    Capture Methods and Workflows


                    Final Thoughts


    Photogrammetry and LiDAR Sets for Virtual Production - Tripp Topping


                    Optimization


    The Use of AI in Visual Effects - Lucien Harriot


    Introduction


    Overview of Generative Artificial Intelligence (GenAI)


    Applications of GenAI in Visual Effects


    Impact on Visual Effects Processes


    Limitations, Challenges, and Ethical Considerations


    Future Developments in GenAI


    Embracing GenAI as a Tool for Innovation


    Summary of Techniques for NeRFs and 3D Gaussian Splatting - Mike Seymour


                    Introduction


    Overview of NeRFs and Gaussian Splatting


                    Neural Radiance Fields (NeRF)


                    3D Gaussian Splatting


                    NeRFs and 3DGS in Combination with Other AI


                    Limitations, Challenges, and Ethical Considerations


    Summary of AI Techniques Used in Visual Effects - Steve Wright


    A Brief History


    AI for Compositing


    Image Enhancement


    Visual Effects


    Other Features


    Adapting to a World with AI


     


    CHAPTER 6: POST-PRODUCTION / IMAGE MANIPULATION


    Resolution and Image Format Considerations - Scott Squires


                    Formats


                    Transport


                    Resolution


    Academy Color Encoding System (ACES) - Bill Baggelaar, Annie Chang, Steve Tobenkin


                    Overview


                    Using ACES in Visual Effects Workflows


                    ACES Color Space Encoding


                    Compatibility


    Image Compression/File Formats for Post-Production - Florian Kainz, Piotr Stanczyk


                    Image Encoding


                    Still Image Compression


                    Other Lossless Compression Methods


                    File Formats


    Color Management - Joseph Goldstone


                    The Three Guidelines


                    Digital Color Image Encodings and Digital Cameras


                    Color Management at the Desktop


                    OpenColorIO


    Digital Intermediate - Tashi Trieu


                    Introduction to Digital Intermediates


                    The Colorist


                    Tools of the Trade


                    Emerging Technologies


                    Grading with Mattes


                    Communicating Color Through the Visual Effects Pipeline


                    Visual Effects Plate Grading


                    The Evolution of Color Grading


    Shot/Element Pulls and Delivery to VFX - David H. Tanaka


                    Introduction


                    The Lab


                    “Production” Is to “Lab” as


                    The Merge


                    The Handoff


                    VFX Editorial


                    The Select


                    The Pull


    VFX Editorial – Greg Hyman, David H. Tanaka


                    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 - David H. Tanaka


                    Introduction


                    Editorial Crew Staffing and Structure


                    Editorial Involvement with Feature Animation Production Stages


    Communication With Artists - Eric Durst


                    Starting


                    Working with Teams


                    Working Globally


                    Reference and Perspective


                    Shot Production


                    Communicating with Artists in Other Departments


                    Completion


    Compositing of Live-Action Elements - Steve Wright


    Overview


    Green/Blue Screen Capture


    Pre-Processing the Green Screen


    Garbage Mattes


    Keying Strategies


    Motion Blur and Depth of Field


    Spill Suppression


    Grain Management


    Rotoscoping


    Post-Composite Processing


    3D Compositing


    Inspecting the Comp


    Rotoscoping and Paint - Marshall Krasser, Sandy Houston


                    Rotoscoping


                    Digital Painting and Plate Reconstruction    


    Deep Compositing - Steve Wright


    What is a Deep Image?


    Complex Depth Interactions


    The Depth Compositing Edge Problem


    The Re-rendering Problem


    Deep Compositing and Live Action


    Matte Painting/Creative Environments - Craig Barron, VES, Deak Ferrand, John Knoll, and Robert Stromberg


    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


    Digital Environments -  Robert Stromberg


    Reimagining Artistic Roles in Film: The Rise of the “Environment and Creation Artists”


    Virtual Production and Game Engine Technology


    Future of the Environment Creation Artist and AI


    The Power of Curiosity in Creativity and Innovation


     


    CHAPTER 7 - DIGITAL ELEMENT CREATION


    Digital Modeling -  Kevin Hudson


                    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 - Steve Preeg


                    Rigging:  What is It?


                    Animation Rigging


                    Deformation Rigging


    What Makes a Good Rig for Animation – Felix Balbas  


                    Introduction


                    User and Uses


                    Technical Aspects


                    Technology Restrictions


                    New Technologies


    Texturing and Surfacing - Ron Woodall


                    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 - Armin Bruderlin, Francois Chardavoine


                    Hair Generation Process


                    General Issues and Solutions


    Digital Feathers - Armin Bruderlin, Francois Chardavoine


                    Morphology of Real Feathers


                    Modeling Digital Feathers


                    Similarities between Hair and Feathers


                    Differences between Hair and Feathers


    General Geometry Instancing - Armin Bruderlin, Francois Chardavoine


                    Asset Creation


                    World Building


                    Shot Considerations


    Dynamics and Simulation - Craig Zerouni, Judith Crow


                    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 - Craig Zerouni


                    What are Particle Systems?


                    The Next Step


                    The Birth of Particles


                    Creating Effects


    Rigid Body Dynamics - Craig Zerouni


                    How Rigid-Body Dynamics are Created


                    Potential Problems


                    Other Issues


                    Tricks for Getting It Done


    Digital Lighting - Andrew Whitehurst


                    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 - Derek Spears


                    What are Shaders?


                    Shading Models


                    Bump and Displacement


                    Map-Based Shaders


                    Procedural Shaders


                    Shader Design


                    Anti-aliasing Considerations


    2D Compositing - Matt Leonard


                    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


    2.5D Compositing - Matt Leonard


                    Z-Depth Compositing


                    Adding Depth of Field


                    Adding Motion Blur


                    Relighting


    3D Compositing - Matt Leonard


                    Working with 3D Data in a Compositor


                    Pan and Tile


                    Camera Projections


                    Set Extensions


                    Coverage Mapping


                    Cubical Camera Setup


                    3D Mattes


                    3D Retouch and Cleanup


                    Adjusting Camera Moves


                    Particles


                    Deep Compositing


    Crowd Generation and Simulation Techniques - John Knoll


                    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 Prosthetic and Actor Enhancements - John Knoll


                    On-Set Tracking and Capture Considerations


                    Eye Enhancements


                    3D Techniques


                    2D Techniques


                    2.5D Techniques


                    Silhouette Changes


                    Re-Projection


    3D Products, Systems and Software - Richard Kidd


                    Digital Element Creation Process


                    3D Graphics Software


                    3D Tracking


                    Special Effects


                    Rendering


                    Texturing


     


    CHAPTER 8 – INTERACTIVE GAMES


    Overview – David Johnson, VES


    How the Gaming Industry and Film/TV Industries are different - David Johnson, VES


    Publishers and Developers v. Film/Television Studios and VFX Facilities – David Johnson, VES


    Game and TV/Film Converging with Virtual Production and Cinematics -  David Johnson, VES


    Game Engines and Real-Time Rendering - David Johnson, VES


                    Runtime Component


    Unreal vs. Unity


    Disciplines and Job Titles - David Johnson, VES


                    Game Design


                    Engineering


                    Production


                    Test


                    Art


                    The Art Director


                    Concept Art


                    Environment Artists


                    Texture Artist


                    Characters


                    Hard Modeling


                    Props


                    Lighting


                    Baked vs. Dynamic Lighting vs. Raytracing


                    Shadows


                    Effects


                    System Effects


                    Environmental FX


                    Breakables


                    Destruction


                    Tech Artist


                    Animation


                    UI


    Real Time Shaders and Materials - David Johnson, VES


    Optimization and Runtime Budgets - David Johnson, VES


    Performance Analysis and Profiling - David Johnson, VES


                    CPU vs. GPU bound


    Technical Terminology - David Johnson, VES


                    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 - David Johnson, VES


    Future of Gaming - David Johnson, VES


                    On-Demand Rendering, Cloud Distribution and Ray Tracing


    Fast Drives, Nanite and Lumen


    Fluid Simulations


    AI


     


    CHAPTER 9 – COMPLETE ANIMATION


    What Is An Animation Project?  - Stephan Vladimir Bugaj


                    Full Animation vs Visual Effects


    Difference Between Visual Effects and Animation - Rob Bredow


                    Production Pipelines


                    Production


    Animation Techniques - Frank Gladstone


                    Traditional Animation


                    Stop-Motion


                    Computer Graphic Technology


    Considerations for a Full CG-Animated Feature Pipeline - Stephan Vladimir Bugaj


                    CG Feature Animation Pipeline


    Managing an Animated Film - Don Hahn


                    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 - Lyndon Barrois


                    Working on CG-Animated Content in Live-Action Features


                    Planning the Process


                    Production


                    Character and Environment Interaction


     


    CHAPTER 10 – VISUAL EFFECTS WORKFLOWS


    Analysis of a Production Workflow - Stephan Vladimir Bugaj


                    From Workflow to Pipeline


                    Service Bureau versus In-House Requirements


    Design of a Production Workflow – Dan Rosen


                    From Analysis to Design


    Deploying a Production Workflow - Stephan Vladimir Bugaj


                    From Design to Implementation


    Tracking Assets - Stephan Vladimir Bugaj


                    What is Task and Asset Tracking?


                    Commercial Task and Asset Tracking Systems


                    Building Task Asset Tracking Systems


    Scene Assembly - Stephan Vladimir Bugaj


                    2D Scene Assembly


                    3D Scene Assembly (Compositing)


    Working Across Multiple Facilities – Scott Squires, VES


                    Images


                    Models


                    Texturing


                    Animation


                    Compositing


                    R&D


    Version Control Software - Jase Lindgren, Katie Cole


                    Introduction to Version Control


                    Version Control Uses in Virtual Production


                    Version Control Set-Up


     


    CHAPTER 11 – VR / AR (VIRTUAL REALITY / AUGMENTED REALITY)


    A Note from the Editor Prelude to Virtual Reality & Augmented Reality – Jeffrey A. Okun, VES


    Pre-Production for VR/AR - Chris Edwards


    Production for VR/AR - Grant Anderson


    Post-Production for VR/AR - Dave Franks


    Editorial Post-Production for VR/AR - John Grod


                    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 - Bernard Mendiburu


                    Identifying the Computer-Mediated Realities


                    State of the Art in VR Photonic Technologies


    State of the Art in VR Hardware Technologies


    State of the Art in VR Software Technologies


    Using an HMD for Visual Effects Production


    Choosing an HMD for Visual Effects Production


    Hemispheres and Domes - John Grod


                    Games Mechanics Are What it is All About


                    Overcoming Doubt and Preconceived Notions


                    Dome Projections


                    The Future of Domes


    The Evolution of Domes: The MSG Sphere - Phillip Galler


    Uses of VR - John Grod


                    Enterprise


                    Narrative Storytelling


    Future of VR and AR - Ben Grossmann 


                    This is Just the Beginning


    Immersive Experiences Make Use of Advanced Visual Effects Technology - Philip Galler


                    What are Immersive Experiences?


                    Visual Effects’ Impact on Immersive Experiences


                    Content Creation for Immersive Experiences


                    Challenges for Delivering Content for Immersive Experiences


                    Wearables and the Future of Immersive Experiences


     


    Acknowledgments


    Appendix A: Charts and Formulas


    Appendix B: Glossary


    Index

    More

    Long description:

    The award-winning VES Handbook of Visual Effects remains the most comprehensive guide to visual effects techniques and best practices available.This Fourth Edition is updated to include and reflect the evolving and expanded techniques, and adds new sections including evolving technologies such as AI and virtual production.


     

    More

    Table of Contents:

    COMING SOON - John Knoll


     


    CHAPTER 1: INTRODUCTION - Michael Fink, VES


    What is a Visual Effect?


    What is a Special Effect?


    Art and Technology


     


    CHAPTER 2: PRE-PRODUCTION/PREPARATION


    Overview - Scott Squires, VES


    Breaking Down a Script - Budgeting - Scott Squires, VES


    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


    Examples of Script and Shot Breakdowns - Susan Zwerman, VES,  Jeffrey A. Okun, VES


    Breakdowns


    Production Breakdowns


    Generating a VFX Breakdown: The First Pass


    Working with the Director and Producer - Scott Squires, VES


    Demo Reel


    The Meeting


    Moving Forward


    Production Departments - Scott Squires, VES


    Production Design


    Camera


    Working with the Cinematographer - Bill Taylor, ASC, VES


    Special Effects - Scott Squires, VES


    Stunts


    Wardrobe


    Makeup


    Production


    Visual Effects


    Editorial


    Locations


    Production Meeting


    Designing Visual Effects Shots - Scott Squires, VES


    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 - Scott Squires, VES


    Technical Considerations


    Additional Suggestions for Determining Techniques


    Development of Previs Techniques - Mat Beck, Stephanie Argy


    History and Background


    New Potent Techniques


    Artificial Intelligence (AI)


    What is Previs and Other Forms of Visualization? - Hamilton Lewis


    What is Previs?


    Different Types of Visualization and When to Use Them


    Visualization: The New Essential


    The Application of Previs: Who Benefits and How? - J. Todd Constantine


    The Benefits of Previs


    Project Types


    Post Visualization - Scott Hankel


    What is Post-Visualization?


    Why Use Postvis?


    Who Does Postvis?


    Cautions and Suggestions for Good Practice - Mat Beck


    The Perils of Previs!


    Passing the Work On


    The Role of the VFX Supervisor in Previs


    Previsualization: Advanced Techniques - Christopher Ferriter


    Introduction


    Benefits of Visualization


    Advanced Techniques


    Camera Angle Projection - Steven D. Katz


    Introduction by Bill Taylor, ASC, VES


    Drawing What the Lens Sees


    Techvis - Christopher Ferriter


    What is Techvis?


    How is Techvis used?


    Advancements in Techvis


    Emerging Techniques and Trends


    Essential Data Captured in Techvis


    Real Time Engines and Their Previs Applications in VFX - Ryan McCoy


                    Introduction


                    Pre-Production Applications


                    Production Applications


                    Pipeline Advantages          


    Real Time Engines and Their Application in Animation - Ryan McCoy


                    Traditional 3D Pipeline


                    Real-Time Pipeline            


     


    CHAPTER 3: ACQUISITION / SHOOTING


    Working on Set - Scott Squires, VES


    Common Types of Special Effects - Gene Rizzardi


    What are Special Effects?


    A Brief History of Special Effects


    The Special Effects Supervisor


    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 Photography - Bill Taylor, ASC, VES


    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 Greenscreen 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 Bluescreen or Greenscreen Photography


    Underwater Photography


    On-Set Data Acquisition - Karen Goulekas


    More