The Complete Guide to Photorealism for Visual Effects, Visualization, and Games
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A termék adatai:
- Kiadás sorszáma 2
- Kiadó Routledge
- Megjelenés dátuma 2026. május 6.
- ISBN 9781032966564
- Kötéstípus Keménykötés
- Terjedelem246 oldal
- Méret 254x178 mm
- Nyelv angol
- Illusztrációk 191 Illustrations, color; 180 Halftones, color; 11 Line drawings, color 700
Kategóriák
Rövid leírás:
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.
TöbbHosszú leírás:
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.
TöbbTartalomjegyzék:
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
Több