Complete Guide to Photorealism for Visual Effects, Visualization, and Games
Complete Guide to Photorealism for Visual Effects, Visualization, and Games
Dinur, Eran
Taylor & Francis Ltd
05/2026
234
Mole
Inglês
9781032966557
Pré-lançamento - envio 15 a 20 dias após a sua edição
Descrição não disponível.
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
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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computer graphics techniques;digital compositing workflows;surface material analysis;lighting simulation methods;procedural modelling strategies;optical phenomena simulation;advanced photorealistic rendering techniques
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
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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