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

Complete Guide to Photorealism for Visual Effects, Visualization, and Games portes grátis

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

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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
computer graphics techniques;digital compositing workflows;surface material analysis;lighting simulation methods;procedural modelling strategies;optical phenomena simulation;advanced photorealistic rendering techniques