The Complete Guide to Photorealism for Visual Effects, Visualization and Games
This book offers a comprehensive and detailed 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 both 3D and 2D 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 behaviour, atmospherics, shading, texturing, physically-based rendering, procedural modelling, 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.

Its 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.

1139090245
The Complete Guide to Photorealism for Visual Effects, Visualization and Games
This book offers a comprehensive and detailed 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 both 3D and 2D 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 behaviour, atmospherics, shading, texturing, physically-based rendering, procedural modelling, 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.

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

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

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

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

by Eran Dinur

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$54.99 
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Overview

This book offers a comprehensive and detailed 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 both 3D and 2D 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 behaviour, atmospherics, shading, texturing, physically-based rendering, procedural modelling, 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.

Its 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.


Product Details

ISBN-13: 9780367199265
Publisher: Taylor & Francis
Publication date: 12/09/2021
Pages: 238
Product dimensions: 7.00(w) x 10.00(h) x (d)

About the Author

Eran Dinur is an Emmy and VES award-winning VFX supervisor, artist, and author of The Filmmaker’s Guide to Visual Effects (2017). His film and TV work includes: The Trial of the Chicago 7, Hereditary, The Greatest Showman, Uncut Gems, The Wolf of Wall Street, Boardwalk Empire, Star Trek, and Iron Man. He is an adjunct professor at the School of Visual Arts and the author of several popular VFX courses at fxphd.com.

Table of Contents

Acknowledgments XV

Introduction 1

A Note about Animation 2

A Quick Overview of the Book 3

Part 1 Core Concepts 7

Chapter 1 Reality and Photorealism 9

Human Vision and Cameras 9

The Similarities 10

Field of View 10

Seeing with the Mind 11

The Uncanny Valley 14

The Detail Conundrum 15

The Role of Imperfections 16

Case Study: Detail and Imperfections in Man-Made Objects 17

The Reality of the Unreal 18

Image Quality and Photorealism 19

2D and 3D Workflows 20

Chapter 2 Photorealism in Digital Media 22

Visual Effects 22

Games 24

Visualization 25

Architectural Visualization 25

Product Visualization 28

Case study: Exterior Architectural Renders 29

Chapter 3 Color 31

The Six-Layer Approach 33

Thinking Additive 35

Subtractive Color 35

Additive Color 36

Hue, Saturation, and Brightness in RGB 37

Color operations 40

Gain (exposure) 41

Offset 42

Lift 42

Gamma 44

Saturation 44

Bit Depth and Dynamic Range 45

The Low End 46

The High End 47

Part 2 The Real World 49

Chapter 4 Light Essentials 51

Light as Waves 51

Light as Particles 52

Light Decay 53

Direct and Indirect Illumination 54

What Is "Ambient Light"? 55

Chapter 5 Light Interaction 57

Absorption 58

Reflection and Scattering 59

Specular Reflection 59

Diffuse Reflection 62

Scattering 63

Subsurface Scattering 63

Transmission and Refraction 64

Albedo 66

Case Study: Side by Side Comparison 67

Chapter 6 Daylight 69

The Sun 69

The Atmosphere 71

Reflection and Absorption 72

Atmospheric Scattering 74

Rayleigh Scattering 74

Mie Scattering 75

Volumetric Light 76

Aerial Perspective 76

Air 77

Water Droplets 78

Haze 79

Case Study: Natural Environment in Clarisse IFX 79

Chapter 7 Nighttime and Artificial Lighting 82

Natural Nighttime Light 82

The Purkinje Effect 82

Artificial Lighting 83

Color Temperature 83

Light Intensity 84

Common Lamp Types 84

Light Modifiers 85

Chapter 8 Shadows 87

Shadow Softness 88

Shadow Color 91

Overlapping Shadows 92

Nested Shadows 92

Contact Shadows 93

Chapter 9 Basic Material Properties 94

Dielectric Materials 94

Dielectric Diffuse/Specular Balance 94

Fresnel Effect 95

Metals 97

Chapter 10 Lens and Camera Characteristics 99

Defocus 99

Depth of Field 99

Bokeh 102

Lens Distortion 103

Chromatic Aberration 104

Lens Flares 105

Simple Glow 106

Diffraction Spikes 106

Additional Flare Elements 107

Dirt and imperfections 107

Anamorphic Lens Flares 108

Lens Bloom 108

Motion Blur 109

Grain 110

Part 3 The CG World 113

Chapter 11 Rendering and Lighting 115

From Scanline to Path Tracing 115

Scaniine/Rasterized Rendering 116

Raytracing 116

The Challenge of Global Illumination 118

Path Tracing 120

Unbiased vs. Biased Rendering 121

Traditional Light Emitters 122

Point/Spot Lights 122

Directional Light 123

Contemporary Light Emitters 123

Area and Mesh Lights 123

Image-based Lighting 124

Procedural HDR Environments 126

Photometric Lights 126

Essential Strategies for PBR Lighting 128

Scale Matters 128

Natural Daytime Lighting 128

Skylight Color 129

Ambient Occlusion for Outdoor Scenes 129

Daytime Interior Scenes 130

Man-made Lighting 131

Case Study: Rendering Interiors in Unreal Engine 131

Chapter 12 Shading 133

A Brief Overview of Shader Evolution 133

The BRDF Shading Model 134

Diffuse 135

Dielectric/Metallic Toggle 135

Specular 136

Coat 137

Transmission 138

Subsurface Scattering 139

Emission 140

Additional BRDF Features 141

Other Common Shaders 142

Car Paint Shaders 142

Volumetric Shaders 142

Hair/Fur Shaders 143

Case Study: CG Portraiture 144

Chapter 13 Texturing 146

PBR Texturing 147

The Linear Workflow 148

Base Color Map 148

Roughness Map 150

Metallic Map 150

Bump (Normal) Map 151

Ambient Occlusion (AO) Map 152

Displacement (Height) Map 153

Transparency Map vs. Opacity Map 153

Texture Generation Workflows 154

Image Textures 154

Shooting and Prepping Photos for Texturing 155

Resolution 155

Baked-in Lighting 155

Angle, Perspective, and Focus 156

Exposure 156

Optimizing Photographs for Tiling 157

Procedural Textures 157

Combining Workflows 159

Case Study: Creating Bark Textures for SpeedTree 160

Chapter 14 Modeling 163

Modeling for Lighting 163

Procedural Modeling 164

Terrain Modeling 165

Case Study: Erosion Algorithms in Gaea 167

Plant Modeling 168

Part 4 The 2D World 171

Chapter 15 Integrating 2D Elements 175

Color Matching 175

Edges: Problems and Solutions 176

Matching Background Luminosity 177

Spill Suppression 178

Edge and Core Extractions 178

Edge Reconstruction 179

Matte-less Extractions 180

Edge Blur and Edge Color 182

Light Wrap 182

Chapter 16 Integrating CG Elements 183

Compositing with Render Passes 183

Lighting Passes 183

Utility Passes 186

Deep Compositing 189

Improving CG in Comp 190

Render Resolution 191

Hazing Effect 191

Highlights Bloom 191

Albedo Pass and Contrast 191

Edge Treatment 192

Chapter 17 Lighting in 2D 193

Relighting with Color 193

The Challenge of Reflections 193

Fresnel Effect 196

Breaking up Reflections 196

Creating Shadows 197

Shape, Angle, and Stretching 197

Shadow Softness and Falloff 198

Breaking up Shadows 198

Shadow Color 198

Contact and Proximity Shadows 200

Case Study: Matte Painting Integration in Film 200

Atmospheric Depth 202

Referencing the Footage 202

Chapter 18 Lens and Camera Effects 205

Defocus 205

Lens Distortion and Chromatic Aberration 206

Lens Flares 207

Motion Blur 208

Grain 208

Epilogue: The Future 210

Realtime Rendering 210

Photorealism on the Cloud 211

LED Screens and Virtual Environments 211

Machine Learning 212

Procedural Environments 213

Will Photorealism Disappear? 213

Appendix A Glossary of Abbreviations 215

Appendix B Software list 217

All-round 3D Software 217

Specialized 3D Software 217

Sculpting 217

Terrain and Landscape Creation 217

Plant Modeling 217

Other Specialized 3D Software 218

Game engines 218

Render Engines 218

Image editing 218

Compositing 218

Texture Authoring 218

Index 219

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