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The award-winning VES Handbook of Visual Effects remains the most complete guide to visual effects techniques and best practices available today. This new edition has been updated to include the latest, industry-standard techniques, technologies, and workflows for the ever-evolving fast paced world of visual effects.
The award-winning VES Handbook of Visual Effects remains the most complete guide to visual effects techniques and best practices available today. This new edition has been updated to include the latest, industry-standard techniques, technologies, and workflows for the ever-evolving fast paced world of visual effects.
Jeffrey A. Okun, VES, is an award winning Visual Effects Supervisor, having worked on a large number of feature films, commercials and television shows. He started in the inudstry in 1976, and he is currently a member and Fellow of the VES and The Academy of Motion Pictures, Arts and Sciences as well as the American Society of Cinematographers (ASC), the Television Academy and the Editors Guild. He was the chair of the VES for 9 years and 1st vice chair for 16 years, and chair of the L.A. Section for 2 years. He created the VES awards along with Tim McGovern and Kim Lavery, VES.
Okun created a visual effects tracking and bidding software in 1992 that is still in wide use within the industry today, as well as the revolutionary visual effects techniques dubbed the "PeriWinkle Effect" (an underwater blue screen technique) and the "Pencil Effect" (accurately predicts the final visual effects count and budget).
Susan Zwerman, VES has been a member of the VES since 1998. She is a highly respected Visual Effects Producer who has been producing visual effects for more than 25 years. Zwerman is also a well-known seminar leader and author. As Chair of the DGA's UPM/AD VFX Digital Technology Committee, Susan emphasizes the importance of the visual effects teams to DGA members at visual effects seminars organized under her guidance.
In 2013, Susan received the Frank Capra Achievement Award in recognition of career achievement and service to the industry and the Directors Guild of America. She is also a member of the Academy of Motion Picture Arts and Sciences, the Producers Guild of America and a Fellow of the VES.
Coming Soon ...
Chapter 1: Introduction
First, Some Ground Rules
Now, the Introduction
Why Use Visual Effects
Chapter 2: Pre-Production /Preparation
Overview
Breaking Down a Script - Budgeting
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
Working with the Director and Producer
Demo Reel
The Meeting
Moving Forward
Production Departments
Production Design
Camera
Working with the Cinematographer
Special Effects
Stunts
Wardrobe
Makeup
Production
Visual Effects
Editorial
Locations
Production Meeting
Designing Visual Effects Shots
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
Technique Considerations
Additional Suggestions for Determining Techniques
Development of Previs Techniques
History and Background
What is Previs and Other Forms of Visualization?
What is Previs?
Different Types of Visualization and When to Use Them
Visualization: The New Essential
The Application of Previs: Who Benefits and How?
The Benefits of Previs
Project Types
Post-Visualization
What is Post-Visualization?
Why Use Postvis?
Who Does Postvis?
Cautions and Suggestions for Good Practice
The Perils of Previs!
Passing the Work On
The Role of the VFX Supervisor in Previs
Previs: Advanced Techniques
Visualization Usefulness
VR as a Tool
Visualization in Engine
Render in Engine
Visualization in Real Time
AR as a Tool
Camera Angle Projection
Introduction
Drawing What the Lens Sees
Techvis
What Is Techvis?
Who is Techvis for?
Virtual Production
What is Virtual Production?
How is Virtual Production Used?
Chapter 3: Acquisition / Shooting
Working on Set
Common Types of Special Effects
What are Special Effects?
A Brief History of Special Effects
The Special Effects Coordinator
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 Photograph
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 Green Screen 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 Blue Screen or Green Screen Photography
Underwater Photography
On-Set Data Acquisition
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
On-Set 3D Scanning Systems
Types of Technology
Lidar
Photogrammetry
Prop Scanners
Lighting Data
Gathering Lighting Data
Beware of False Savings!
Using Conventional Still Cameras
Reference Shooting Considerations
Clean Plates
Shooting the Clean Plate
Locked-Off Camera
Moving Camera
Other Issues
Post-Process
Alternates without Clean Plates
Other Uses for Clean Plates
Monster Sticks
On-Set Animation Capture: Witness Cam (IBMC)
Wireless Non-Video Motion Capture
Factors Affecting Witness Cameras
Dealing with the Data in Post-Production
Camera Tracking for Real-Time Visualization
Camera Tracking Pre-Production
The Camera Department
Prior to Shooting
Current Tracking Systems in Use
Triangulation As a Method of Recording Camera Data
Camera/Subject Positional Information
Basics: The Toolkit
Basics: Nodal Point
Photographic Reference
How to Proceed
Shooting Video as a Reference
Rules, Setup, and Testing
Do a Complete Test Shot!
Why Run Through Example or Test Shots?
Digital Cinematography
Digital Definitions
High Dynamic Range (HDR)
Lens Metadata
Look Management
The Recording System
Lens Mapping for VFX
VFX Photography
The Camera Array
Designing an Array Shot
Technicians
Shoot Day
Special Techniques
Post
The Future
Filming Live-Action Plates to be Used in VFX
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
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 Photography and Filming Elements
Cameras
Technicians
Director of Photography
Lighting
Application
Locking Down the Camera
Video Assist
Post
Supervising Motion Control
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
Panoramic Backgrounds
Tiled Stills
Motion Tiling and Synchronous Plates
Practical Considerations
Stills for Textures and Lighting
Stop-Motion
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
What is Motion Capture?
Is Motion Capture Right for a Project?
The Mocap Look
Technical Specifications
Entry Point
Budget
Which Technology is Right for a Project?
Gauging a Project's Needs and Constraints
Passive Retroreflective Optical
Active Optical
Inertial
Structured Light
Dense Stereo Reconstruction
Bend Sensors
Preparing for Motion Capture
Actors
Motion Capture Suits
Marker Placement - Body
Marker Placement - Face
Rigging for Motion Capture
Shot List
Technology Considerations
Hardware
The Strobe
Markers
Lenses
Filter
Image Sensor
Onboard Processor
Inputs/Outputs
Setup
Software
Acquisition
Calibration
Post-Processing
Reconstruction
Labeling
Gap Filling
Cleaning
Solving Motion Capture
Facial Motion Capture
Facial Actor Survey
Actor Survey - Hardware
Reference Data
Statistical Data
Facial Rigging
Facial Acquisition
Audio
Facial Motion Capture Solving
Real-Time Motion Capture
Real-Time Uses
Real-Time Limitations
Alternate Technologies
Motion Capture Resources
Virtual Production
World Building
Previsualization
On-Set Visualization
Virtual Cinematography
Chapter 5: Stereoscopic 3D
How 3D Works
Accommodation and Convergence
Interaxial Separation
Toe-in Versus Horizontal Image Translation
Parallax or Depth Budget
Positive and Negative Parallax
Floating Windows
Fix It in Post
Stereoscopic Design
The Emerging Grammar of 3D
Creative Use of Depth
Previsualization
Avoiding Painful 3D
The Aesthetic of Scale
Cutting for 3D
Designing for Multiple Release Formats
Immersion-Based versus Convergence-Based Stereo
Native Stereo
Pre-Production
On-Set
Stereography in the Visual Effects Process
Stereography for Finishing
HFR as a Solution for Better 3D Movies
VFX Elements and Stereo
Introduction - How VFX Elements are Used
Native Stereo Content
Mono Capture - Packaged Script and Element Deliveries
Mono Capture - Hybrid Approach for Stereo Delivery
Mono Capture - Full CG Approach for Stereo...
Erscheinungsjahr: | 2020 |
---|---|
Genre: | Kunst |
Rubrik: | Kunst & Musik |
Thema: | Theater & Film |
Medium: | Taschenbuch |
Inhalt: | Einband - flex.(Paperback) |
ISBN-13: | 9781138542204 |
ISBN-10: | 1138542202 |
Sprache: | Englisch |
Einband: | Kartoniert / Broschiert |
Autor: | Zwerman, Susan |
Redaktion: |
Okun, Ves
Zwerman, Ves |
Hersteller: | Taylor & Francis Ltd |
Maße: | 269 x 177 x 50 mm |
Von/Mit: | Ves Okun (u. a.) |
Erscheinungsdatum: | 17.07.2020 |
Gewicht: | 2,275 kg |
Jeffrey A. Okun, VES, is an award winning Visual Effects Supervisor, having worked on a large number of feature films, commercials and television shows. He started in the inudstry in 1976, and he is currently a member and Fellow of the VES and The Academy of Motion Pictures, Arts and Sciences as well as the American Society of Cinematographers (ASC), the Television Academy and the Editors Guild. He was the chair of the VES for 9 years and 1st vice chair for 16 years, and chair of the L.A. Section for 2 years. He created the VES awards along with Tim McGovern and Kim Lavery, VES.
Okun created a visual effects tracking and bidding software in 1992 that is still in wide use within the industry today, as well as the revolutionary visual effects techniques dubbed the "PeriWinkle Effect" (an underwater blue screen technique) and the "Pencil Effect" (accurately predicts the final visual effects count and budget).
Susan Zwerman, VES has been a member of the VES since 1998. She is a highly respected Visual Effects Producer who has been producing visual effects for more than 25 years. Zwerman is also a well-known seminar leader and author. As Chair of the DGA's UPM/AD VFX Digital Technology Committee, Susan emphasizes the importance of the visual effects teams to DGA members at visual effects seminars organized under her guidance.
In 2013, Susan received the Frank Capra Achievement Award in recognition of career achievement and service to the industry and the Directors Guild of America. She is also a member of the Academy of Motion Picture Arts and Sciences, the Producers Guild of America and a Fellow of the VES.
Coming Soon ...
Chapter 1: Introduction
First, Some Ground Rules
Now, the Introduction
Why Use Visual Effects
Chapter 2: Pre-Production /Preparation
Overview
Breaking Down a Script - Budgeting
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
Working with the Director and Producer
Demo Reel
The Meeting
Moving Forward
Production Departments
Production Design
Camera
Working with the Cinematographer
Special Effects
Stunts
Wardrobe
Makeup
Production
Visual Effects
Editorial
Locations
Production Meeting
Designing Visual Effects Shots
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
Technique Considerations
Additional Suggestions for Determining Techniques
Development of Previs Techniques
History and Background
What is Previs and Other Forms of Visualization?
What is Previs?
Different Types of Visualization and When to Use Them
Visualization: The New Essential
The Application of Previs: Who Benefits and How?
The Benefits of Previs
Project Types
Post-Visualization
What is Post-Visualization?
Why Use Postvis?
Who Does Postvis?
Cautions and Suggestions for Good Practice
The Perils of Previs!
Passing the Work On
The Role of the VFX Supervisor in Previs
Previs: Advanced Techniques
Visualization Usefulness
VR as a Tool
Visualization in Engine
Render in Engine
Visualization in Real Time
AR as a Tool
Camera Angle Projection
Introduction
Drawing What the Lens Sees
Techvis
What Is Techvis?
Who is Techvis for?
Virtual Production
What is Virtual Production?
How is Virtual Production Used?
Chapter 3: Acquisition / Shooting
Working on Set
Common Types of Special Effects
What are Special Effects?
A Brief History of Special Effects
The Special Effects Coordinator
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 Photograph
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 Green Screen 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 Blue Screen or Green Screen Photography
Underwater Photography
On-Set Data Acquisition
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
On-Set 3D Scanning Systems
Types of Technology
Lidar
Photogrammetry
Prop Scanners
Lighting Data
Gathering Lighting Data
Beware of False Savings!
Using Conventional Still Cameras
Reference Shooting Considerations
Clean Plates
Shooting the Clean Plate
Locked-Off Camera
Moving Camera
Other Issues
Post-Process
Alternates without Clean Plates
Other Uses for Clean Plates
Monster Sticks
On-Set Animation Capture: Witness Cam (IBMC)
Wireless Non-Video Motion Capture
Factors Affecting Witness Cameras
Dealing with the Data in Post-Production
Camera Tracking for Real-Time Visualization
Camera Tracking Pre-Production
The Camera Department
Prior to Shooting
Current Tracking Systems in Use
Triangulation As a Method of Recording Camera Data
Camera/Subject Positional Information
Basics: The Toolkit
Basics: Nodal Point
Photographic Reference
How to Proceed
Shooting Video as a Reference
Rules, Setup, and Testing
Do a Complete Test Shot!
Why Run Through Example or Test Shots?
Digital Cinematography
Digital Definitions
High Dynamic Range (HDR)
Lens Metadata
Look Management
The Recording System
Lens Mapping for VFX
VFX Photography
The Camera Array
Designing an Array Shot
Technicians
Shoot Day
Special Techniques
Post
The Future
Filming Live-Action Plates to be Used in VFX
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
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 Photography and Filming Elements
Cameras
Technicians
Director of Photography
Lighting
Application
Locking Down the Camera
Video Assist
Post
Supervising Motion Control
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
Panoramic Backgrounds
Tiled Stills
Motion Tiling and Synchronous Plates
Practical Considerations
Stills for Textures and Lighting
Stop-Motion
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
What is Motion Capture?
Is Motion Capture Right for a Project?
The Mocap Look
Technical Specifications
Entry Point
Budget
Which Technology is Right for a Project?
Gauging a Project's Needs and Constraints
Passive Retroreflective Optical
Active Optical
Inertial
Structured Light
Dense Stereo Reconstruction
Bend Sensors
Preparing for Motion Capture
Actors
Motion Capture Suits
Marker Placement - Body
Marker Placement - Face
Rigging for Motion Capture
Shot List
Technology Considerations
Hardware
The Strobe
Markers
Lenses
Filter
Image Sensor
Onboard Processor
Inputs/Outputs
Setup
Software
Acquisition
Calibration
Post-Processing
Reconstruction
Labeling
Gap Filling
Cleaning
Solving Motion Capture
Facial Motion Capture
Facial Actor Survey
Actor Survey - Hardware
Reference Data
Statistical Data
Facial Rigging
Facial Acquisition
Audio
Facial Motion Capture Solving
Real-Time Motion Capture
Real-Time Uses
Real-Time Limitations
Alternate Technologies
Motion Capture Resources
Virtual Production
World Building
Previsualization
On-Set Visualization
Virtual Cinematography
Chapter 5: Stereoscopic 3D
How 3D Works
Accommodation and Convergence
Interaxial Separation
Toe-in Versus Horizontal Image Translation
Parallax or Depth Budget
Positive and Negative Parallax
Floating Windows
Fix It in Post
Stereoscopic Design
The Emerging Grammar of 3D
Creative Use of Depth
Previsualization
Avoiding Painful 3D
The Aesthetic of Scale
Cutting for 3D
Designing for Multiple Release Formats
Immersion-Based versus Convergence-Based Stereo
Native Stereo
Pre-Production
On-Set
Stereography in the Visual Effects Process
Stereography for Finishing
HFR as a Solution for Better 3D Movies
VFX Elements and Stereo
Introduction - How VFX Elements are Used
Native Stereo Content
Mono Capture - Packaged Script and Element Deliveries
Mono Capture - Hybrid Approach for Stereo Delivery
Mono Capture - Full CG Approach for Stereo...
Erscheinungsjahr: | 2020 |
---|---|
Genre: | Kunst |
Rubrik: | Kunst & Musik |
Thema: | Theater & Film |
Medium: | Taschenbuch |
Inhalt: | Einband - flex.(Paperback) |
ISBN-13: | 9781138542204 |
ISBN-10: | 1138542202 |
Sprache: | Englisch |
Einband: | Kartoniert / Broschiert |
Autor: | Zwerman, Susan |
Redaktion: |
Okun, Ves
Zwerman, Ves |
Hersteller: | Taylor & Francis Ltd |
Maße: | 269 x 177 x 50 mm |
Von/Mit: | Ves Okun (u. a.) |
Erscheinungsdatum: | 17.07.2020 |
Gewicht: | 2,275 kg |