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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
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Author(s): Dinur, Eran
ISBN No.: 9781032966557
Pages: 246
Year: 202605
Format: Trade Paper
Price: $ 69.76
Dispatch delay: Dispatched between 7 to 15 days
Status: Available (Forthcoming)

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.


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