Description
Wisdom from the best and the brightest in the industry, this visual effects bible belongs on the shelf of anyone working in or aspiring to work in VFX. The book covers techniques and solutions all VFX artists, producers, and supervisors need to know, from preproduction, to digital character creation and compositing of both live-action and CG elements. In-depth lessons on stereoscopic moviemaking, color management and digital intermediates are included, as well as chapters on interactive games and full animation authored by artists from EA and Dreamworks respectively. Written by 88 top leading visual effects practitioners and covering everything about visual effects from pre-production, production, and post-production. Simply a must-have book for anyone working in or wanting to work in the VFX industry.
A Note on the Kindle Version: :There are several images throughout chapters 3, 5, 6, and 7 that are not visible in the Kindle edition of this book due to rights restrictions.:
Special Thanks: The completion of this book required the efforts of many hardworking, talented and dedicated people in order to help it become a reality. Accordingly,the VES and Focal Presswould like to offer very special thanks to all of our team Captains and Co-Captains:
Chapter 1: Michael Fink, Captain Jacquelyn Ford Morie, Co-Captain
Chapter 2: Scott Squires, Captain Mat Beck, Co-Captain
Chapter 3: Bill Taylor
Chapter 4: John Root, Captain Demian Gordon, Co-Captain
Chapter 5: Rob Engle, Captain Lenny Lipton, Co-Captain
Chapter 6: Marshall Krasser, Captain
Chapter 7: Kevin Rafferty, Captain
Chapter 8: Richard Taylor, Captain HabibZargarpour, Co-Captain
Chapter 9: Stephan V. Bugaj, Captain Lyndon Barrois, Co-Captain
Chapter 10: Dan Novy, Captain Stephan V. Bugaj, Co-Captain
Additionally, we would like to thank Ron Brinkmann and LennyLipton for the exhaustive efforts in compiling the Glossary
* Authoritative field guide from the renowned Visual Effects Society provides techniques and insight from the best of the best in VFX * 4 color presentation and visuals from Hollywood feature films provide readers with inspiration * Learn additional skills from the bonus chapters available on www. VESHandbookofVFX.com
Reviews
"The VES Handbook of Visual Effects offers a fine technical reference for any college-level collection strong in media technology. It surveys visual effects techniques and best practices learned from both research and practical applications, covering techniques for all VFX artists and producers and applying technical knowledge to industry standards. A 'must' for any involved in any aspect of visual effects production."---BookWatch
"According to Okun, it had been five years since the inception of the book and it took the last three to write and pull it together. What they have created is the definitive visual effects textbook for our times and there is no doubt that it will remain the bible for those laboring in our business for many years to come. If you're in the vfx, animation, gaming or production business in general, you've got to have this book. Not on your shelf, but in your hand as you commence each new project. It's the most definitive book on the market today."--Animation World Network Online
Contents
What is a Visual Effect; Brief History of Visual Effects; Preproduction; Breaking Down a Script; The First Meeting with the Filmmakers; Working with an Art Department for VFX Design; Previsualization; Shooting; Working on the Set; Blue and Green Screen; Special Mechanical Effects; On-Set Data Acquisition; Camera and Capture Specifications; 3-D Stereo; Second Unit and VFX Photography; Miniatures; Forced Perspective Miniature; Performance and Motion Capture; Postproduction; Resolution and Image Format Considerations and Postproduction Pipelines (4K & 2K); Digital Intermediate; Color and Data Management; Film Scanning/Recording; VFX Editorial; Image Compression/file formats for postproduction; Compositing of live-action elements; Matte Painting/Creative Environments; Digital Element Creation; Digital Element Creation; Introduction to Computer Graphics for VFX; Digital Characters; Digital FX; Lighting/Compositing CG Elements; Crowd Generation and Simulation Techniques; 3D Products/Systems; CG Prosthetics and Actor Elements; Interactive Games; Full Animation; Other Workflow Considerations;