Produktbild: The VES Handbook of Visual Effects

The VES Handbook of Visual Effects Industry Standard VFX Practices and Procedures

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Beschreibung

Produktdetails

Einband

Gebundene Ausgabe

Erscheinungsdatum

18.12.2025

Abbildungen

schwarz-weiss Illustrationen, farbige Illustrationen, Raster, schwarz-weiss, Raster, farbig, Tabellen, farbig

Herausgeber

Jeffrey A. Okun Ves + weitere

Verlag

Taylor & Francis

Seitenzahl

848

Maße (L/B/H)

26/18,3/5,1 cm

Gewicht

1780 g

Auflage

4. Auflage

Sprache

Englisch

ISBN

978-1-03-287748-8

Beschreibung

Produktdetails

Einband

Gebundene Ausgabe

Erscheinungsdatum

18.12.2025

Abbildungen

schwarz-weiss Illustrationen, farbige Illustrationen, Raster, schwarz-weiss, Raster, farbig, Tabellen, farbig

Herausgeber

Verlag

Taylor & Francis

Seitenzahl

848

Maße (L/B/H)

26/18,3/5,1 cm

Gewicht

1780 g

Auflage

4. Auflage

Sprache

Englisch

ISBN

978-1-03-287748-8

Herstelleradresse

Libri GmbH
Europaallee 1
36244 Bad Hersfeld
DE

Email: gpsr@libri.de

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  • Produktbild: The VES Handbook of Visual Effects
  • COMING SOON - John Knoll

    CHAPTER 1: INTRODUCTION - Michael Fink, VES

    What is a Visual Effect?

    What is a Special Effect?

    Art and Technology

    CHAPTER 2: PRE-PRODUCTION/PREPARATION

    Overview - Scott Squires, VES

    Breaking Down a Script - Budgeting - Scott Squires, VES

    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

    Examples of Script and Shot Breakdowns - Susan Zwerman, VES, Jeffrey A. Okun, VES

    Breakdowns

    Production Breakdowns

    Generating a VFX Breakdown: The First Pass

    Working with the Director and Producer - Scott Squires, VES

    Demo Reel

    The Meeting

    Moving Forward

    Production Departments - Scott Squires, VES

    Production Design

    Camera

    Working with the Cinematographer - Bill Taylor, ASC, VES

    Special Effects - Scott Squires, VES

    Stunts

    Wardrobe

    Makeup

    Production

    Visual Effects

    Editorial

    Locations

    Production Meeting

    Designing Visual Effects Shots - Scott Squires, VES

    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 - Scott Squires, VES

    Technical Considerations

    Additional Suggestions for Determining Techniques

    Development of Previs Techniques - Mat Beck, Stephanie Argy

    History and Background

    New Potent Techniques

    Artificial Intelligence (AI)

    What is Previs and Other Forms of Visualization? - Hamilton Lewis

    What is Previs?

    Different Types of Visualization and When to Use Them

    Visualization: The New Essential

    The Application of Previs: Who Benefits and How? - J. Todd Constantine

    The Benefits of Previs

    Project Types

    Post Visualization - Scott Hankel

    What is Post-Visualization?

    Why Use Postvis?

    Who Does Postvis?

    Cautions and Suggestions for Good Practice - Mat Beck

    The Perils of Previs!

    Passing the Work On

    The Role of the VFX Supervisor in Previs

    Previsualization: Advanced Techniques - Christopher Ferriter

    Introduction

    Benefits of Visualization

    Advanced Techniques

    Camera Angle Projection - Steven D. Katz

    Introduction by Bill Taylor, ASC, VES

    Drawing What the Lens Sees

    Techvis - Christopher Ferriter

    What is Techvis?

    How is Techvis used?

    Advancements in Techvis

    Emerging Techniques and Trends

    Essential Data Captured in Techvis

    Real Time Engines and Their Previs Applications in VFX - Ryan McCoy

    Introduction

    Pre-Production Applications

    Production Applications

    Pipeline Advantages

    Real Time Engines and Their Application in Animation - Ryan McCoy

    Traditional 3D Pipeline

    Real-Time Pipeline

    CHAPTER 3: ACQUISITION / SHOOTING

    Working on Set - Scott Squires, VES

    Common Types of Special Effects - Gene Rizzardi

    What are Special Effects?

    A Brief History of Special Effects

    The Special Effects Supervisor

    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 Photography - Bill Taylor, ASC, VES

    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 Greenscreen 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 Bluescreen or Greenscreen Photography

    Underwater Photography

    On-Set Data Acquisition - Karen Goulekas

    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 - Alan Lasky

    On-Set 3D Scanning Systems - Joshua DeHerrera

    Types of Technology

    LiDAR

    Photogrammetry

    Prop Scanners

    Lighting Data - Charles Clavadetscher, Jeffrey A. Okun, VES

    Gathering Lighting Data

    Using Conventional Still Cameras

    Reference Shooting Considerations

    Beware of False Savings!

    Clean Plates - Scott Squires, VES

    Shooting the Clean Plate

    Locked-Off Camera

    Moving Camera

    Other Issues

    Post-Process

    Alternates without Clean Plates

    Other Uses for Clean Plates

    Monster Sticks - Scott Squires, VES

    On-Set Animation Capture: Witness Cam (IBMC) - Joel Hynek

    Wireless Non-Video Motion Capture

    Factors Affecting Witness Cameras

    Dealing with the Data in Post-Production

    Camera Tracking for Real-Time Visualization - Joe Lewis

    Introduction

    Camera Department: Pre-Production and Cooperation

    Camera Tracking Strategies in an LED Volume

    Emerging, Innovation and Mature Technology

    Triangulation As a Method of Recording Camera Data - Stuart Robertson

    Camera/Subject Positional Information

    Basics: The Toolkit

    Basics: Nodal Point

    Photographic Reference - Charles Clavadetscher

    How to Proceed

    Shooting Video as a Reference

    Rules, Setup, and Testing - Charles Clavadetscher

    Do a Complete Test Shot!

    Why Run Through Example or Test Shots?

    Digital Cinematography - David Stump, ASC, Marty Ollstein, David Reisner, W. Thomas Wolf

    Digital Definitions

    High Dynamic Range (HDR)

    Camera / Lens Metadata

    Camera Tracking

    Look Management

    The Recording System

    VFX Photography - Eric Swenson

    The Camera Array

    Designing an Array Shot

    Technicians

    Shoot Day

    Special Techniques

    Post

    The Future

    Filming Live-Action Plates to be Used in VFX - Bill Taylor, ASC, VES

    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 - Mark H. Weingartner

    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 Cinematography and Filming Elements - Jim Matlosz

    Cameras

    Technicians

    Director of Photography

    Lighting

    Moving the Camera

    Video Assist

    Post

    Supervising Motion Control - Mark Weingartner

    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 - Mark Weingartner

    Panoramic Backgrounds

    Tiled Stills

    Motion Tiling and Synchronous Plates

    Practical Considerations

    Stills for Textures and Lighting

    Stop-Motion - Pete Kozachik, ASC

    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

    Defining Motion Capture / Performance Capture - Demian Gordon, Nathan Camp, John Root

    How Motion Capture is Used Across the Industry - Demian Gordon, Nathan Camp, John Root

    Is Motion Capture Right for a Project? - Demian Gordon, Nathan Camp, John Root, Tracy McSherry

    The Mocap Look

    Visual Storytelling and Aesthetic

    Production Planning

    Performance

    Technology and Approach

    Aligning Needs vs. Wants

    Optical Motion Capture

    Motion Capture for Virtual Production

    Motion Capture for Animation

    Production Planning Scenarios for Motion Capture - Demian Gordon, Nathan Camp, Rhea Aylin Fischer,

    and John Root

    Subject Matter of the Shoot

    Performance and Actor Considerations

    Real-Time Presentation

    Subjects Being Captured

    Volume Size and Build

    Syncing Hardware and Software

    Rigging and Retargeting for Motion Capture

    Shot List

    Client or Vendor Delivery

    Optical Motion Capture - Nathan Camp, Demian Gordon , John Root

    Technical and Approach

    Entry Point

    Budget

    Hardware

    Software

    Inertial Motion Capture - Rhea Aylin Fischer, Ted O'Brien ,John Root, and Demian Gordon

    Use Cases

    Technology and Approach

    Entry Point

    Budget

    Hardware

    Software

    Motion Capture for Virtual Production - Nathan Camp, Ted O'Brien

    Use Cases

    Technology and Approach

    Entry Point

    Budget

    Hardware

    Software

    Hand Capture Demian Gordon , Rhea Aylin Fischer, Tracy McSherry. John Root,

    Use Cases

    Advantages and Disadvantages

    Technology and Approach

    Budget

    Facial Motion Capture - John Root, Demian Gordon, Gareth Edwards, and Oleg Alexander

    Use Cases

    Markerset

    Lighting

    Facial Hair

    Advantages and Disadvantages

    Entry Point

    Budget

    Facial Actor Survey

    Actor Survey - Hardware

    Applying AI

    Volumetric Capture / Considerations for Production - Wardrobe, Hair, Makeup, and Blocking - Christina Heller, Skylar Sweetman, Mari Young

    CHAPTER 5: VIRTUAL PRODUCTION AND AI TOOLS IN VISUAL EFFECTS

    Virtual Production - Addison Bath

    What is Virtual Production

    How is Virtual Production Used?

    Note from the Editors: - Jeffrey A. Okun, VES, Susan Zwerman, VES, Susan Thurmond O'Neal

    Capturing Surfaces with Photogrammetry to Create Assets - Luis Cataldi

    Introduction

    Core Principles of Photogrammetry

    Applied Principles of Image Capture for Photogrammetry

    Capture Methods and Workflows

    Final Thoughts

    Photogrammetry and LiDAR Sets for Virtual Production - Tripp Topping

    Optimization

    The Use of AI in Visual Effects - Lucien Harriot

    Introduction

    Overview of Generative Artificial Intelligence (GenAI)

    Applications of GenAI in Visual Effects

    Impact on Visual Effects Processes

    Limitations, Challenges, and Ethical Considerations

    Future Developments in GenAI

    Embracing GenAI as a Tool for Innovation

    Summary of Techniques for NeRFs and 3D Gaussian Splatting - Mike Seymour

    Introduction

    Overview of NeRFs and Gaussian Splatting

    Neural Radiance Fields (NeRF)

    3D Gaussian Splatting

    NeRFs and 3DGS in Combination with Other AI

    Limitations, Challenges, and Ethical Considerations

    Summary of AI Techniques Used in Visual Effects - Steve Wright

    A Brief History

    AI for Compositing

    Image Enhancement

    Visual Effects

    Other Features

    Adapting to a World with AI

    CHAPTER 6: POST-PRODUCTION / IMAGE MANIPULATION

    Resolution and Image Format Considerations - Scott Squires

    Formats

    Transport

    Resolution

    Academy Color Encoding System (ACES) - Bill Baggelaar, Annie Chang, Steve Tobenkin

    Overview

    Using ACES in Visual Effects Workflows

    ACES Color Space Encoding

    Compatibility

    Image Compression/File Formats for Post-Production - Florian Kainz, Piotr Stanczyk

    Image Encoding

    Still Image Compression

    Other Lossless Compression Methods

    File Formats

    Color Management - Joseph Goldstone

    The Three Guidelines

    Digital Color Image Encodings and Digital Cameras

    Color Management at the Desktop

    OpenColorIO

    Digital Intermediate - Tashi Trieu

    Introduction to Digital Intermediates

    The Colorist

    Tools of the Trade

    Emerging Technologies

    Grading with Mattes

    Communicating Color Through the Visual Effects Pipeline

    Visual Effects Plate Grading

    The Evolution of Color Grading

    Shot/Element Pulls and Delivery to VFX - David H. Tanaka

    Introduction

    The Lab

    "Production" Is to "Lab" as

    The Merge

    The Handoff

    VFX Editorial

    The Select

    The Pull

    VFX Editorial - Greg Hyman, David H. Tanaka

    Editing within a Shot: The Art of Precompositing (Precomp)

    How It Came To Be

    Modern Day Tracking and Disseminating of Information

    As the Shot Changes

    Wrapping It Up

    Editorial Workflow in Feature Animation - David H. Tanaka

    Introduction

    Editorial Crew Staffing and Structure

    Editorial Involvement with Feature Animation Production Stages

    Communication With Artists - Eric Durst

    Starting

    Working with Teams

    Working Globally

    Reference and Perspective

    Shot Production

    Communicating with Artists in Other Departments

    Completion

    Compositing of Live-Action Elements - Steve Wright

    Overview

    Green/Blue Screen Capture

    Pre-Processing the Green Screen

    Garbage Mattes

    Keying Strategies

    Motion Blur and Depth of Field

    Spill Suppression

    Grain Management

    Rotoscoping

    Post-Composite Processing

    3D Compositing

    Inspecting the Comp

    Rotoscoping and Paint - Marshall Krasser, Sandy Houston

    Rotoscoping

    Digital Painting and Plate Reconstruction

    Deep Compositing - Steve Wright

    What is a Deep Image?

    Complex Depth Interactions

    The Depth Compositing Edge Problem

    The Re-rendering Problem

    Deep Compositing and Live Action

    Matte Painting/Creative Environments - Craig Barron, VES, Deak Ferrand, John Knoll, and Robert Stromberg

    Matte Paintings: Art of the Digital Realm

    What Is a Matte Painting?

    Matte Painting - Pioneers and History

    Visualizing the Matte Painting Shot in Pre-Production

    On-Set Supervision for Matte Painting Shots

    Basic Skills and Tricks of the Trade

    Miniatures and Computer-Generated Sets

    Finding the Best Frame

    Re-Projected Photo Survey

    The Need for Creative Compositing

    Digital Environments - Robert Stromberg

    Reimagining Artistic Roles in Film: The Rise of the "Environment and Creation Artists"

    Virtual Production and Game Engine Technology

    Future of the Environment Creation Artist and AI

    The Power of Curiosity in Creativity and Innovation

    CHAPTER 7 - DIGITAL ELEMENT CREATION

    Digital Modeling - Kevin Hudson

    Overview: The Importance of Modeling

    Types of Modeling

    Model Data Types

    Development of Models

    Modeling for a Production Pipeline

    Engineering Aspects for Polygons

    Engineering Aspects for NURBS

    Rigging and Animation Rigging - Steve Preeg

    Rigging: What is It?

    Animation Rigging

    Deformation Rigging

    What Makes a Good Rig for Animation - Felix Balbas

    Introduction

    User and Uses

    Technical Aspects

    Technology Restrictions

    New Technologies

    Texturing and Surfacing - Ron Woodall

    The Importance of Texture Painting

    Hard Surface Models

    Creature Models

    Types of Geometry: Their Problems and Benefits

    Prepping the Model to Be Painted

    Texture Creation

    Various Other Map-Driven Effects

    Texture Painting in Production

    Model Editing

    Digital Hair/Fur - Armin Bruderlin, Francois Chardavoine

    Hair Generation Process

    General Issues and Solutions

    Digital Feathers - Armin Bruderlin, Francois Chardavoine

    Morphology of Real Feathers

    Modeling Digital Feathers

    Similarities between Hair and Feathers

    Differences between Hair and Feathers

    General Geometry Instancing - Armin Bruderlin, Francois Chardavoine

    Asset Creation

    World Building

    Shot Considerations

    Dynamics and Simulation - Craig Zerouni, Judith Crow

    How is a Simulation Created?

    When is Simulation Appropriate?

    Tricks and Cheats

    Important Considerations

    Planning and Preparation

    Software Solutions: A Broad Overview of Current Options

    Particles - Craig Zerouni

    What are Particle Systems?

    The Next Step

    The Birth of Particles

    Creating Effects

    Rigid Body Dynamics - Craig Zerouni

    How Rigid-Body Dynamics are Created

    Potential Problems

    Other Issues

    Tricks for Getting It Done

    Digital Lighting - Andrew Whitehurst

    Light in Reality and in Computer Graphics

    Case Study of Reality Compared with Simple CG Simulation

    Visual Sophistication through Texture Mapping

    Physically Derived Shading Models

    Beneath the Surface

    Goals of Lighting in Visual Effects

    Work Flow for Successful Creative Digital Lighting

    The Technologies of Lights in Computer Graphics

    Direct Lighting: Source to Surface to Camera

    Reflections

    Photographed Reflections

    Shadows

    Image-Based Lighting

    Rendering Occlusion

    Ambient Occlusion

    Reflection Occlusion

    Creating Light Sources from Environment Maps

    Physically Based Rendering

    Physically Plausible Rendering

    Volumetric Lighting Effects

    Shader Basics - Derek Spears

    What are Shaders?

    Shading Models

    Bump and Displacement

    Map-Based Shaders

    Procedural Shaders

    Shader Design

    Anti-aliasing Considerations

    2D Compositing - Matt Leonard

    2D File Formats

    Image Quality: Color Bit Depth and Concatenation

    Log vs. Linear

    Low Dynamic Range and High Dynamic Range Images

    Mattes and Pre-Multiplied Alpha

    Working with Rendered CG Elements

    Integration Techniques

    2.5D Compositing - Matt Leonard

    Z-Depth Compositing

    Adding Depth of Field

    Adding Motion Blur

    Relighting

    3D Compositing - Matt Leonard

    Working with 3D Data in a Compositor

    Pan and Tile

    Camera Projections

    Set Extensions

    Coverage Mapping

    Cubical Camera Setup

    3D Mattes

    3D Retouch and Cleanup

    Adjusting Camera Moves

    Particles

    Deep Compositing

    Crowd Generation and Simulation Techniques - John Knoll

    Live-Action Replication

    Sprites

    Computer-Generated Crowds

    Modeling for Replication

    Variation

    Mesh Density

    Animation Cycles for Replication

    Motion Capture

    Keyframe Animation

    Dynamic Motion Synthesis

    Behaviors and Crowd Control

    CG Prosthetic and Actor Enhancements - John Knoll

    On-Set Tracking and Capture Considerations

    Eye Enhancements

    3D Techniques

    2D Techniques

    2.5D Techniques

    Silhouette Changes

    Re-Projection

    3D Products, Systems and Software - Richard Kidd

    Digital Element Creation Process

    3D Graphics Software

    3D Tracking

    Special Effects

    Rendering

    Texturing

    CHAPTER 8 - INTERACTIVE GAMES

    Overview - David Johnson, VES

    How the Gaming Industry and Film/TV Industries are different - David Johnson, VES

    Publishers and Developers v. Film/Television Studios and VFX Facilities - David Johnson, VES

    Game and TV/Film Converging with Virtual Production and Cinematics - David Johnson, VES

    Game Engines and Real-Time Rendering - David Johnson, VES

    Runtime Component

    Unreal vs. Unity

    Disciplines and Job Titles - David Johnson, VES

    Game Design

    Engineering

    Production

    Test

    Art

    The Art Director

    Concept Art

    Environment Artists

    Texture Artist

    Characters

    Hard Modeling

    Props

    Lighting

    Baked vs. Dynamic Lighting vs. Raytracing

    Shadows

    Effects

    System Effects

    Environmental FX

    Breakables

    Destruction

    Tech Artist

    Animation

    UI

    Real Time Shaders and Materials - David Johnson, VES

    Optimization and Runtime Budgets - David Johnson, VES

    Performance Analysis and Profiling - David Johnson, VES

    CPU vs. GPU bound

    Technical Terminology - David Johnson, VES

    User Calibration

    Latency

    "Game Mode" on Televisions

    HDR10

    PBR - Physically Based Rendering

    FBX

    Mip Mapping

    Filtering

    Texel

    Screen Space Ambient Occlusion

    Level of Detail

    Vertex Shaders and Fragment Shaders

    AR/VR - David Johnson, VES

    Future of Gaming - David Johnson, VES

    On-Demand Rendering, Cloud Distribution and Ray Tracing

    Fast Drives, Nanite and Lumen

    Fluid Simulations

    AI

    CHAPTER 9 - COMPLETE ANIMATION

    What Is An Animation Project? - Stephan Vladimir Bugaj

    Full Animation vs Visual Effects

    Difference Between Visual Effects and Animation - Rob Bredow

    Production Pipelines

    Production

    Animation Techniques - Frank Gladstone

    Traditional Animation

    Stop-Motion

    Computer Graphic Technology

    Considerations for a Full CG-Animated Feature Pipeline - Stephan Vladimir Bugaj

    CG Feature Animation Pipeline

    Managing an Animated Film - Don Hahn

    Film Management and Personal Style

    Building Brain Trusts

    Building the Core Creative Team

    Writing and Visual Development

    Working with a Studio

    Facilities and Environment

    Managing the Event

    The Production Process: An Animator's Perspective - Lyndon Barrois

    Working on CG-Animated Content in Live-Action Features

    Planning the Process

    Production

    Character and Environment Interaction

    CHAPTER 10 - VISUAL EFFECTS WORKFLOWS

    Analysis of a Production Workflow - Stephan Vladimir Bugaj

    From Workflow to Pipeline

    Service Bureau versus In-House Requirements

    Design of a Production Workflow - Dan Rosen

    From Analysis to Design

    Deploying a Production Workflow - Stephan Vladimir Bugaj

    From Design to Implementation

    Tracking Assets - Stephan Vladimir Bugaj

    What is Task and Asset Tracking?

    Commercial Task and Asset Tracking Systems

    Building Task Asset Tracking Systems

    Scene Assembly - Stephan Vladimir Bugaj

    2D Scene Assembly

    3D Scene Assembly (Compositing)

    Working Across Multiple Facilities - Scott Squires, VES

    Images

    Models

    Texturing

    Animation

    Compositing

    R&D

    Version Control Software - Jase Lindgren, Katie Cole

    Introduction to Version Control

    Version Control Uses in Virtual Production

    Version Control Set-Up

    CHAPTER 11 - VR / AR (VIRTUAL REALITY / AUGMENTED REALITY)

    A Note from the Editor Prelude to Virtual Reality & Augmented Reality - Jeffrey A. Okun, VES

    Pre-Production for VR/AR - Chris Edwards

    Production for VR/AR - Grant Anderson

    Post-Production for VR/AR - Dave Franks

    Editorial Post-Production for VR/AR - John Grod

    How to Direct the Viewer?

    The Post-Process

    Nonlinear Editorial, Timelines and Edits

    World Lock and Forced Perspective

    Types of Head-Mounted and Handheld Displays - Bernard Mendiburu

    Identifying the Computer-Mediated Realities

    State of the Art in VR Photonic Technologies

    State of the Art in VR Hardware Technologies

    State of the Art in VR Software Technologies

    Using an HMD for Visual Effects Production

    Choosing an HMD for Visual Effects Production

    Hemispheres and Domes - John Grod

    Games Mechanics Are What it is All About

    Overcoming Doubt and Preconceived Notions

    Dome Projections

    The Future of Domes

    The Evolution of Domes: The MSG Sphere - Phillip Galler

    Uses of VR - John Grod

    Enterprise

    Narrative Storytelling

    Future of VR and AR - Ben Grossmann

    This is Just the Beginning

    Immersive Experiences Make Use of Advanced Visual Effects Technology - Philip Galler

    What are Immersive Experiences?

    Visual Effects' Impact on Immersive Experiences

    Content Creation for Immersive Experiences

    Challenges for Delivering Content for Immersive Experiences

    Wearables and the Future of Immersive Experiences

    Acknowledgments

    Appendix A: Charts and Formulas

    Appendix B: Glossary

    Index