Acknowledgments |
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xv | |
Introduction |
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1 | (6) |
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2 | (1) |
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A Quick Overview of the Book |
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3 | (4) |
Part 1: Core Concepts |
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7 | (42) |
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Chapter 1 Reality and Photorealism |
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9 | (13) |
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9 | (5) |
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10 | (1) |
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10 | (1) |
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11 | (3) |
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14 | (1) |
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15 | (1) |
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The Role of Imperfections |
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16 | (1) |
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Case Study: Detail and Imperfections in Man-Made Objects |
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17 | (1) |
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The Reality of the Unreal |
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18 | (1) |
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Image Quality and Photorealism |
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19 | (1) |
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20 | (2) |
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Chapter 2 Photorealism in Digital Media |
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22 | (9) |
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22 | (2) |
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24 | (1) |
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25 | (4) |
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Architectural Visualization |
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25 | (3) |
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28 | (1) |
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Case study: Exterior Architectural Renders |
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29 | (2) |
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31 | (18) |
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33 | (2) |
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35 | (2) |
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35 | (1) |
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36 | (1) |
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Hue, Saturation, and Brightness in RGB |
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37 | (3) |
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40 | (5) |
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41 | (1) |
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42 | (1) |
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42 | (1) |
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42 | (2) |
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44 | (1) |
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Bit Depth and Dynamic Range |
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45 | (1) |
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46 | (1) |
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47 | (2) |
Part 2: The Real World |
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49 | (64) |
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Chapter 4 Light Essentials |
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51 | (6) |
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51 | (1) |
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52 | (1) |
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53 | (1) |
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Direct and Indirect Illumination |
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54 | (1) |
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55 | (2) |
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Chapter 5 Light Interaction |
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57 | (12) |
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58 | (1) |
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Reflection and Scattering |
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59 | (3) |
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59 | (3) |
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62 | (2) |
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63 | (1) |
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63 | (1) |
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Transmission and Refraction |
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64 | (2) |
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66 | (1) |
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Case Study: Side by Side Comparison |
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67 | (2) |
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69 | (13) |
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69 | (2) |
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71 | (3) |
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Reflection and Absorption |
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72 | (2) |
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74 | (2) |
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74 | (1) |
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75 | (1) |
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76 | (1) |
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76 | (3) |
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77 | (1) |
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78 | (1) |
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79 | (1) |
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Case Study: Natural Environment in Clarisse IFX |
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79 | (3) |
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Chapter 7 Nighttime and Artificial Lighting |
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82 | (5) |
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82 | (1) |
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82 | (1) |
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83 | (4) |
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83 | (1) |
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84 | (1) |
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84 | (1) |
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85 | (2) |
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87 | (7) |
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88 | (3) |
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91 | (1) |
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92 | (1) |
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92 | (1) |
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93 | (1) |
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Chapter 9 Basic Material Properties |
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94 | (5) |
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94 | (3) |
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Dielectric Diffuse/Specular Balance |
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94 | (1) |
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95 | (2) |
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97 | (2) |
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Chapter 10 Lens and Camera Characteristics |
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99 | (14) |
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99 | (4) |
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99 | (3) |
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102 | (1) |
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103 | (1) |
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104 | (1) |
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105 | (4) |
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106 | (1) |
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106 | (1) |
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Additional Flare Elements |
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107 | (1) |
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107 | (1) |
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108 | (1) |
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108 | (1) |
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109 | (1) |
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110 | (3) |
Part 3: The CG World |
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113 | (58) |
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Chapter 11 Rendering and Lighting |
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115 | (18) |
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From Scanline to Path Tracing |
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115 | (7) |
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Scanline/Rasterized Rendering |
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116 | (1) |
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116 | (2) |
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The Challenge of Global Illumination |
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118 | (2) |
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120 | (1) |
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Unbiased vs. Biased Rendering |
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121 | (1) |
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Traditional Light Emitters |
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122 | (1) |
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122 | (1) |
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123 | (1) |
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Contemporary Light Emitters |
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123 | (5) |
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123 | (1) |
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124 | (2) |
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Procedural HDR Environments |
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126 | (1) |
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126 | (2) |
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Essential Strategies for PBR Lighting |
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128 | (3) |
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128 | (1) |
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128 | (1) |
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129 | (1) |
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Ambient Occlusion for Outdoor Scenes |
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129 | (1) |
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130 | (1) |
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131 | (1) |
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Case Study: Rendering Interiors in Unreal Engine |
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131 | (2) |
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133 | (13) |
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A Brief Overview of Shader Evolution |
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133 | (1) |
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134 | (8) |
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135 | (1) |
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Dielectric/Metallic Toggle |
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135 | (1) |
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136 | (1) |
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137 | (1) |
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138 | (1) |
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139 | (1) |
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140 | (1) |
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141 | (1) |
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142 | (2) |
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142 | (1) |
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142 | (1) |
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143 | (1) |
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Case Study: CG Portraiture |
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144 | (2) |
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146 | (17) |
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147 | (7) |
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148 | (1) |
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148 | (2) |
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150 | (1) |
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150 | (1) |
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151 | (1) |
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Ambient Occlusion (AO) Map |
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152 | (1) |
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Displacement (Height) Map |
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153 | (1) |
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Transparency Map vs. Opacity Map |
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153 | (1) |
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Texture Generation Workflows |
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154 | (1) |
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154 | (1) |
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Shooting and Prepping Photos for Texturing |
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155 | (2) |
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155 | (1) |
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155 | (1) |
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Angle, Perspective, and Focus |
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156 | (1) |
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156 | (1) |
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Optimizing Photographs for Tiling |
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157 | (1) |
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157 | (2) |
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159 | (1) |
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Case Study: Creating Bark Textures for SpeedTree |
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160 | (3) |
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163 | (8) |
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163 | (1) |
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164 | (3) |
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165 | (2) |
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Case Study: Erosion Algorithms in Gaea |
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167 | (8) |
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168 | (3) |
Part 4: The 2D World |
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171 | (44) |
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Chapter 15 Integrating 2D Elements |
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175 | (8) |
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175 | (1) |
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Edges: Problems and Solutions |
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176 | (7) |
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Matching Background Luminosity |
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177 | (1) |
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178 | (1) |
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Edge and Core Extractions |
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178 | (1) |
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179 | (1) |
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180 | (2) |
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182 | (1) |
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182 | (1) |
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Chapter 16 Integrating CG Elements |
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183 | (10) |
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Compositing with Render Passes |
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183 | (6) |
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183 | (3) |
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186 | (3) |
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189 | (1) |
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190 | (3) |
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191 | (1) |
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191 | (1) |
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191 | (1) |
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191 | (1) |
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192 | (1) |
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Chapter 17 Lighting in 2D |
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193 | (12) |
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193 | (1) |
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The Challenge of Reflections |
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193 | (4) |
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196 | (1) |
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196 | (1) |
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197 | (3) |
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Shape, Angle, and Stretching |
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197 | (1) |
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Shadow Softness and Falloff |
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198 | (1) |
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198 | (1) |
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198 | (2) |
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Contact and Proximity Shadows |
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200 | (1) |
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Case Study: Matte Painting Integration in Film |
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200 | (2) |
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202 | (3) |
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202 | (3) |
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Chapter 18 Lens and Camera Effects |
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205 | (12) |
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205 | (1) |
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Lens Distortion and Chromatic Aberration |
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206 | (1) |
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207 | (1) |
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208 | (1) |
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208 | (2) |
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210 | (1) |
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210 | (1) |
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Photorealism on the Cloud |
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211 | (1) |
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LED Screens and Virtual Environments |
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211 | (1) |
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212 | (1) |
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213 | (1) |
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Will Photorealism Disappear? |
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213 | (2) |
Appendix A: Glossary of Abbreviations |
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215 | (2) |
Appendix B: Software list |
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217 | (2) |
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217 | (1) |
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217 | (1) |
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217 | (1) |
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Terrain and Landscape Creation |
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217 | (1) |
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217 | (1) |
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Other Specialized 3D Software |
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218 | (1) |
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218 | (1) |
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218 | (1) |
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218 | (1) |
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218 | (1) |
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218 | (1) |
Index |
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219 | |