CONTENTS

About the VES

Foreword

Chapter 1   Introduction

Visual Effects and Special Effects

Visual Effects

Special Effects

Why Use Visual Effects?

The Creation of Visual Effects

A Bit of Visual Effects History

Optical Printers

Electronics for Camera Control

The Digital Age

Unintended Consequences: Where Does Creativity End?

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

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

What is Previs?

Development of Previs Techniques

History and Background

The Applications of Previs: Who Benefits From it and How?

Postvis

Cautions and Suggestions for Good Practice

The Perils of Previs!

Passing the Work On

The Role of the VFX Supervisor in Previs

The Future of Previs: Advanced Techniques

Environment Input

Character Input

Camera Input

Gaming Techniques

On-Set Previs

Lighting Previs

3D Stereo Previs

Virtual Production

Camera Angle Projection

Drawing What the Lens Sees

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 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

Front and Rear Projection Systems for Visual Effects

Rear Projection

Front Projection (Blue or Green Screens and Picture Imagery)

Rear Projection Equipment

Front Projection Equipment

Large-Area Emissive Displays (LCD, Plasma, and Jumbotron Screens)

Greenscreen and Bluescreen Photography

Function of the Backing—Green, Blue, or Red

Fabric and Paint

Backing Uniformity and Screen Correction

How to Expose a Greenscreen Shot and Why

Setting Screen Brightness

Floor Shots, Virtual Sets

Foreground Lighting

Controlling Spill Light

Lighting Virtual Sets

Tracking Marks on the Screen

On-Set Preview

Camera for Bluescreen or Greenscreen Photography

Negative Scanning and Digital Conversion

The Processed Foreground

Underwater Photography

Working with the Cinematographer

The Alpha Channel

Compositing Software

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

On-Set Data Acquisition

3D Scanning Systems

Prepping the Actors for Scanning

Scanning Props or Cars

Review All That Has Been Scanned

3D Scanning Post-Production

Lighting Data

Gathering Lighting Data

Beware of False Savings!

Goals

Using Conventional Still Cameras

Shooting Considerations

Clean Plates

Shooting the Clean Plate

Locked-Off Camera

Moving Camera

Other Issues

Postprocess

Alternates without Clean Plates

Other Uses for Clean Plates

Monster Sticks

On-Set Animation Capture: Witness Cam

Wireless Nonvideo Motion Capture

Factors Affecting Witness Cameras

Dealing with the Data in Post-Production

Real-Time Matchmoving and Camera-Tracking Data

Triangulation as a Method of Recording Camera Data

Camera/Subject Positional Information

Basics: The Tool Kit

Basics: Nodal Point

Photographic Reference

Shooting Video as a Reference

Rules, Setup, and Testing

Digital Cinematography

The Viewing System

The Recording System

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

High-Speed Photography

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

What are Miniatures?

What Are Miniatures and Why Are They Used?

The Advantages and Disadvantages of Miniature Effects

Execution of Planning

Design and Integration within the Film

Photographic Continuity

Miniature Categories

Scale Determinations

Forced Perspective Miniatures

In-Camera Compositing of Miniatures with Full-Scale Live-Action Actors

Nodal Pans and Tilts

Forced Perspective

Mixed Scales

The Fabrication of Miniature Effects

Scale and Purpose Requirements of a Miniature

Construction Materials

The Paint Process

Previsualization and Miniatures

The Basic Standard Tools

The Incorporation of Mechanical, Practical, and Pyrotechnic Effects with Miniatures

Water Effects

Fire, Explosives, and Collapsing

Shooting Locations and Conditions

Photography of Miniature Effects: Motion Control

What Is Motion Control and What Are Its Benefits to Miniature Photography?

Execution and Technique Using Previs

Photography

Photography of Miniature Effects: High-Speed Photography

Depth of Field

Pyrotechnics

Smoke, Fire, and Water

The Use of Miniatures in the Digital World

Special Effects for Miniatures

Shrinking Reality

Scale Considerations

Camera

Water

Rain

Fire

Smoke

Explosions

Breakaways

Chapter 4   Performance and Motion Capture

What is Motion Capture?

Other Types of Motion Capture

Resistance-Based Technologies

Electromechanical-Based Technologies

Computer Vision

Time-of-Flight Technologies

Is Motion Capture Right for a Project?

Preparing for Motion Capture

What Can Be Captured

What Cannot Be Captured

Technology Considerations

Marker Placement

Marker Placement on Faces

Marker Masks

Hardware

The Strobe

Markers

Lenses

Filter

Charge-Coupled Device

Onboard Processor

Inputs/Outputs

Setup

Balance

Software

Acquisition

Post-Processing

Reconstruction

Labeling

Rigid Bodies

Cleaning

Solving Motion Capture

Facial Capture

Capture Techniques

Markerless Motion Capture

Stabilization

The Face Model

Facial Rigging

Facial Action Coding System

Real-Time Motion Capture

Limitations

Line of Sight

Markers

Solving

Visualization

Alternate Technologies

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

Virtual 3D Photography

Pros and Cons of Virtual 3D Photography

Multiple Camera Rigs

The 3D Camera Rig

Implementing Convergence

Manipulating the Screen Surround

Special Cases for Virtual 3D Photography

2D to 3D Conversion

Depth Creation Preparation

Visual Analysis of 2D Depth Cues

Main Artistic Stages of 2D-to-3D Conversion

Major 2D-to-3D Conversion Workflows

Special Cases

Transparencies

Reflections

Re-Projection Mapping Method Workflow

Pixel Displacement or Pixel Shifting

Minor 2D-to-3D Conversion Workflows

Automatic Conversion

Temporal Offset

Dynamic Temporal Offset

Is “Real” Always Right?

3D Stereoscopic Visual Effects

Prepping for the Third Dimension

Shooting the Third Dimension

Visual Effects in the Third Dimension

Photographed Elements

Accuracy and Attention to Detail

Artistic Skill Level

Data Management

3D Stereo Digital Intermediate Workflow

Stereoscopic 3D Process Milestones

Viewing 3D Dailies

Projection Screens for 3D Stereoscopic Viewing

3D Editorial Processes

3D Stereoscopic Conforming

Data Workflow

2D versus 3D Grading

3D Stereo RealD Mastering Considerations

Geometry and Correction of Undesirable Binocular Disparity

3D Stereo Deliverables

Stereoscopic Window

The Stereoscopic Window

Placement of the Window in Relation to the 3D Scene

Window Violations

Window Placement Logic

How to Create a Stereoscopic Window

Producing Movies in Three Dimensions

Development—Getting the Greenlight

Production—What to Look Out For

Chapter 6   Post-Production/Image Manipulation

Resolution and Image Format Considerations

Formats

Transport

Resolution

Image Compression/File Formats for Post-Production

Image Encoding

Still Image Compression

File Formats

4k+ Systems Theory Basics for Motion Picture Imaging

Part 1: Resolution and Sharpness

Part 2: Into the Digital Realm

Part 3: Does 4k Look Better Than 2k?

Part 4: Visual Perception Limitations for Large Screens

Film Scanning and Recording

Scanning

Recording

Color Management

The Three Guidelines

Digital Color Image Encodings and Digital Cameras

Color Management at the Desktop

Bringing Color Management to Film Workflows

Digital Intermediate

VFX Editorial

Editing within a Shot: The Art of Pre-Compositing

How It Came to Be

Modern Day Tracking and Disseminating of Information

As the Shot Changes

Wrapping It Up

Communication with Artists

Starting

Working with Teams

Reference and Perspective

Shot Production

Communicating with Artists in Other Departments

Completion

The History of Compositing

The History of Optical Technique

Traveling Matte Technique and the Digital Age

Historical Notes on Blue Screen

Film versus Digital

Compositing of Live-Action Elements

Modern Digital Compositing

Capturing the Image to Composite

After the Shoot

Extractions and the Magic Bullet

Starting the Composite

Compositing Screen Elements in Stereoscopic 3D

Rotoscoping

Digital Painting and Plate Reconstruction

Scene Tracking

Matte Paintings/Creative Environments

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

Chapter 7   Digital Element Creation

Digital Modeling

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

Rigging: What Is It?

Animation Rigging

Deformation Rigging

Texturing and Surfacing

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

Hair Generation Process

General Issues and Solutions

Digital Feathers

Morphology of Real Feathers

Modeling Digital Feathers

Similarities between Hair and Feathers

Differences between Hair and Feathers

Dynamics and Simulation

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

What Are Particle Systems?

The Next Step

The Birth of Particles

Creating Effects

Rigid-Body Dynamics

How Rigid-Body Dynamics Are Created

Potential Problems

Other Issues

Tricks for Getting It Done

Digital Lighting

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

Negative Lights

Reflections

Photographed Reflections

Shadows

Image-Based Lighting

Rendering Occlusion

Ambient Occlusion

Reflection Occlusion

Average Light Direction Vectors: Bent Normals

Creating Light Sources from Environment Maps

Physically Based Rendering

Volumetric Lighting Effects

Shader Basics

What Are Shaders?

Shading Models

Bump and Displacement

Map-Based Shaders

Procedural Shaders

Shader Design

Antialiasing Considerations

3D Compositing

Color Representation

Bit Depth and Dynamic Range

Mattes

Compositing CG

2.5D Compositing

Crowd Generation and Simulation Techniques

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 Prosthetics and Actor Enhancements

On-Set Tracking and Capture Considerations

Eye Enhancements

3D Techniques

2D Techniques

2.5D Techniques

Silhouette Changes

Re-Projection

3D Products, Systems, and Software

Digital Element Creation Process

3D Graphics Software

3D Tracking

Special Effects

Rendering

Texturing

Chapter 8   Interactive Games

Films versus Games

Basic Differences

Most Important Aspect

Narrative Storytelling

Differences in Limitations

Cost of Iterations and Changes during Production

Category Types

Format Types

Transmedia Production Design Techniques

Games and Platforms

Game Types

Game Platforms

What Are Game Engines and How Do They Function?

Working with a Game Engine

What Are the Production Steps in Creating a Game?

Marketing to an Audience

Visuals

Phases of Development

Game Cinematic Sequences

Noninteractive Scenes

Game Engine–Rendered NIS Scenes

The Design and Production Process

Chapter 9   Complete Animation

What is an Animation Project?

Full Animation versus Visual Effects

Difference Between Visual Effects and Animation

Production Pipelines

Production

A Survey and History of Animation Techniques

Traditional Animation

Stop-Motion

Computer Graphic Technology

Considerations for a Full CG-Animated Feature Pipeline

CG Feature Animation Pipeline

Managing an Animated Film

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

Working on CG-Animated Content in Live-Action Features

Planning the Process

Production

Character and Environment Interaction

Chapter 10   Other Workflow Considerations

Virtual Studio Technology

Analysis of a Production Workflow

From Workflow to Pipeline

Service Bureau versus In-House Requirements

Design of a Production Workflow

From Analysis to Design

Deploying a Production Workflow

From Design to Implementation

Infrastructure

Tracking Assets

What Is Task and Asset Tracking?

Commercial Task and Asset Tracking Systems

Building Task and Asset Tracking Systems

Scene Assembly

3D Scene Assembly

2D Scene Assembly (Compositing)

Working across Multiple Facilities

Images

Models

Texturing

Animation

Compositing

R&D

Acknowledgments

Appendix A: Charts and Formulas

Appendix B: Credits/Titles to Be Submitted in Accordance with VES Guidelines

Appendix C: Glossary

Index

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