ABSTRACT

This book offers a comprehensive and detailed guide to accomplishing and perfecting a photorealistic look in digital content across visual effects, architectural and product visualization, and games.

Emmy award-winning VFX supervisor Eran Dinur offers readers a deeper understanding of the complex interplay of light, surfaces, atmospherics, and optical effects, and then discusses techniques to achieve this complexity in the digital realm, covering both 3D and 2D methodologies. In addition, the book features artwork, case studies, and interviews with leading artists in the fields of VFX, visualization, and games. Exploring color, integration, light and surface behaviour, atmospherics, shading, texturing, physically-based rendering, procedural modelling, compositing, matte painting, lens/camera effects, and much more, Dinur offers a compelling, elegant guide to achieving photorealism in digital media and creating imagery that is seamless from real footage.

Its broad perspective makes this detailed guide suitable for VFX, visualization and game artists and students, as well as directors, architects, designers, and anyone who strives to achieve convincing, believable visuals in digital media.

chapter |5 pages

Introduction

part 1|42 pages

Core Concepts

chapter Chapter 1|13 pages

Reality and Photorealism

chapter Chapter 2|9 pages

Photorealism in Digital Media

chapter Chapter 3|18 pages

Color

part 2|63 pages

The Real World

chapter Chapter 4|6 pages

Light Essentials

chapter Chapter 5|12 pages

Light Interaction

chapter Chapter 6|13 pages

Daylight

chapter Chapter 7|5 pages

Nighttime and Artificial Lighting

chapter Chapter 8|7 pages

Shadows

chapter Chapter 9|5 pages

Basic Material Properties

chapter Chapter 10|13 pages

Lens and Camera Characteristics

part 3|57 pages

The CG World

chapter Chapter 11|18 pages

Rendering and Lighting

chapter Chapter 12|13 pages

Shading

chapter Chapter 13|17 pages

Texturing

chapter Chapter 14|7 pages

Modeling

part 4|44 pages

The 2D World

chapter Chapter 15|8 pages

Integrating 2D Elements

chapter Chapter 16|10 pages

Integrating CG Elements

chapter Chapter 17|12 pages

Lighting in 2D

chapter Chapter 18|5 pages

Lens and Camera Effects

chapter |5 pages

Epilogue

The Future