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001 9781003009795
003 FlBoTFG
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006 m o d
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008 211007s2022 xx o 000 0 eng d
040 _aOCoLC-P
_beng
_erda
_epn
_cOCoLC-P
020 _a9781003009795
_q(electronic bk.)
020 _a1003009794
_q(electronic bk.)
020 _a9781000551570
_q(electronic bk. : EPUB)
020 _a1000551571
_q(electronic bk. : EPUB)
020 _z9780367860127
020 _a9781000551532
_q(electronic bk. : PDF)
020 _a1000551539
_q(electronic bk. : PDF)
020 _z9780367444488
035 _a(OCoLC)1273727985
035 _a(OCoLC-P)1273727985
050 4 _aTR858
072 7 _aCOM
_x012000
_2bisacsh
072 7 _aUB
_2bicssc
082 0 4 _a776.6
_223
100 1 _aRoda, Chris.
245 1 0 _aReal Time Visual Effects for the Technical Artist.
250 _aFirst edition.
264 1 _a[Place of publication not identified] :
_bCRC Press,
_c2022.
300 _a1 online resource (400 pages).
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
505 0 _aAcknowledgementAbout the AuthorIntroductionWhat Are Visual Effects?Visual Effects RulesColor TheoryIn-Camera EffectsMaterial EffectsSimulationsParticlesConclusionIndex
520 _aVisual effects (VFX) are one of the most complicated components of feature film and television creation. With advancements in technologies such as Ray Tracing and Virtual Reality, the visual quality of the real-time rendering engine in now rivalling feature film. Real-time rendering requires years of programming experience with advanced understanding in math and physics. As the power of the real-time rendering engine improves, so too do the interfaces for visual effects creation. With limited technical understanding, artists are able to create visual effects with the push of a button and tug of a slider. As powerful as the interfaces are, they can only expose a portion of the true potential of the rendering engine. Artists are limited by their understanding of the engine interface. Real Time Visual Effects for the Technical Artist is written for digital artists to explain the core concepts of visual effects, common in all engines, to free them from interface bounds. Key Features: Introduces the reader to the technical aspects of real-time visual effects. Built upon a career of over twenty years in the feature film visual effects and the real-time video game industries and tested on graduate and undergraduate students. Explores all real-time visual effects in four categories: in-camera effects, in-material effects, simulations, and particles. This book is written to compliment undergraduate or graduate level courses focused on the fundamentals of modern real-time visual effects.
588 _aOCLC-licensed vendor bibliographic record.
650 0 _aCinematography
_xSpecial effects.
650 7 _aCOMPUTERS / Computer Graphics / General
_2bisacsh
856 4 0 _3Taylor & Francis
_uhttps://www.taylorfrancis.com/books/9781003009795
856 4 2 _3OCLC metadata license agreement
_uhttp://www.oclc.org/content/dam/oclc/forms/terms/vbrl-201703.pdf
999 _c4649
_d4649