Aesthetic 3D Lighting History, Theory, and Application

Aesthetic 3D Lighting: History, Theory, and Application delves into the history, the theory, and the practical and aesthetic application of lighting in the fine arts and 3D animation. In this book, animation industry veteran and lighting expert Lee Lanier examines the importance of lighting and it...

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Detalles Bibliográficos
Autor principal: Lanier, Lee (-)
Formato: Libro electrónico
Idioma:Inglés
Publicado: Oxford : Taylor & Francis Group 2018.
Edición:1st ed
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009673639706719
Tabla de Contenidos:
  • Cover
  • Half Title
  • Title Page
  • Copyright Page
  • Table of Contents
  • Introduction
  • Chapter 1: The Importance of Light and Lighting
  • Light and Lighting
  • Information Communicated by Light
  • Time of Day
  • Light Sources and Location
  • Mood
  • Sidebar: Point-of-Views
  • Sidebar: Light Shadowing
  • Scientific Underpinnings of Light
  • Wavelength, Color, and Temperature
  • Reflection, Transmission, and Absorption
  • Goals of Lighting
  • Story Communication
  • Visual Clarity
  • Replication of Real World Locations
  • Aesthetic Stylization
  • Chapter 2: The History of Lighting in the Arts
  • Review of Light Categories
  • Review of Point Lighting
  • 0-Point Lighting
  • 1-Point Lighting
  • 2-Point Lighting
  • 2-Point Lighting in Portraiture
  • Rembrandt Lighting
  • Loop Lighting
  • Split Lighting
  • Butterfly Lighting
  • Broad and Short Lighting
  • High- and Low-key Lighting
  • Sidebar: Hard and Soft Lighting
  • 3-Point Lighting
  • 3-Point Lighting with a Background Light
  • Other Limited Light Variations
  • Naturalistic Lighting
  • Stylistic Lighting
  • Sidebar: A Note on Video Games and Stop Motion Animation
  • Chapter 3: Lighting in 3D
  • 3D Lighting Pipelines and Workflow
  • Collecting Light Information
  • Lighting Determination Examples
  • 3D Lighting Steps
  • Testing 3D Lighting
  • Sidebar: Working with Color Calibration
  • Working with 3D Lights
  • Common 3D Light Types
  • Spot Light
  • Point Light
  • Directional Light
  • Ambient Light
  • Area Light
  • Sidebar: Using Light Decay
  • Common 3D Light Properties
  • Shadow Variations Among Lights
  • Shadow Approaches
  • Specialized 3D Light Types
  • Mesh
  • Cylindrical
  • Environment
  • Photometric
  • Volume
  • Renderer Variations
  • 3D Light Interaction with Shaders
  • Common Shader Properties
  • Sidebar: Texture Overview
  • Chapter 4: Emulating Specific Light Sources.
  • Emulating Natural Light Sources
  • Sidebar: Source Models and Textures
  • Mid-day Sun
  • Sidebar: PBR Options
  • Sunset
  • Candle Flame
  • Diffuse Window Light
  • Emulating Artificial Light Sources
  • Table Lamp
  • Sidebar: Selective Shadow Casting
  • Neon Sign
  • Christmas Lights
  • Lighting a Character with Different Light Sources
  • Sidebar: Light and Shadow Linking
  • Chapter 5: Working with PBR Systems
  • Choosing PBR
  • Review of Common Rendering Systems
  • Scanline
  • Ray Tracing
  • Overview of PBR Systems
  • Review of Common PBR Systems
  • GI
  • Photon Mapping
  • Final Gather
  • Radiosity
  • Point Cloud
  • Irradiance Cache
  • Path Tracing / Monte Carlo Ray Tracing
  • IBL
  • Sky Systems
  • Sidebar: Overview of Advanced 3D Renderers
  • Sidebar: Unbiased vs. Biased Rendering
  • An Introduction to Render Passes / AOVs
  • Sidebar: Lighting Render Passes
  • Chapter 6: Reproducing Locations and Lighting Characters
  • Lighting Locations and Characters
  • Reproducing Lighting at Specific Locations
  • Location #1: Elevator Landing
  • Location #2: Bus Interior
  • Location #3: Outer Space
  • Designing Character Lighting
  • Sidebar: Character Lighting Pitfalls
  • Sidebar: Measuring Light in Stops
  • Chapter 7 : Designing Stylistic Lighting
  • Stylistic Planning
  • Generating a Mood
  • Creating a Tribute to Other Art Forms
  • Creating a Visually Unconventional Look
  • Establishing a Parallel World or Timeline
  • Stylized 3D Examples
  • Sidebar: Motion Blur and Other Post-Process Effects
  • Case Study 1: Copying a Renaissance Still Life
  • Using Autodesk Maya with the V-Ray Renderer
  • Sidebar: Reloading Missing Texture Bitmaps
  • Sidebar: Gamma-Corrected Views
  • Switching to the Arnold Renderer
  • Creating a Window Reflection
  • Adjusting the Render Quality
  • Sidebar: Determining Values
  • Case Study 2: Lighting a Complex Night Interior.
  • Using Autodesk Maya with the Maya Software Renderer
  • Switching to the V-Ray Renderer and Adding Fog
  • Case Study 3: Lighting an Animated Animal Character
  • Using Autodesk Maya with the Maya Software Renderer
  • Switching to the Arnold Renderer and Adding a Sky Shader
  • Sidebar: Creating Skies in 3D
  • Epilogue: The Future of 3D Lighting
  • Appendix: Visual Lighting Glossary
  • 0-Point Lighting
  • 1-Point Lighting
  • 2-Point Lighting
  • 3-Point Lighting
  • Ambient Light
  • Area Light
  • Back Light
  • Background Light
  • Bounced Light
  • Color Bleed
  • Color Temperature
  • Butterfly Lighting
  • Depth Map Shadow
  • Diffuse
  • Directional Light
  • Environment Light
  • Eye Light
  • Fill Light
  • Final Gather (GI)
  • Fresnel Reflection
  • Glamour Lighting
  • Hair Light
  • Hard Lighting
  • High-key
  • IBL (Image-based Lighting)
  • Key Light
  • Kicker (Light)
  • Lighting Ratio
  • Light Ray
  • Loop Lighting
  • Low-key
  • Mesh Light
  • Naturalistic Lighting
  • Path Tracing (GI)
  • PBR (Physically-Based Rendering)
  • Photometric Light
  • Photon
  • Photon Mapping (GI)
  • Point Light
  • Radiosity (GI)
  • Ray Tracing
  • Ray Trace Shadow
  • Refraction
  • Rembrandt Lighting
  • Renderer
  • Rim Light
  • Shader (Material)
  • Secondary Diffuse Illumination
  • Silhouette Lighting
  • Sky System
  • Soft Lighting
  • Specularity
  • Split Lighting
  • Spot Light
  • Stylistic Lighting
  • Utility Light
  • Volume Light
  • Appendix: Common Question Index
  • Index.