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도서

Aesthetic 3D lighting : history, theory, and application

표제/저자사항
Aesthetic 3D lighting : history, theory, and application / Lee Lanier
Lanier, Lee[1966-]   
발행사항
New York : Routledge, Taylor & Francis Group, 2018
형태사항
xiv, 224 pages : color illustrations ; 25 cm
주기사항
Includes index
표준번호/부호
ISBN 9781138737563 (hardback)
ISBN 1138737569 (hardback)
ISBN 9781138737570 (pbk.)
ISBN 1138737577 (pbk.)
ISBN 9781315185279 (e-book)
ISBN 131518527X (e-book)
분류기호
듀이십진분류법-> 777.52
주제명
Cinematography -- Lighting    Animation    Lighting, Architectural and decorative    Light in art    Three-dimensional imaging
내용유형
text
매체유형
unmediated
수록매체유형
volume

권별정보

권별정보 목록
편/권차 편제 저작자 발행년도 ISBN 청구기호 자료이용하는곳 자료상태
Lee Lanier 2018 9781138737563 (hardback) W777.52-18-1 보존 서고 신청후이용(보존)
CONTENTS
Introduction = xi
Chapter 1 The Importance of Light and Lighting = 1
  Light and Lighting = 2
  Information Communicated by Light = 2
    Time of Day = 2
    Light Sources and Location = 3
    Mood = 4
    Sidebar : Point-of-Views = 4
    Sidebar : Light Shadowing = 5
  Scientific Underpinnings of Light = 6
    Wavelength, Color, and Temperature = 6
    Reflection, Transmission, and Absorption = 7
  Goals of Lighting = 9
    Story Communication = 9
    Visual Clarity = 10
    Replication of Real World Locations = 11
    Aesthetic Stylization = 11
Chapter 2 The History of Lighting in the Arts = 15
  Review of Light Categories = 16
  Review of Point Lighting = 16
  0-Point Lighting = 16
  1-Point Lighting = 19
  2-Point Lighting = 22
  2-Point Lighting in Portraiture = 23
    Rembrandt Lighting = 23
    Loop Lighting = 25
    Split Lighting = 25
    Butterfly Lighting = 26
    Broad and Short Lighting = 27
    High- and Low-key Lighting = 27
    Sidebar : Hard and Soft Lighting = 29
  3-Point Lighting = 31
  3-Point Lighting with a Background Light = 33
  Other Limited Light Variations = 34
  Naturalistic Lighting = 36
  Stylistic Lighting = 39
  Sidebar : A Note on Video Games and Stop Motion Animation = 39
Chapter 3 Lighting in 3D = 41
  3D Lighting Pipelines and Workflow = 42
    Collecting Light Information = 42
    Lighting Determination Examples = 44
    3D Lighting Steps = 46
    Testing 3D Lighting = 48
    Sidebar : Working with Color Calibration = 49
  Working with 3D Lights = 50
    Common 3D Light Types = 50
    Spot Light = 50
    Point Light = 51
    Directional Light = 52
    Ambient Light = 52
    Area Light = 52
    Sidebar : Using Light Decay = 53
    Common 3D Light Properties = 54
    Shadow Variations Among Lights = 56
    Shadow Approaches = 58
    Specialized 3D Light Types = 59
    Mesh = 59
    Cylindrical = 60
    Environment = 60
    Photometric = 61
    Volume = 61
    Renderer Variations = 61
    3D Light Interaction with Shaders = 62
    Common Shader Properties = 65
    Sidebar : Texture Overview = 69
Chapter 4 Emulating Specific Light Sources = 71
  Emulating Natural Light Sources = 72
    Sidebar : Source Models and Textures = 72
    Mid-day Sun = 72
    Sidebar : PBR Options = 74
    Sunset = 76
    Candle Flame = 76
    Diffuse Window Light = 78
  Emulating Artificial Light Sources = 81
    Table Lamp = 81
    Sidebar : Selective Shadow Casting = 84
    Neon Sign = 84
    Christmas Lights = 86
  Lighting a Character with Different Light Sources = 88
  Sidebar : Light and Shadow Linking = 93
Chapter 5 Working with PBR Systems = 95
  Choosing PBR = 96
  Review of Common Rendering Systems = 96
    Scanline = 96
    Ray Tracing = 97
  Overview of PBR Systems = 98
  Review of Common PBR Systems = 100
    Gl = 100
    Photon Mapping = 100
    Final Gather = 102
    Radiosity = 102
    Point Cloud = 103
    Irradiance Cache = 103
    Path Tracing/Monte Carlo Ray Tracing = 103
    IBL = 106
    Sky Systems = 107
  Sidebar : Overview of Advanced 3D Renderers = 108
  Sidebar : Unbiased vs. Biased Rendering = 109
  An Introduction to Render Passes/AOVs = 109
  Sidebar : Lighting Render Passes = 111
Chapter 6 Reproducing Locations and Lighting Characters = 113
  Lighting Locations and Characters = 116
  Reproducing Lighting at Specific Locations = 116
    Location #1 Elevator Landing = 114
    Location #2 Bus Interior = 120
    Location #3 Outer Space = 122
  Designing Character Lighting = 125
  Sidebar : Character Lighting Pitfalls = 129
  Sidebar : Measuring Light in Stops = 131
Chapter 7 Designing Stylistic Lighting = 133
  Stylistic Planning = 134
    Generating a Mood = 134
    Creating a Tribute to Other Art Forms = 134
    Creating a Visually Unconventional Look = 138
    Establishing a Parallel World or Timeline = 140
  Stylized 3D Examples = 136
  Sidebar : Motion Blur and Other Post-Process Effects = 145
Case Study 1 Copying a Renaissance Still Life = 147
  Using Autodesk Maya with the V-Ray Renderer = 148
  Sidebar : Reloading Missing Texture Bitmaps = 148
  Sidebar : Gamma-Corrected Views = 150
  Switching to the Arnold Renderer = 156
  Creating a Window Reflection = 159
  Adjusting the Render Quality = 162
  Sidebar : Determining Values = 164
Case Study 2 Lighting a Complex Night Interior = 167
  Using Autodesk Maya with the Maya Software Renderer = 168
  Switching to the V-Ray Renderer and Adding Fog = 177
Case Study 3 Lighting an Animated Animal Character = 185
  Using Autodesk Maya with the Maya Software Renderer = 186
  Switching to the Arnold Renderer and Adding a Sky Shader = 193
  Sidebar : Creating Skies in 3D = 197
Epilogue : The Future of 3D Lighting = 199
Appendix : Visual Lighting Glossary = 203
  0-Point Lighting = 203
  1-Point Lighting = 203
  2-Point Lighting = 203
  3-Point Lighting = 204
  Ambient Light = 204
  Area Light = 204
  Back Light = 204
  Background Light = 204
  Bounced Light = 204
  Color Bleed = 205
  Color Temperature = 205
  Butterfly Lighting = 205
  Depth Map Shadow = 205
  Diffuse = 205
  Directional Light = 206
  Environment Light = 206
  Eye Light = 206 = 206
  Final Gather (GI) = 206
  Fresnel Reflection = 207
  Glamour Lighting = 207
  Hair Light = 207
  Hard Lighting = 207
  High-key = 207
  IBL (Image-based Lighting) = 208
  Key Light = 208
  Kicker (Light) = 208
  Lighting Ratio = 208
  Light Ray = 208
  Loop Lighting = 208
  Low-key = 209
  Mesh Light = 209
  Naturalistic Lighting = 209
  Path Tracing (GI) = 209
  PBR (Physically-Based Rendering) = 209
  Photometric Light = 209
  Photon = 209
  Photon Mapping (GI) = 209
  Point Light = 210
  Radiosity (GI) = 210
  Ray Tracing = 210
  Ray Trace Shadow = 210
  Refraction = 210
  Rembrandt Lighting = 210
  Renderer = 211
  Rim Light = 211
  Shader (Material) = 211
  Secondary Diffuse Illumination = 211
  Silhouette Lighting = 211
  Sky System = 211
  Soft Lighting = 211
  Specularity = 211
  Split Lighting = 213
  Spot Light = 213
  Stylistic Lighting = 213
  Utility Light = 213
  Volume Light = 214
Appendix : Common Question Index = 215
Index = 219

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