TY - BOOK AU - Lanier,Lee TI - Aesthetic 3D Lighting: History, Theory, and Application SN - 9781138737570 (print) PY - 2018/// CY - Milton PB - Taylor & Francis Group N2 - 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 UR - https://ebookcentral.proquest.com/lib/gbv/detail.action?docID=5323236 ER -