Digital lighting and rendering / Jeremy Birn.
Material type: TextPublication details: Berkeley, California : New Riders, 2014.Edition: 3rd editionDescription: ix, 453 pages : color illustrations ; 24 cmISBN:- 9780321928986 (pbk.)
- 0321928989 (pbk.)
- 003.7 BIR
Item type | Current library | Call number | Copy number | Status | Date due | Barcode | |
---|---|---|---|---|---|---|---|
Standard Loan | Clonmel Library Main Collection | 006.7 BIR (Browse shelf(Opens below)) | 1 | Available | 30026000069384 |
Enhanced descriptions from Syndetics:
Who better to teach students the fine art and craft of digital lighting and rendering than the individual who created many of the stunning lighting effects for Pixar's blockbuster films such as Brave, Toy Story 3, Wall-e, Cars, and The Incredibles?
In these pages, lighting and animation pro Jeremy Birn draws on his wealth of industry and teaching experience to provide an thoroughly updated edition of what has become the standard guide to digital lighting and rendering. Using beautiful, full-colour examples; a friendly, clear teaching style; and a slew of case studies and tutorials, Jeremy demonstrates how to create strategic lighting for just about any project. By explaining not just how to use various lighting techniques but why, this guide provides the grounding graphics pros need to master Hollywood lighting techniques. Realising that lighting - how it's used, where it's placed, and the kind of shadow it casts - is critical to any image, Jeremy dedicates the first half of his volume to just that topic. Additional chapters cover colour, exposure, composition, materials and textures, and compositing.Includes index.
Fundamentals of lighting design -- Lighting basics and good practices -- Shadows and occlusion -- Lighting environments and architecture -- Lighting creatures, characters, and animation -- Cameras and exposure -- Composition and staging -- The art and science of color -- Shaders and rendering algorithms -- Designing and assigning textures -- Rendering in layers and passes for compositing -- Production pipelines and professional practices -- Getting a job in 3D graphics.
Table of contents provided by Syndetics
- Introduction
- Chapter 1 Fundamentals of Lighting Design
- Chapter 2 Lighting Basics and Good Practices
- Chapter 3 Shadows and Occlusion
- Chapter 4 Lighting Environments and Architecture
- Chapter 5 Lighting Creatures, Characters, and Animation
- Chapter 6 Cameras and Exposure
- Chapter 7 Composition and Staging
- Chapter 8 The Art and Science of Color
- Chapter 9 Shaders and Rendering Algorithms
- Chapter 10 Designing and Assigning Textures
- Chapter 11 Rendering in Layers and Passes for Compositing
- Chapter 12 Production Pipelines and Professional Practices
- Appendix Getting a Job in 3D Graphics
- Index