Asia Pacific University Library catalogue


Filming the fantastic with virtual technology : filmmaking on the digital backlot / Mark Sawicki and Juniko Moody.

By: Sawicki, Mark [author.]Contributor(s): Moody, Juniko, 1957- [author.]Material type: TextTextDescription: xi, 219 pages ; Color illustrations ; 25 cmISBN: 9780367354213 (paperback)Subject(s): Digital cinematography | Image processing -- Digital techniques | Cinematography -- Special effects | Computer animationAdditional physical formats: Online version:: Filming the fantastic with virtual technologyDDC classification: 778.5/3 LOC classification: TR860 | .S29 2020
Contents:
The first magicians -- A brief history of computer graphics -- Performance capture -- Camera tracking -- Under the hood of the Reality Engine Compositing System -- Making a storyboard with Unreal Engine -- Compositing fundamentals -- Production considerations -- Creating photo-real environments -- So you don't have a million dollars -- Production case study -- Virtual reality: indistinguishable from magic.
Summary: "This book brings fantasy storytelling to a whole new level by providing an in-depth insight into the tools used for virtual reality, augmented reality, 360 cinema and motion capture in order to repurpose them to create a virtual studio for filmmaking. Gone are the long days and months of post before seeing your final product. Composites and CG characters can now be shot together as fast as a live action show. Using off the shelf software and tools, authors Mark Sawicki and Juniko Moody document the set up and production pipelines of the modern Virtual/MoCap studio. They reveal the procedures and secrets for making movies in virtual sets. The high-end technology that enabled the creation of films such as Lord of the Rings, Avatar and the Jungle Book, is now accessible for smaller, independent production companies. Do you want your actors to perform inside of an Unreal Game Engine set and interact with the environment? Do you want to be able to put your live action camera on a jib or dolly and move effortlessly through both a live action and virtual space together? Do you want live performers interacting with Giants, Elves and other creatures manipulated by motion capture in real time? This book discusses all of these scenarios and more, showing readers how to create high quality virtual content using alternative, cost-effective technology. Tutorials, case studies and project breakdowns provide essential tips on how to avoid and overcome common pitfalls, making this book an indispensable guide for both beginners to create virtual backlot content and more advanced VFX users wanting to adopt best practices when planning and directing Virtual productions with Reality® software and Performance Capture equipment such as Qualysis"--
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Book TR860 .S29 2020 c.1 (Browse shelf (Opens below)) 1 Available 00018946

Includes index.

The first magicians -- A brief history of computer graphics -- Performance capture -- Camera tracking -- Under the hood of the Reality Engine Compositing System -- Making a storyboard with Unreal Engine -- Compositing fundamentals -- Production considerations -- Creating photo-real environments -- So you don't have a million dollars -- Production case study -- Virtual reality: indistinguishable from magic.

"This book brings fantasy storytelling to a whole new level by providing an in-depth insight into the tools used for virtual reality, augmented reality, 360 cinema and motion capture in order to repurpose them to create a virtual studio for filmmaking. Gone are the long days and months of post before seeing your final product. Composites and CG characters can now be shot together as fast as a live action show. Using off the shelf software and tools, authors Mark Sawicki and Juniko Moody document the set up and production pipelines of the modern Virtual/MoCap studio. They reveal the procedures and secrets for making movies in virtual sets. The high-end technology that enabled the creation of films such as Lord of the Rings, Avatar and the Jungle Book, is now accessible for smaller, independent production companies. Do you want your actors to perform inside of an Unreal Game Engine set and interact with the environment? Do you want to be able to put your live action camera on a jib or dolly and move effortlessly through both a live action and virtual space together? Do you want live performers interacting with Giants, Elves and other creatures manipulated by motion capture in real time? This book discusses all of these scenarios and more, showing readers how to create high quality virtual content using alternative, cost-effective technology. Tutorials, case studies and project breakdowns provide essential tips on how to avoid and overcome common pitfalls, making this book an indispensable guide for both beginners to create virtual backlot content and more advanced VFX users wanting to adopt best practices when planning and directing Virtual productions with Reality® software and Performance Capture equipment such as Qualysis"--

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