You are previewing Computer Visualization for the Theatre.
O'Reilly logo
Computer Visualization for the Theatre

Book Description

Theatre designers using 3D software for computer visualisation in the theatre will find this book both a guide to the creative design process as well as an introduction to the use of computers in live performance. Covering the main software packages in use: Strata Studio Base, 3D Studio Max and 3D Studio Viz, the book provides techniques for 3D modelling alongside creative ideas and concepts for working in 3D space. Projects are provided to sharpen your awareness and digital skills as well as suggested further reading to broaden the scope of your theatrical and design knowledge. This book is both a useful day to day reference as well as an inspirational starting point for implementing your own ideas.

The authors are experienced trainers in the field and understand the pitfalls to be avoided as well as the possibilities to be explored using computer visualisation for designing theatre space. They provide insightful hands on descriptions of techniques used in the development of performance projects set in the wider context of design considerations. The book is highly informative about the technology of computer visualisation providing examples of working practice applicable to all software.

Table of Contents

  1. Cover
  2. Computer Visualization for the Theatre
  3. Full Title
  4. Copyright
  5. Contents
  6. Introduction
    1. How to use this book
  7. 1 Setting the scene: contexts and approaches
    1. Setting some context, histories and traditions
    2. A case for computer modelling in set design. Why bother?
    3. The process of designing
    4. Computers and theatre design
  8. 2 Outlining the software and its development
    1. The evolution of computer graphics and CAD programs
    2. CAD
    3. Photo/Paint programs
    4. Modelling programs
    5. Specialist programs
  9. 3 Thinking about the hardware: an overview of relevant technologies
    1. The platform
    2. What to look for when buying a system — what's inside the box
    3. Viewing the work — display systems and printers
    4. Input devices
  10. 4 Navigating the computer space
    1. Representing three dimensions on two
    2. Understanding co-ordinates
    3. Understanding viewports
    4. Placing the origin
    5. Making models
    6. Drawing aids: grids, snaps and selections
    7. Materials
    8. Lighting
    9. Rendering
  11. 5 The basics of modelling
    1. Using primitives
    2. Transforms
    3. Some uses of simple primitive designs
    4. More modifications and deformations
    5. Boolean
    6. AEC elements: doors, windows and AEC extended
    7. Exercises in exploratory modelling
    8. Abstract Bauprobe
    9. A word about flats and box sets
    10. A Shaker table — modelling in detail
    11. Sub-object modification
  12. 6 The basics of materials
    1. Simple colour
    2. Materials
    3. Effective material libraries
  13. 7 The basics of lighting
    1. The role of lighting on stage
    2. Lighting in the digital model
    3. Lighting the table scene — some design considerations
    4. Three-point general cover
    5. Digital light sources and their theatre equivalents
  14. 8 The rule of change — scenographic improvisation
  15. 9 Peopling the stage
    1. Why use human figures?
    2. Practical application
    3. Summary
  16. 10 Composition, cameras, rendering and resolution
    1. Focal lengths and framing
    2. Rendering environment and effects
    3. Resolution
    4. The problem of credence — reading the digital model
  17. 11 Advanced modelling
    1. Using lines and shapes
    2. More complex extrusions
    3. Lathing objects
    4. A little more about NURBS
  18. 12 The design over time: storyboards and animations
    1. An introduction to animation
    2. Animation (in both senses) for the theatre designer
    3. Digital animation
    4. Summary
  19. 13 Project management
    1. To digitally model, or not to digitally model…
    2. Filing and storage structures
    3. Scheduling and budgeting
    4. Organizing the design for technical purposes
    5. Sharing your work
    6. Some practicalities for conferring
  20. 14 Conclusion
  21. Bibliography
  22. Glossary
  23. Index