You are previewing Illuminated Pixels.
O'Reilly logo
Illuminated Pixels

Book Description

Illuminated Pixels: The Why, What, and How of Digital Lighting teaches digital artists how to apply the foundational principles of lighting to digital lighting and design. The book explores the why, what, and how of lighting, integrating classic concepts with modern techniques, explaining the importance and the application of them. By discussing first concept, then how concept is applied through specific techniques, each of three important components artistry, realworld physics, and computer technology are integrated in a practical, useful way, giving the reader real tools and knowledge needed to master the art of digital lighting. No other book on the market presents this material in this way and all the content and skills taught are nonsoftware specific.

Table of Contents

  1. ILLUMINATED PIXELS
  2. Copyright Page
  3. Dedication
  4. Acknowledgments
  5. About the Author
  6. About the Technical Editor
  7. Contents
  8. Introduction
  9. PART I FOUNDATIONS (INTRODUCTION TO THE “HOW”)
    1. Chapter 1 First Things First
      1. 1.1 GETTING STARTED
      2. 1.2 BASIC COMPUTER-GENERATED LIGHT TYPES
      3. 1.3 SIMPLE LIGHTING TECHNIQUES
      4. 1.4 RENDER BASICS
      5. 1.5 CHAPTER CONCLUSION
    2. Chapter 2 Shadows
      1. 2.1 BEFORE TECHNIQUE
      2. 2.2 SHADOW BASICS
      3. 2.3 SHADOW GENERATION
      4. 2.4 SHADOW PARAMETERS
      5. 2.5 SHADOW WORKFLOW AND EFFICIENCY TIPS
      6. 2.6 GALLERY OF SHADOW PROBLEMS AND SOLUTIONS
      7. 2.7 CHAPTER CONCLUSION
  10. PART II THE GOALS OF LIGHTING (THE “WHY”)
    1. Chapter 3 Goal 1: Establishing setting
      1. 3.1 TIME OF DAY
      2. 3.2 WEATHER
      3. 3.3 LOCATION
      4. 3.4 SETTING AND STORY
      5. 3.5 CHAPTER CONCLUSION
    2. Chapter 4 Goal 2: Creating Mood
      1. 4.1 VISUAL TENSION
      2. 4.2 COLOR AND EMOTION
      3. 4.3 REVEALING ACTION, AMBIENCE, AND CHARACTER
      4. 4.4 CHAPTER CONCLUSION
    3. Chapter 5 Goal 3: Directing the Eye
      1. 5.1 COMPOSITION
      2. 5.2 VISUAL ATTRACTORS
      3. 5.3 CHAPTER CONCLUSION
    4. Chapter 6 Goals 4–6: Creating the Illusion of Dimension
      1. 6.1 GOAL 4: CREATING DEPTH
      2. 6.2 GOAL 5: SCULPTING VOLUME
      3. 6.3 GOAL 6: REVEALING SUBSTANCE
      4. 6.4 CHAPTER CONCLUSION
    5. Chapter 7 Goals 7–10: Providing Cohesiveness and Visual Interest
      1. 7.1 GOAL 7: MAINTAINING CONTINUITY
      2. 7.2 GOAL 8: INTEGRATING DIGITAL ELEMENTS
      3. 7.3 GOAL 9: SETTING THE VISUAL STYLE
      4. 7.4 GOAL 10: CREATING VISUAL INTEREST
      5. 7.5 CHAPTER CONCLUSION
  11. PART III THE PROPERTIES OF LIGHT (THE “WHAT”)
    1. Chapter 8 Light Placement
      1. 8.1 DIRECTION
      2. 8.2 DISTANCE
      3. 8.3 MAKING IT RIGHT
      4. 8.4 CHAPTER CONCLUSION
    2. Chapter 9 Light Intensity
      1. 9.1 CONTROLLING LUMINANCE
      2. 9.2 EVALUATING LUMINANCE
      3. 9.3 CAPTURING LUMINANCE
      4. 9.4 CHAPTER CONCLUSION
    3. Chapter 10 Light Diffusion
      1. 10.1 OVERVIEW OF LIGHT DIFFUSION
      2. 10.2 HARD LIGHT
      3. 10.3 SOFT LIGHT
      4. 10.4 CHAPTER CONCLUSION
    4. Chapter 11 Light Color
      1. 11.1 THE SCIENCE OF COLOR
      2. 11.2 COLOR TEMPERATURE
      3. 11.3 LIGHT AND PIGMENT
      4. 11.4 DIGITAL COLOR REPRESENTATION
      5. 11.5 LIGHT AND SURFACE COLOR INTERACTION
      6. 11.6 CHAPTER CONCLUSION
  12. PART IV TECHNIQUE (More “how”)
    1. Chapter 12 Three-Point Lighting and Beyond
      1. 12.1 THREE-POINT LIGHTING
      2. 12.2 BEYOND THREE-POINT LIGHTING
      3. 12.3 CHAPTER CONCLUSION
    2. Chapter 13 Camera Essentials
      1. 13.1 LENS WORK: FIELD OF VIEW AND DEPTH OF FIELD
      2. 13.2 CAMERA EXPOSURE
      3. 13.3 MOTION BLUR
      4. 13.4 CHAPTER CONCLUSION
    3. Chapter 14 Rendering for the Artist
      1. 14.1 RENDER WORKFLOW
      2. 14.2 SCANLINE AND RAY TRACING “UNDER THE HOOD”
      3. 14.3 RAY-TRACED REFLECTIONS AND REFRACTIONS
      4. 14.4 QUALITY CONTROL
      5. 14.5 CHAPTER CONCLUSION
    4. Chapter 15 Tricks of the Trade
      1. 15.1 SHAPING LIGHT
      2. 15.2 ADVANCED SHADOW TECHNIQUES
      3. 15.3 FAKING SOFT LIGHT
      4. 15.4 SIMPLE EFFECTS: FOG LIGHTS, ATMOSPHERE, AND GLOWS
      5. 15.5 CHAPTER CONCLUSION
    5. Chapter 16 Global Illumination
      1. 16.1 DEFINING GLOBAL ILLUMINATION
      2. 16.2 COMMON MEANS OF GENERATING GLOBAL ILLUMINATION
      3. 16.3 WORKING WITH GLOBAL ILLUMINATION
      4. 16.4 AMBIENT OCCLUSION AND REFLECTION OCCLUSION
      5. 16.5 CHAPTER CONCLUSION
    6. Chapter 17 Image-Based Lighting and More
      1. 17.1 IMAGE-BASED LIGHTING
      2. 17.2 MAPPED REFLECTIONS AND REFRACTIONS
      3. 17.3 CREATING ENVIRONMENT MAPS
      4. 17.4 LIGHTING WITH CARDS
      5. 17.5 EVALUATING A LIVE-ACTION PLATE
      6. 17.6 CHAPTER CONCLUSION
    7. Chapter 18 Multi-Pass Rendering
      1. 18.1 OVERVIEW OF PASSES
      2. 18.2 PASS GENERATION
      3. 18.3 COMMON PASSES
      4. 18.4 LINEAR WORKFLOW
      5. 18.5 CHAPTER CONCLUSION
  13. PART V INTERVIEWS (WITH THE PROS)
    1. Chapter 19 Interview with Rob Bredow, CTO, Sony Pictures Imageworks
    2. Chapter 20 Interview with Mohit Kallianpur, Look and Lighting Director, Walt Disney Animation Studios
    3. Chapter 21 Interview with Andrew Whitehurst, Visual Effects Supervisor, Double Negative
    4. Chapter 22 Technical Director Interviews with Michael Kennedy and Quentin Frost
  14. Index