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Production Pipeline Fundamentals for Film and Games by Renee Dunlop

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5

THE BASIC FUNCTIONALITY OF A PIPELINE

Tim Green; Matt Hoesterey; Hannes Ricklefs; Mark Streatfield; Steve Theodore; Laurent M. Abecassis: Di-O-Matic; Rob Blau: Head of Pipeline Engineering, Shotgun Software; Ryan Mayeda: Product Producer, Shotgun Software; Manne Ohrstrom: Senior Software Engineer, Shotgun Software; John Pearl: Principal Artist, Crytek USA

Section 5.1 What You Will Learn From This Chapter

In the previous chapters, we looked at the ways in which data is created during a production. In this chapter, we will look at how that data is managed. We will begin by exploring some general design criteria for pipelines, and the issues that affect them—such as the need for technical standards, data interchange formats and “micro pipelines”—then ...

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