Real-time camera tracking, 172–177
Real-time motion capture, 384–386
alternate technologies, 385–386
definition of, 384
game rendering technology, 385
line of sight, 384
solving, 385
uses of, 384
visualization, 385
Real-time strategy games, 719
advantages of, 94
background, 223
disadvantages of, 94
equipment for, 95
Rebidding, 23
approaches for, 510
definition of, 509
film-out requirements, 510–511
laser-based, 510
recorders used in, 512
re-recordings, 511
Red Camera, 171
Red vs. Blue, 716
Reese, Jerry, 56
Reference materials
eye-line, 82, 83, 134f, 163, 164
image of, 168
plywood, 167
shooting of, 167
Reference model, for creatures, 165
Reference plate, 99
Reference rendering transform, 522
Reference spheres, 537
Reflection maps, 662f, 663f, 666
Reflections
from aircraft canopy, 114
from chrome spheres, 154
convergence breaks caused by, 569
description of, 650
photographed, 663
specular, 662
2D-to-3D conversion, 422
virtual 3D photography, 413
water, 116f
Reflective spheres, for lighting data capture, 152–154
Reflectometer, 654
Relighting, 567
Renderer, 650
Rendering
computer-generated animation, 755, 760
Replacement, 752
Re-projected photo survey, 588–589
Re-projection, 697
Re-projection mapping, 421–425
Requirements analysis, 787–789, 793
Rescaling, 44
Research and development, 34, 826
Resident Evil, 709
Resolution
data storage after, 508
definition of, 510
description of, 211–212, 240, 266, 359
film-out and, 510
in large theaters, 504–505, 504f, 505f
modulation transfer function, 488–489, 489f, 495–497, 495f
Retroreflective curtain approach, 563
Retroreflective markers, 355–356
Retroreflective material, 96
Return of the Jedi, 56
Revision control, 812, 815, 819
RGB, 207, 208–477, 476f, 513, 514, 517
RGBA, 207
Rigging, 601–607. See also specific rigs
character, 603
computer-generated animation, 276
deformation, 605f
motion capture, 345
noncharacter, 604
Right eye, as mono master, 443–444
Right triangles, 833
Rigid-body solvers, 368–369, 638
Ritter fans, 87
Road speed, of camera cars, 228
Robert Abel & Associates, 11
Robots, 737
Rockets, 90
Rodnunsky, Jim, 231
Roger Rabbit, See Who Framed Roger Rabbit
Role-playing games, 718
Rollout, 806
Rollover cannons, 90
Rotoscoping, 53, 423, 445, 530, 558, 569–571, 751
Rotovision cameras, 270f
Run takes, 540
Run-length encoding, 473
“Saddle-back” previs, 67
Safety
explosions, 332
fire, 328
Samson and Delilah, 8
Scale
depth affected by, 420
of hard surface models, 609
of miniatures, 289–292, 290f–292f
perception of, 420f
shot design considerations, 43
Scaled images, 44
Scanner Darkly, A, 739
Scanners
description of, 507
image capture using, 528
laser, 597
Scanning
cost estimations for, 509
definition of, 506
digital models created from, 597–598
indications for, 506
lidar. See Lidar scanning
maquettes for, 597
photographic-based, 597
post-production, 467
purpose of, 506
setup fees for, 509
structured light, 146f
3D. See 3D scanning
transport of film during, 507
Scanning pixels, 830t
Scene
breaking down, 818
definition of, 19
Scene files, 221
Scott, Anthony, 274f
Screen correction, 98–103, 100f, 123
Screen space, 399
Script, 766
Scrums, 732
2nd unit, 83
Self-illuminated blue screens, 557
Sequence
coding of, 130
digital, 550
location-specific, 36
prevising of. See Previs
shot assignment in, 20
shot design considerations, 44
Serkis, Andy, 338
Set(s)
computer graphics recreation of, 28, 29
computer-generated imagery applications, 142
digital, 548
lidar/laser scanning of, 137
lighting conditions, 96
motion capture, 346
post-production creation of, 579
Set decorator, 28
Set extensions
computer-generated imagery used to create, 142
re-projected photo survey, 588–589
shots involving, 580
Set rigging, 91
Shaders
antialiasing in, 680–681, 680f
bump and displacement by, 673–675
object shape affected by, 672
procedural, 678
Shading
description of, 650, 653–655, 672
layers of, 686
workflow for, 784
Shadow(s)
compositing techniques for, 413
hanging miniatures, 293
holding of, lighting procedure for, 117
lighting procedures for, 117–118
Shadow maps, 664
Sharpening, 121
Shooting
for capturing light data, 156–158
computer-generated characters in live-action features, 777–779
locations for, 80
of miniatures, 308
rebidding during, 23
of reference materials, 167
schedule for, 33
Shot(s)
assigning of, in sequence, 20
ballpark budget and, 19
cut sequence review of, 24
definition of, 19
elements specific to, 234, 537
evaluative questions for, 545–546
guesstimating the number of, 19, 23
length of, 48
number of
visual effects techniques based on, 48
oner, 46
production of, 548
rating of, 19
set-extension, 580
spreadsheet listing of, 19
temp screening of, 22
titling of, 540
turnover of, 536
“V” designation of, 81–82, 129
action pacing in, 45
budget considerations, 41
camera angle considerations, 42
concept art for, 40
continuity in, 40
depth of field, 44
detail, 43
guidelines for directors, 38
objective of shot considerations, 40
oner, 46
photorealism, 41
powers of 10
shot, 46
previs, 39
reality considerations, 42, 48
scale considerations, 43
scaled images, 44
sequence considerations, 44
simplicity in, 45
Shot modeling, 607
Shotlist, 346
Shrek, 641
Shutter, 360
Shutter angle, 240
Side-by-side rig, 430
Signal-to-noise ratio, 205
Signed distance field, 648
Silhouette matte, 123f
Silver halide crystals, 556
Simplicity, in shot design, 45
appropriateness of, 639
cheats and tricks for, 640
computer-generated animation, 759
definition of, 637
efficiency considerations for, 640, 641
low-resolution, 640
planning and preparation of, 641
Sin City, 739
Single-camera nodal tiling, 270
Sinking of miniatures, 306
16-bit floating-point file format, 209
60i, 212
60p frame rate, 213
Skate, 710
Skinning, 272
Skip stops, 156
Skycam, 231
Skylight, 113
Slate
head, 201
information on, 197
test shots, 203
Slate numbers, 130
Slop, 279
Smith, Alvy Ray, 10
Smoke
“dirty” shooting, 565
particles, 645f
Smoke pass, 309
SMPTE RP-180, 526
“Sodium vapor” process, 7
Soft body dynamics, 645
Soft split shots, 256
Software
freeform digital sculpting, 596
motion control, 264
nonuniform backings corrected with, 99
Software development kit, 673, 723
Solvers, 341, 343, 368–370, 638
Sony PSP, 721
Spacecam, 230
Spatial resolution, 120
designing of, 86
examples of, 2
fire, 88–90, 307, 328–330, 329f
history of, 85
planning of, 86
visual effects and, 20, 30, 86
Special Effects Coordinators, 60
Special Effects Department, 30
Special Effects Supervisor, 85
Spectral condition defining density, 525
Spectral conditions, 525–526, 526f
Specular highlights, 569
Specular reflections, 662
Spheres, for lighting data capture, 152–154
Spherical mapping, 676
Spider-Man, 232
Spielberg, Steven, 75
Split-diopter, 165
Sports games, 719
Spottiswoode, Nigel, 411
Spottiswoode, Raymond, 411
Spud, 167
Spy Kids 3D: Game Over, 460, 739
Spydercam, 232
Squibs, 89
sRBG-encoded imagery, 517
Staffing, 769
Star Trek: The Motion Picture, 9, 76
Star Trek II: The Wrath of Khan, 11, 705
Star Trek IV: The Voyage Home, 580f
Star Wars
Attack of the Clones, 57, 300f, 302f, 694
Episode IV, A New Hope, 3, 9, 11, 56, 309, 562
Phantom Menace, The, 57, 166, 235, 240, 691, 693, 694, 697
Revenge of the Sith, 57
Starship Troopers, 57
Static calibration, 365
Static models, 288
Station point, 183f, 186f, 190f, 223
Stereo
synchronization of, 401
Stereo camera rigs, 430
Stereo disparity maps, 445
Stereo space, 429
Stereo window, 398
Stereographer, 414
Stereopsis, 388
Stereoscopic 3D. See 3D
Stereoscopic window, 448–458, 448f, 449f
definition of, 449
horizontal violations, 453
overhead views of, 450–454, 450f, 451f, 454f
personal space, 449f, 450f, 453f, 457
placement of, 455–457, 455f, 456f
vertical violations, 453–455, 455f, 456f
Still cameras
background tiles shot with, 268
lighting data capture using, 153, 154–156
Still images
contrast masking, 477–478, 477f
luminance, 475–477, 476f, 494f
pixel distribution, 474
run-length encoding, 473
variable-length bit sequences, 473–474
practical considerations for, 268–269
Stock footage, 233
Stokes, Trey, 12
armature, 276
articulation, 752
environments, 753
getting started on project, 284
interior set used in, 278f
lighting for, 279
live-action film use of, 753
motion control rigs for, 263–264
overhead grids in, 278
pixelation, 778
preparation before shooting, 276–277
replacement, 752
support rigs used in, 277f
time required to shoot in, 275–276
in visual effects, 283
website about, 284
Stopping it down, 357
Storage area network, 444
Storyboard(s)
animated, 67
computer-generated animation, 758
concept art with, 40
description of, 20
at production meeting, 37
purpose of, 86
Storyboard artist, 39
Straight ahead animation, 749, 752–753
Structured light, 337
Structured light scanning, 146f
Stuart Little, 591, 592f, 622f, 628
Stunt coordinators, 60
Subcontractors, 771
Subdivision surfaces, 595
Subpixel accuracy, 433
Substitution shots, 4
Subsurface scattering, 655f
Sunlight, 112
Super 35mm, 465, 491, 495t, 830t
Superman, 6
Support rigs, 277f
Surface assets, 811
Surface parameterization, 675
Surface tension of water, 326, 327
Surfacing, 812
Surfactants, 327
Sutherland, Ivan, 10
Sync block, 542
Synchronization
of motion control cameras, 264–265
stereo, 401
of witness cameras, 170
Syntheyes, 702
T pose, 348
Tape-based workflow, 443
Task planning and tracking, 809, 812
Tech scout, 36
Technical Director, 804
Temp screenings, 22
Temporal filling, 417
Temporal offset, 426
dynamic, 427
Temporal scaling, 256
10,000 BC, 65f, 132f, 134f, 135f
Terminator Salvation, 297f, 298f
Tesselator system, 269
Tessellation, 595
Texture(s)
in animation versus live-action visual effects, 742–743
computer-generated characters, 782
diffuse maps, 614
panoramic backgrounds, 267–268
practical considerations for, 271–272
procedural, 617
projection of, 677f
skinning of miniatures with, 272
from source, 614
Texture artist, 608
Texture maps, 614–617, 653f, 676f 678
Texture painting
backups, 618
camera mapping, 613
creature models, 610
digital models and modeling, 599
importance of, 608
production considerations, 617–618
in 2D, 612
UV layouts, 612
volumetric mapping, 613
Texturing
computer-generated animation, 759
differences across facilities, 825
Thermo-Key, 563
Thief of Baghdad, 5
30p frame rate, 213
Three-chip digital cameras, 213
computer graphics, 685–689, 685f
3D computer-generated characters, 143
3D graphics
art department’s use of, 28
lighting in, 698
3D layout, 573
actor preparation for, 147–148
cars, 148
laser-based systems for, 146f
props, 148
structured light-based systems for, 146f
3D stereo colorist, 435
3D stereo previs, 75
box office success of, 460
breaking the mask, 412–413, 412f
construction of, 410
convergence implementation in, 409–410, 410f
implementation strategies for, 409
cameras, 435f
capture media, 436f
“cheats” in, 413
circular polarization, 437
compositing screen elements in, 569
digital intermediate workflow
data-centric workflow, 443
tape-based workflow, 443
experiences associated with, 463
financial considerations, 460
fix it in post, 396
floating windows, 393–396, 395f, 410–411
ghost busting, 444
horizontal image translation, 390–391, 391f
IMAX, 405
immersion-based stereo, 404–405
interaxial separation, 388–390
intercutting for, 403
lenses used in, 402
linear polarization, 437
difficulties associated with, 458
post-production stage, 463–464
pre-production stage, 462
production stage, 462
multiple release formats, 404
orthostereo condition, 404
pacing of, 403
parallax. See Parallax
photographed elements
artistic skill level, 433
attention to detail, 433
description of, 432
subpixel accuracy, 433
presentation technology for, 404
previsualization of, 400
RealD mastering, 446
screen space, 399
stereoscopic window, 448–458, 448f, 449f
definition of, 449
horizontal violations, 453
overhead views of, 450–454, 450f, 451f, 454f
personal space, 449f, 450f, 453f, 457
placement of, 455–457, 455f, 456f
vertical violations, 453–455, 454f, 455f
automatic conversion, 426
description of, 414
dynamic temporal offset, 427
flexibility of, 420
live-action, 414
occluded surface reconstruction, 416–418
reflections, 422
re-projection mapping, 421–425
techniques for, 406
temporal offset, 426
transparencies, 422
workflows, 421
vertical misalignment, 401
advantages and disadvantages of, 406–407
definition of, 406
special cases for, 413
prepping for the third dimension, 429
shooting the third dimension, 430–431
3D Studio Max, 701
300, 739
Threshold value, 360
TIFF, 482
Tiles, 347
Tiling systems, 269
Time
allocation of, 47
motion capture, 346
Time-of-flight technologies, 338
Titan AE, 57
Titanic, 641
Topographical maps, 615
Tora! Tora! Tora!, 6
Toy Story, 768
Tracking markers, 81, 84, 118, 128, 131–133, 132f
Traffic tiles, 270
Training, 800
Trajectory fitting, 366
Transit, 81
Translucent backings, 109
Transparent actor, 162
Transport of files, 467
Trapezoidal distortion, 390f
Traveling matte, 97, 551–554, 551f, 552f
camera/subject positional information, 178, 181
baseline, 182–183, 182f, 183f, 184f, 186f, 192f
camera height, tilt, and dutch angle information, 185
camera pan angle relative to baseline, 186–189
camera position triangulation, 184–185
data plan, 184–185, 184f, 190f, 191f
greenscreen application of, 189–191, 190f
scaling, 191
station point, 183f, 186f, 190f
visual effects nodal point, 178, 180–194,180f
Triple-I, 10
Tristimulus values, 516
Tropic Thunder, 3
Trucking shot, 426
Truman Show, The, 577f
Trunnion guns, 89
25p frame rate, 213
24p, 51
24p frame rate, 212
2:1 data plan, 191f
2:35/2:40 ratio, 465
2.5D, 51
Two-dimensional flat extensions, 583
2D tracking, 51
automatic conversion, 426
description of, 414
dynamic temporal offset, 427
flexibility of, 420
live-action, 414
occluded surface reconstruction, 416–418
reflections, 422
re-projection mapping, 421–425
techniques for, 406
temporal offset, 426
transparencies, 422
workflows, 421
2k
digital intermediate workflow, 500–502
2/3-inch sensor cameras, 214
2001: A Space Odyssey, 6, 9, 10, 310
Ultimatte AdvantEdge, 100, 126
Ultraviolet light, 7
Uncanny valley, 46
Uncharted 2: Among Thieves, 709
Underwater photography, 124–125, 244
Unit production managers, 233
UV editing, 601
UV mapping, 676
Vacuum forming, of miniatures, 301
Vanilla Sky, 236
Variable-length bit sequences, 473–474
Vector graphics, 11
Veevers, Wally, 9
Velour, 237
Velvet, 237
Vertigo, 10
Video
frame rate for, 198
synchronization of, 198
Video assist, 253
Video village, 82
View frustum, 677
View frustum calling, 626
Viewing-angle dependencies, 524
Virtual assets, 811
Virtual camera, 406
Virtual production previs, 75–76
Virtual production space, 59, 76
Virtual sets
camera motion in, 755
cameras for, 173
Virtual space, 72
Virtual windows, 395f
Virtual worlds, 720
VistaVision, 234, 240, 262f, 269f, 542, 555
cost-effectiveness of, 3
creation of, 3
full animation versus, 737–740
future of, 14
methods of adding, 2
pipeline, 739
special effects and, 20, 30, 86
stop-motion in, 283
techniques for. See Visual effects techniques
Visual effects artists, 14
Visual effects companies
contracts with, 23
Visual effects crew
eye protection for, 103
members of, 79
witness camera preparation of, 171
Visual effects data collectors, 29
Visual effects department, 33–34
Visual effects editing
description of, 533
digital revolution effects on, 535
history of, 535
optical printer for, 535
Visual Effects Editor
information tracking and dissemination by, 536–542
responsibilities of, 533
tools used by, 534
visual effects facility, 539–542
Visual effects facilities
media consolidation, 539
multiple, working across, 823–826
visual effects editor of, 539–542
Visual effects nodal point, 178, 180–194, 180f
Visual Effects Producer
budget preparation by, 19
previs use by, 61
responsibilities of, 79
Visual effects references, 81
Visual Effects Supervisor
creative suggestions to director by, 27
Director of Photography interactions with, 29, 204
Director or Producer meeting, 26
1st Assistant Director and, 33
planning by, 33
responsibilities of, 79
special effects lead and, 30
Visual effects techniques, 47–53
balancing of, 50
considerations in selecting
complexity, 48
flexibility, 48
length of shots, 48
number of shots, 48
time, 47
Visual filters, 716
Visual horizon, 194
Visually connected elements, 416f
Visually lossless compression, 472
Vlahos, Petros, 7, 117–118, 127
Volumetric lighting, 670–671, 671f
Volumetric mapping, 613
Wahrman, Michael, 12
Walt Disney Studio, 7
War of the Worlds, 573
Wassel, Mike, 229
Water
deflection of, from lens, 230
live-action plate filming on, 229–230
miniatures incorporation of water effects, 306, 317–318, 326f
rainfall on, 244
splashes, swirls, and streams of, 243–244
Water reflections, 116f
Waterworld, 641
Wedge, 554
Weingartner, Mark, 229
Welles, Orson, 8
Westworld, 11
Wheatstone, Charles, 436
White card method, 106–107, 106f
White points, 516f
White-lit backings, 103
Whitlock, Albert, 4–5, 576, 582f
Whitted, Turner, 10
Who Framed Roger Rabbit, 166, 738, 751, 768
Wide lens, 402
Wii, 720
Williams, Peter, 281f
Wireless nonvideo motion capture, 169
actor preparation, 171
in computer-generated prosthesis generation, 696
crew preparation, 171
phasing of, 170
positioning of, 170
post-production handling of data, 171
resolution of, 171
setup of, 170
synchronization of, 170
3D information gathered using, 169
time code for, 170
Workflow. See Production workflow
World coordinate system, 376
World of Warcraft, 719
Wrap deformers, 379
Wray, Fay, 6
X-Files: Fight the Future, The, 307f, 332f
X-Men, 2
XY tracking, 51
YCbCr, 208
Yeatman, Hoyt, 273
Young Sherlock Holmes, 12
Yuricich, Richard, 270
YUV, 121
Zero parallax, 389f
Zero-gravity explosions, 242
Z-screen polarizer, 446