CONTENTS

 

About the VES

Mission Statement

Foreword

Image AdvancesRichard Edlund, ASC, VES

Chapter 1 Introduction

Chapter Captain: Michael Fink

Why Use Visual Effects?Michael Fink

Chapter 2 Pre-Production/Preparation

Chapter Captain: Scott Squires

OverviewScott Squires

Breaking Down a Script—BudgetingScott Squires

Ballpark Budget

More Detailed Budgets

Bidding

Plate Photography

Temp Screenings

Reviewing Bids

Contracts

Rebidding during Shooting

Rebidding in Post

Monitoring the Budget and Schedule

Keeping the Budget Down

Working with the Director and ProducerScott Squires

Demo Reel

The Meeting

Moving Forward

Production DepartmentsScott Squires

Production Design

Camera

Special Effects

Stunts

Wardrobe

Makeup

Production

Visual Effects

Editorial

Locations

Production Meeting

Designing Visual Effects ShotsScott Squires

Guidelines for Directors

Storyboards

Previs

Objective of the Shot

Concept Art

Continuity

Photorealism

Original Concepts

Budget

Reality and Magic

Camera Angles

Framing

Scale

Detail

Speed

Scaled Images

Depth of Field

Sequence of Shots

Camera Motion

Less Is More

Action Pacing

CG Characters

Creatures and Character Design

Powers of 10 Shots

Visual Effects TechniquesScott Squires

Technique Considerations

Additional Suggestions for Determining Techniques

What is Previs?Mat Beck

Development of Previs TechniquesMat Beck, Stephanie Argy

History and Background

The Applications of Previs: Who Benefits From it and How?Mat Beck

PostvisKaren Goulekas

Cautions and Suggestions for Good PracticeMat Beck

The Perils of Previs!

Passing the Work On

The Role of the VFX Supervisor in Previs

Previs: Advanced TechniquesMat Beck

Environment Input

Character Input

Camera Input

Gaming Techniques

On-Set Previs

Lighting Previs

3D Stereo Previs

Virtual Production

Camera Angle ProjectionSteven D. Katz

Drawing What the Lens Sees

Chapter 3 Acquisition/Shooting

Chapter Captain: Bill Taylor, ASC, VES

Working on SetScott Squires

Common Types of Special EffectsGene Rizzardi

What Are Special Effects?

A Brief History of Special Effects

The Special Effects Supervisor

Working with the Visual Effects

Visual Effects in Service to SFX

Special Effects Design and Planning

Storyboards and Previs

The Elements: Rain, Wind, and Snow and Ice

Smoke, Fire, and Pyrotechnics

Mechanical Effects

Flying Wire Rigs and Stunts

Safety

Front and Rear Projection Systems for Visual EffectsWilliam Mesa, John Coats

Rear Projection

Front Projection (Blue or Green Screens and Picture Imagery)

Rear Projection Equipment

Front Projection Equipment

Large-Area Emissive Displays (LCD, LED, Plasma, and Jumbotron Screens)

Greenscreen and Bluescreen PhotographyBill Taylor, ASC, VES

Overview

Function of the Backing

Negative Scanning and Digital Conversion

Backing Uniformity and Screen Correction

The Alpha Channel

The Processed Foreground

The Composite

Recommended Specifications and Practices

How to Expose a Green Screen Shot, and Why

Setting Screen Brightness

Choosing the Backing Color

Floor Shots, Virtual Sets

Foreground Lighting

Controlling Spill Light

Lighting Virtual Sets

Tracking Markers

On-Set Preview

Cameras for Bluescreen or Greenscreen Photography

Underwater Photography

Working with the Cinematographer

Compositing Software

On-Set Data AcquisitionKaren Goulekas

Camera Report

Tracking Markers

Props for the Actors

Cyberscanning

Digital Photos

Lidar/Laser Scanning

Lens Distortion Charts

HDRI and Chrome Balls

Lidar Scanning and AcquisitionAlan Lasky

On-Set 3D Scanning SystemsNick Tesi

On-Set Data Acquisition

3D Scanning Systems

Prepping the Actors for Scanning

Scanning Props or Cars

Review All That Has Been Scanned

3D Scanning Post-Production

Lighting DataCharles Clavadetscher

Gathering Lighting Data

Beware of False Savings!

Using Conventional Still Cameras

Reference Shooting Considerations

Clean PlatesScott Squires

Shooting the Clean Plate

Locked-Off Camera

Moving Camera

Other Issues

Post-Process

Alternates without Clean Plates

Other Uses for Clean Plates

Monster SticksScott Squires

On-Set Animation Capture: Witness Cam (IBMC)Joel Hynek

Wireless Nonvideo Motion Capture

Factors Affecting Witness Cameras

Dealing with the Data in Post-Production

Real-Time Visual Effects and Camera TrackingCharles Clavadetscher

“Near” Real-Time as a Step Towards “Instantaneous”

The Future for Real-Time Visual Effects

Triangulation as a Method of Recording Camera DataStuart Robertson

Camera/Subject Positional Information

Basics: The Tool Kit

Basics: Nodal Point

Photographic ReferenceCharles Clavadetscher

How to Proceed

Shooting Video as a Reference

Rules, Setup, and TestingCharles Clavadetscher

Digital CinematographyDave Stump ASC, Marty Ollstein, David Reisner

Digital Definitions

CCD vs. CMOS

Look Management

The Recording System

VFX PhotographyEric Swenson

The Camera Array

Designing an Array Shot

Technicians

Shoot Day

Special Techniques

Post

The Future

Filming Live-Action Plates to be Used in VFXBill Taylor, ASC, VES

Camera Position (Station Point)

Angle of View

Lighting Considerations

Camera Tilt

Background Quality

Moving Plates

Scouting the Camera Positions

A Case Study

Camera Cars

Camera Car Safety Issues

Purpose-Built Crane Cars

Vibration and Camera Stabilization

Road Speed

Precautions

Panoramic Rigs

On the Water

Air to Air

Cable Systems

Shooting Elements for CompositingMark H. Weingartner

What Is an Element?

Stock Footage

Types of Elements

Generic versus Shot-Specific Elements

Determining Element Needs

Cheating

Backgrounds

Black Backgrounds

Line-Up

Camera Format Considerations

Assorted Methods for Shooting Elements

High-Speed Photography and Filming ElementsJim Matlosz

High-Speed Photography

Cameras

Technicians

Director of Photography

Lighting

Application

Locking Down the Camera

Video Assist

Post

Supervising Motion ControlMark H. Weingartner

What Is Motion Control?

Performance Choreography

Multiple-Pass Photography

Scaling

Import and Export of Camera Move Data

The Data

Types of Motion Control Systems

Motion Control Software

Camera Types

Sync and Phase

Dealing with Production

Acquisition of Motion/Still Photographic Textures for Mapping onto CGMark H. Weingartner

Panoramic Backgrounds

Tiled Stills

Motion Tiling and Synchronous Plates

Practical Considerations

Stills for Textures and Lighting

Stop-MotionPete Kozachik, ASC

Evolution of Stop-Motion Photography

The Time Required to Shoot in Stop-Motion

Preparation before Shooting

Setting Up a Shooting Space for Stop-Motion

Use of Motion Control in Stop-Motion

Useful Caveats

Evolution of a Shot

Use of Stop-Motion in Visual Effects

What are Miniatures?Mathew Gratzner

What Are Miniatures and Why Are They Used?

The Advantages and Disadvantages of Miniature Effects

Execution of Planning

Design and Integration within the Film

Photographic Continuity

Miniature Categories

Scale Determinations

Forced Perspective MiniaturesDan Curry, ASC Associate Member

In-Camera Compositing of Miniatures with Full-Scale Live-Action Actors

Nodal Pans and Tilts

Forced Perspective

Mixed Scales

The Fabrication of Miniature EffectsBrian Gernand

Scale and Purpose Requirements of a Miniature

Construction Materials

The Paint Process

Previsualization and Miniatures

The Basic Standard Tools

Incorporation of Mechanical, Practical, and Pyrotechnic Effects with MiniaturesIan Hunter

Water Effects

Fire, Explosives, and Collapsing

Shooting Locations and Conditions

Photography of Miniature Effects: Motion ControlMatthew Gratzner

What is Motion Control and What are its Benefits to Miniature Photography?

Execution and Technique Using Previs

Photography

Photography of Miniature Effects: High-Speed PhotographyIan Hunter

Depth of Field

Pyrotechnics

Smoke, Fire, and Water

The Use of Miniatures in the Digital WorldIan Hunter

Special Effects for MiniaturesClark James

Shrinking Reality

Scale Considerations

Camera

Water

Rain

Fire

Smoke

Explosions

Breakaways

Chapter 4 Performance and Motion Capture

Chapter Captains: John Root/Demian Gordon

What is Motion Capture?John Root

Is Motion Capture Right for a Project?John Root

The Mocap Look

Technical Specifications

Entry Point

Budget

Which Technology is Right for a Project?Tracy McSherry, John Root, Ron Fischer

Gauging a Project’s Needs and Constraints

Passive Retroreflective Optical

Active Optical

Inertial

Structured Light

Dense Stereo Reconstruction

Bend Sensors

Preparing for Motion CaptureJohn Root, Demian Gordon

Actors

Motion Capture Suits

Marker Placement—Body

Marker Placement—Face

Rigging for Motion Capture

Shot List

HardwareJohn Root, Andrew Smith

The Strobe

Markers

Lenses

Filter

Image Sensor

Onboard Processor

Inputs/Outputs

Setup

SoftwareJohn Root, Demian Gordon

Acquisition

Calibration

Post-Processing

Reconstruction

Labeling

Gap Filling

Cleaning

Solving Motion Capture

Facial Motion CaptureJohn Root, Gareth Edwards, Oleg Alexander

Facial Actor Survey

Actor Survey—Hardware

Reference Data

Statistical Data

Facial Rigging

Facial Acquisition

Audio

Facial Motion Capture Solving

Real-Time Motion CaptureJohn Root

Real-Time Uses

Real-Time Limitations

Alternate Technologies

Motion Capture ResourcesJohn Root

Virtual ProductionBruno Sargeant, Virtual Production Committee, David Morin (Chair), John Scheele (Co-chair)

World Building

Previsualization

On-Set Visualization

Virtual Cinematography

Chapter 5 Stereoscopic 3D

Chapter Captains: Rob Engle/Lenny Lipton

How 3D WorksLenny Lipton

Accommodation and Convergence

Interaxial Separation

Toe-in versus Horizontal Image Translation

Parallax or Depth Budget

Positive and Negative Parallax

Floating Windows

Fix It in Post

Stereoscopic DesignSean MacLeod Phillips

The Emerging Grammar of 3D

Creative Use of Depth

Previsualization

Avoiding Painful 3D

The Aesthetic of Scale

Cutting for 3D

Designing for Multiple Release Formats

Immersion-Based versus Convergence-Based Stereo

Virtual 3D PhotographyRob Engle

Virtual 3D Photography Defined

Pros and Cons of Virtual 3D Photography

Multiple-Camera Rigs

The 3D Camera Rig

Implementing Convergence

Manipulating the Screen Surround

Special Cases for Virtual 3D Photography

Native 3D Photography versus 2D to 3D ConversionRob Engle

Overall Issues

On-Set Issues

Post-Production Issues

Image Quality Issues

On-Set StereographyChuck Comisky

Overview

Pre-Production

On the Set

Second Units

Visual Effects

2D to 3D ConversionMatt DeJohn, Anthony Shafer, Tony Baldridge, and Jared Sandrew

Depth Creation Preparation

Visual Analysis of 2D Depth Cues

Pre-Production and Previs for Conversion

Source and Target Perspective

Shared Shots/Shared Workflows

Main Stages of 2D-to-3D Conversion

Major 2D-to-3D Conversion Workflows

Special Cases

Reprojection Mapping Workflow

Pixel Displacement or Pixel Shifting

Other 2D-to-3D Conversion Workflows

Is “Real” Always Right?

Stereoscopic Visual EffectsChristopher Townsend

Prepping for the Third Dimension

Shooting the Third Dimension

Visual Effects in the Third Dimension

Photographed Elements

Accuracy and Attention to Detail

Artistic Skill Level

Data Management

Stereoscopic Digital Intermediate WorkflowJeff Olm, Brian Gaffney

Stereoscopic 3D Process Milestones

Viewing 3D Dailies

Projection Screens for Stereoscopic Viewing

3D Editorial Processes

Stereoscopic 3D Conforming

Data Workflow

2D versus 3D Grading

RealD Mastering Considerations

Geometry and Correction of Undesirable Binocular Disparity

3D Stereo Deliverables

Stereoscopic WindowBruce Block, Phil McNally

The Stereoscopic Window

Placement of the Window in Relation to the 3D Scene

Window Violations

Window Placement Logic

How to Create a Stereoscopic Window

Producing Movies in Three DimensionsCharlotte Huggins

Development—Getting the Green Light

Production—What to Look Out For

Chapter 6 Post-Production/Image Manipulation

Chapter Captain: Marshall Krasser

Resolution and Image Format ConsiderationsScott Squires

Formats

Transport

Resolution

Academy Color Encoding System (ACES)Jim Houston, Andy Maltz, Curtis Clark, ASC

ACES Components

ACES Benefits

ACES Color Space Encoding

Viewing ACES

Preparations for Using ACES

Image Compression/File Formats for Post-ProductionFlorian Kainz, Piotr Stanczyk

Image Encoding

Still Image Compression

File Formats

4k+ Systems Theory Basics for Motion Picture ImagingDr. Hans Kiening

Part 1: Resolution and Sharpness

Part 2: Into the Digital Realm

Part 3: Does 4k Look Better Than 2k?

Part 4: Visual Perception Limitations for Large Screens

Film Scanning and RecordingCharles Finance

Scanning

Recording

Color ManagementJoseph Goldstone

The Three Guidelines

Digital Color Image Encodings and Digital Cameras

Color Management at the Desktop

Bringing Color Management to Film Workflows

Digital IntermediateChristopher Townsend

VFX EditorialGreg Hyman, David H. Tanaka

Editing within a Shot: The Art of Pre-Compositing

How It Came to Be

Modern Day Tracking and Disseminating of Information

As the Shot Changes

Wrapping It Up

Editorial Workflow in Feature AnimationDavid H. Tanaka

Introduction

Editorial Crew Staffing and Structure

Editorial Involvement with Feature Animation Production Stages

Communication with ArtistsEric Durst

Starting

Working with Teams

Working Globally

Reference and Perspective

Shot Production

Communicating with Artists in Other Departments

Completion

What Makes a Good Visual Effects Artist?Scott Squires

The History of CompositingJon Alexander

The History of Optical Technique

Traveling Matte Technique and the Digital Age

Historical Notes on Blue Screen

Film versus Digital

Compositing of Live-Action ElementsMarshall Krasser, Chris Balog

Modern Digital Compositing

Scene Tracking

Rotoscoping and PaintMarshall Krasser, Sandy Houston

Rotoscoping

Digital Painting and Plate Reconstruction

Matte Paintings/Creative EnvironmentsCraig Barron, Deak Ferrand, John Knoll, Robert Stromberg

Matte Paintings: Art of the Digital Realm

What Is a Matte Painting?

Matte Painting Pioneers and History

Visualizing the Matte Painting Shot in Pre-Production

On-Set Supervision for Matte Painting Shots

Basic Skills and Tricks of the Trade

Miniatures and Computer-Generated Sets

Finding the Best Frame

Re-Projected Photo Survey

The Need for Creative Compositing

3D Matte PaintingTim Mueller

Chapter 7 Digital Element Creation

Chapter Captain: Kevin Rafferty

Digital ModelingKevin Hudson

Overview: The Importance of Modeling

Types of Modeling

Model Data Types

Development of Models

Modeling for a Production Pipeline

Engineering Aspects for Polygons

Engineering Aspects for NURBS

Rigging and Animation RiggingSteve Preeg

Rigging: What Is It?

Animation Rigging

Deformation Rigging

Texturing and SurfacingRon Woodall

The Importance of Texture Painting

Hard Surface Models

Creature Models

Types of Geometry: Their Problems and Benefits

Prepping the Model to Be Painted

Texture Creation

Various Other Map-Driven Effects

Texture Painting in Production

Model Editing

Digital Hair/FurArmin Bruderlin, Francois Chardavoine

Hair Generation Process

General Issues and Solutions

Digital FeathersArmin Bruderlin, Francois Chardavoine

Morphology of Real Feathers

Modeling Digital Feathers

Similarities between Hair and Feathers

Differences between Hair and Feathers

General Geometry InstancingArmin Bruderlin, Francois Chardavoine

Asset Creation

World Building

Shot Considerations

Dynamics and SimulationJudith Crow

How Is a Simulation Created?

When Is Simulation Appropriate?

Tricks and Cheats

Important Considerations

Planning and Preparation

Software Solutions: A Broad Overview of Current Options

ParticlesCraig Zerouni

What Are Particle Systems?

The Next Step

The Birth of Particles

Creating Effects

Rigid-Body DynamicsCraig Zerouni

How Rigid-Body Dynamics Are Created

Potential Problems

Other Issues

Tricks for Getting It Done

Digital LightingAndrew Whitehurst

Light in Reality and in Computer Graphics

Case Study of Reality Compared with Simple CG Simulation

Visual Sophistication through Texture Mapping

Physically Derived Shading Models

Beneath the Surface

Goals of Lighting in Visual Effects

Work Flow for Successful Creative Digital Lighting

The Technologies of Lights in Computer Graphics

Direct Lighting: Source to Surface to Camera

Reflections

Photographed Reflections

Shadows

Image-Based Lighting

Rendering Occlusion

Ambient Occlusion

Reflection Occlusion

Creating Light Sources from Environment Maps

Physically Based Rendering

Physically Plausible Rendering

Volumetric Lighting Effects

Shader BasicsDerek Spears

What Are Shaders?

Shading Models

Bump and Displacement

Map-Based Shaders

Procedural Shaders

Shader Design

Antialiasing Considerations

3D CompositingDerek Spears

Color Representation

Bit Depth and Dynamic Range

Mattes

Compositing CG

2.5D Compositing

Crowd Generation and Simulation TechniquesJohn Knoll

Live-Action Replication

Sprites

Computer-Generated Crowds

Modeling for Replication

Variation

Mesh Density

Animation Cycles for Replication

Motion Capture

Keyframe Animation

Dynamic Motion Synthesis

Behaviors and Crowd Control

CG Prosthetics and Actor EnhancementsJohn Knoll

On-Set Tracking and Capture Considerations

Eye Enhancements

3D Techniques

2D Techniques

2.5D Techniques

Silhouette Changes

Re-Projection

3D Products, Systems, and SoftwareRichard Kidd

Digital Element Creation Process

3D Graphics Software

3D Tracking

Special Effects

Rendering

Texturing

Chapter 8 Interactive Games

Chapter Captains: Richard Winn Taylor II/Habib Zargarpour

Films versus GamesHabib Zargarpour

Basic Differences

Most Important Aspect

Narrative Storytelling

Differences in Limitations

Cost of Iterations and Changes during Production

Category Types

Format Types

Transmedia Production Design Techniques

Games and PlatformsHenry LaBounta

Game Types

Game Platforms

What Are Game Engines and How Do They Function?Matt Whiting, Jeff Lander

Working with a Game Engine

What Are the Production Steps in Creating a Game?Neil Eskuri

Marketing to an Audience

Visuals

Phases of Development

Game Cinematic SequencesRichard Winn Taylor II

Noninteractive Scenes

Game Engine-Rendered NIS Scenes

The Design and Production Process

Chapter 9 Complete Animation

Chapter Captains: Stephan Vladimir Bugaj/Lyndon Barrois

What is an Animation Project?Stephan Vladimir Bugaj

Full Animation versus Visual Effects

Difference Between Visual Effects and AnimationRob Bredow

Production Pipelines

Production

A Survey and History of Animation TechniquesFrank Gladstone

Traditional Animation

Stop-Motion

Computer Graphic Technology

Considerations for a Full CG-Animated Feature PipelineStephan Vladimir Bugaj

CG Feature Animation Pipeline

Managing an Animated FilmDon Hahn

Film Management and Personal Style

Building Brain Trusts

Building the Core Creative Team

Writing and Visual Development

Working with a Studio

Facilities and Environment

Managing the Event

The Production Process: An Animator’s PerspectiveLyndon Barrois

Working on CG-Animated Content in Live-Action Features

Planning the Process

Production

Character and Environment Interaction

Chapter 10 Other Workflow Considerations

Chapter Captains: Dan Novy/Stephan Vladimir Bugaj

Virtual Studio TechnologyDan Novy

Analysis of a Production WorkflowStephan Vladimir Bugaj

From Workflow to Pipeline

Service Bureau versus In-House Requirements

Design of a Production WorkflowDan Rosen

From Analysis to Design

Deploying a Production WorkflowStephan Vladimir Bugaj

From Design to Implementation

InfrastructureDan Novy

Tracking AssetsStephan Vladimir Bugaj

What Is Task and Asset Tracking?

Commercial Task and Asset Tracking Systems

Building Task and Asset Tracking Systems

Scene AssemblyStephan Vladimir Bugaj

3D Scene Assembly

2D Scene Assembly (Compositing)

Working across Multiple FacilitiesScott Squires

Images

Models

Texturing

Animation

Compositing

R&D

Acknowledgments

Appendix A: Charts and Formulas

Appendix B: Credits/Titles to Be Submitted in Accordance with VES Guidelines

Appendix C: Glossary

Index