http://www.loc.gov/mods/v3 http://www.loc.gov/standards/mods/v3/mods-3-2.xsd
industry standard VFX practices and procedures
The Visual Eeffects Society handbook of visual effects
1 online resource (xxviii, 880 pages) : illustrations (some color)
"The award-winning VES Handbook of Visual Effects remains the most complete guide to visual effects techniques and best practices available today. This new edition has been updated to include the latest, industry-standard techniques, technologies, and workflows for the ever-evolving fast paced world of visual effects. The Visual Effects Society (VES) tasked the original authors to update their areas of expertise, such as AR/VR moviemaking, color management, Cameras, VFX Editorial, Stereoscopic and the Digital Intermediate, as well as provide detailed chapters on interactive games and full animation. Additionally, 56 contributors share their best methods, tips, tricks, and shortcuts developed through decades of trial and error and real-world, hands-on experience. This 3rd edition has been expanded to feature lessons on 3D scanning; digital cinematography; editorial workflow in animated and visual effects features; gaming updates; general geometry instancing; native stereo; Real-Time VFX & camera tracking; Techvis; VFX elements and stereo; virtual production; and VR/AR (Virtual Reality / Augmented Reality). A must-have for anyone working in or aspiring to work in visual effects, The VES Handbook of Visual Effects, Third Edition covers essential techniques and solutions for all VFX artists, producers, and supervisors, from pre-production to digital character creation, compositing of both live-action and CG elements, photorealistic techniques, and much more. With subjects and techniques clearly and definitively presented in beautiful four-color, this handbook is a vital resource for any serious VFX artist"--
Introduction -- Pre-production/preparation -- Acquisition/shooting -- Performance and motion capture -- Stereoscopic 3D -- Post-production/image manipulation -- Digital element creation -- Interactive games -- Complete animation -- General workflow considerations -- VR/AR (virtual/augmented reality).
edited by Jeffrey A. Okun, VES, Susan Zwerman, VES ; co-editors: Christopher McKittrick, Lisa Sepp-Wilson.
Includes bibliographical references and index.
177179:173612 Elsevier Science & Technology