Introduction to Visual Effects

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A01=Bruno Madeira
A01=Luiz Velho
academic visual effects
advanced image analysis
Affine Point
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Author_Bruno Madeira
Author_Luiz Velho
automatic-update
Auxiliary Function
bidirectional reflectance distribution
camera calibration
Category1=Non-Fiction
Category=A
Category=TJFM1
Category=UB
Category=UGK
Category=UGN
Category=UML
Category=UYQ
Category=UYT
computational methods for visual effects
COP=United Kingdom
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eq_computing
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Essential Matrix
Exposure Times
Extrinsic Parameters
Fundamental Matrix
Gauss Newton Method
global illumination techniques
Homogeneous Coordinates
Homologous Point
Image Based Lighting
Image Synthesis
Intrinsic Parameters
Language_English
Levenberg Marquardt Algorithm
MatchMove Software
OpenCV Library
PA=Temporarily unavailable
Price_€50 to €100
Projective Geometry
PS=Active
Radiance Dome
RANSAC Algorithm
Rendering Equation
Reprojection Error
scientific computing C++
softlaunch
Subset S1
SVD Decomposition
Synthetic Objects
Tubular Neighborhood
Virtual Camera

Product details

  • ISBN 9781032072302
  • Weight: 660g
  • Dimensions: 178 x 254mm
  • Publication Date: 06 Dec 2022
  • Publisher: Taylor & Francis Ltd
  • Publication City/Country: GB
  • Product Form: Hardback
  • Language: English
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Introduction to Visual Effects: A Computational Approach is the first single introduction to the computational and mathematical aspects of visual effects, incorporating both computer vision and graphics. The book also provides the readers with the source code to a library, enabling them to follow the chapters directly and build up a complete visual effects platform. The book covers the basic approaches to camera pose estimation, global illumination, and image-based lighting, and includes chapters on the virtual camera, optimization and computer vision, path tracing and many more.

Key features include:

  • Introduction to projective geometry, image-based lighting (IBL), global illumination solved by the Monte Carlo method (Pathtracing), an explanation of a set of optimization methods, and the techniques used for calibrating one, two, and many cameras, including how to use the RANSAC algorithm in order to make the process robust, and providing code to be implemented using the Gnu Scientific Library.
  • C/C++ code using the OpenCV library, to be used in the process of tracking points on a movie (an important step for the matchmove process), and in the construction of modeling tools for visual effects.
  • A simple model of the Bidirectional Reflectance Distribution Function (BRDF) of surfaces and the differential rendering method, allowing the reader to generate consistent shadows, supported by a code that can be used in combination with a software like Luminance HDR.

Bruno Madeira is a computer engineer from the Military Institute of Engineering (IME). He received his master's and DSc degrees in mathematics with emphasis on computer graphics and vision at IMPA. He has more than 15 years of experience teaching computer graphics at IME and is a member of the Simulators Group at CTEx, Brazil.

Luiz Velho is a senior researcher, professor, and a VISGRAF Laboratory leading scientist at the National Institute for Pure and Applied Mathematics (IMPA), Brazil. His academic background includes a BE in industrial design from ESDI-UERJ, an MS in computer graphics from MIT Media Lab, and a PhD in computer science from the University of Toronto. His experience in computational media spans the fields of modeling, rendering, imaging, and animation.

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