Real Time Visual Effects for the Technical Artist

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A01=Chris Roda
advanced real-time VFX techniques
Artist
Author_Chris Roda
Category=UB
Color Space
Color Theory
digital compositing
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Fragment Shader
Geometry Shader
immersive media design
In-Camera Effects
interactive graphics
Linear Color Space
Material Effects
Oriented Bounding Boxes
Particles
physics-based rendering
Pixel Shader
Playbacks
procedural animation
Ray Marching
Ray Tracing
Real Time
Real Time Engines
Real Time Rendering Engine
Render Target
Rendering Pipeline
RGB Color
RGB Image
shader programming
Signed Distance Field
Simulations
Technical Artist
Tessellation Stage
Texture Coordinates
Texture Image
Vertex Cache
Vertex Shader
Visual Effects
Visual Effects Artists
Visual Effects Department
Voronoi Decomposition

Product details

  • ISBN 9780367860127
  • Weight: 920g
  • Dimensions: 210 x 280mm
  • Publication Date: 14 Mar 2022
  • Publisher: Taylor & Francis Ltd
  • Publication City/Country: GB
  • Product Form: Hardback
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Visual effects (VFX) are one of the most complicated components of feature film and television creation. With advancements in such technologies as Ray Tracing and Virtual Reality, the visual quality of the real-time rendering engine is now rivaling feature film. Real-time rendering requires years of programming experience with advanced understanding in math and physics.

As the power of the real-time rendering engine improves, so too do the interfaces for VFX creation. With limited technical understanding, artists can create VFX with the push of a button and tug of a slider. As powerful as the interfaces are, they can only expose a portion of the true potential of the rendering engine. Artists are limited by their understanding of the engine interface. Real Time Visual Effects for the Technical Artist is written for digital artists to explain the core concepts of VFX, common in all engines, to free them from interface bounds.

Features:

  • Introduces the reader to the technical aspects of real-time VFX
  • Built upon a career of more than 20 years in the feature film VFX and the real-time video game industries and tested on graduate and undergraduate students
  • Explores all real-time VFX in four categories: in-camera effects, in-material effects, simulations, and particles

This book is written to complement undergraduate- or graduate-level courses focused on the fundamentals of modern real-time VFX.

Chris Roda is a Technical Art instructor at the Florida Interactive Entertainment Academy (FIEA), a graduate degree program in interactive, real-time application development at the University of Central Florida. Early in his career, Chris was a visual effects artist in the film and television industries where he contributed visual effects for films such as Spider-Man, Titanic, and The Fifth Element. Before coming to FIEA, Chris was a CG Supervisor at Electronic Arts, where he worked on video game titles such as NCAA Football and Madden NFL Football. In addition to teaching, Chris works on generating tools and pipelines for the creation of immersive experiences: the amalgamation of the narrative of films, the interactivity of video games, and the immersion of theme parks.

Chris Roda is a Technical Art instructor at the Florida Interactive Entertainment Academy (FIEA), a graduate degree program in interactive, real-time application development at the University of Central Florida. Early in his career, Chris was a visual effects artist in the film and television industries where he contributed visual effects for films such as Spiderman, Titanic and Fifth Element. Before coming to FIEA, Chris was a CG Supervisor at Electronic Arts, where he worked on video game titles such as NCAA Football and Madden NFL Football. In addition to teaching, Chris works on generating tools and pipelines for the creation of immersive experiences, the amalgamation of the narrative of films, the interactivity of video games and the immersion of theme parks.

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