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Digital Compositing for Film and Video 3rd Edition+DVD
![]() Год: 2010 Автор: Steve Wright Жанр: CG Video Production Издательство: Focal Press ISBN: 978-0240813097 Язык: Английский Формат: PDF Качество: Отсканированные страницы + слой распознанного текста Интерактивное оглавление: Нет Количество страниц: 490 Описание: This practical, hands-on guide addresses the problems and difficult choices that professional compositors face on a daily basis. You are presented with tips, techniques, and solutions for dealing with badly shot elements, color artifacts, mismatched lighting and other commonly faced compositing obstacles. Practical, in-depth lessons are featured for bluescreen matte extraction, despill operations, compositing operations, as well as color-corrections. The book is presented entirely in an application-agnostic manner, allowing you to apply lessons learned to your compositing regardless of the software application you are using. The DVD contains before and after examples as well as exercise files for you to refine your own techniques on. -------------------------------------------------------------------------- Это практические, в режиме "свободные руки" в руководстве рассматриваются проблемы и трудные решения, professional режиссеров компоновочного видеомонтажа на ежедневной основе. Вы представлены советы, методики, и решения для борьбы с сильно shot элементы, цвета артефактов, несоответствующие освещения и других часто сталкиваются с композитинг препятствия. Практические, углубленный анализ уроков, избранные на голубой экран матовый извлечения despill операций, композитинг операций, а также цветовой коррекции.в книге представлены исключительно в приложении, не зависящие от таким образом, что позволяет применить накопленный опыт на композитинг независимо от приложения. DVD-диск содержит примеры "до" и "после, а также осуществлять файлы для уточнения ваших собственных методов. Acknowledgments xvii Preface xix Chapter 1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 1.1 What’s New in the Third Edition 2 1.1.1 Stereo Compositing 2 1.1.2 Multi-pass CGI Compositing . 2 1.1.3 3D Compositing . 3 1.2 Special Features 3 1.2.1 Adobe Photoshop . 3 1.2.2 Production Tips 4 1.2.3 DVD Videos . 4 1.2.4 DVD Production Exercises . 4 1.3 How This Book Is Organized 5 Part I: Making the Good Composite . 5 Part II: The Quest for Realism . 6 Part III: Things You Should Know 6 1.4 Tool Conventions . 7 1.4.1 The Slice Tool 7 1.4.2 Flowgraphs 10 1.4.3 The Color Curve . 11 1.4.4 Data Conventions . 13 Chapter 2 Pulling Mattes . 15 2.1 Luma-Key Mattes . 16 2.1.1 How Luma-Key Mattes Work 16 2.1.2 Making Your Own Luminance Image 18 2.1.2.1 Variations on the Luminance Equation 18 2.1.2.2 Nonluminance Monochrome Images 20 2.1.3 Making Your Own Luma-Key Matte 21 2.2 Chroma-Key Mattes . 23 2.2.1 How Chroma-Key Mattes Work 23 2.2.2 Making Your Own Chroma-Keyer . 25 v vi Table of Contents 2.3 Difference Mattes . 27 2.3.1 How Difference Mattes Work 27 2.3.2 Making Your Own Difference Matte 29 2.4 Bump Mattes . 31 2.5 Keyers 33 2.6 Color Difference Mattes . 34 2.6.1 Extracting the Color Difference Matte 35 2.6.1.1 The Theory . 35 2.6.1.2 Pulling the Raw Matte 36 2.6.1.3 A Simplified Example . 36 2.6.1.4 A Slightly More Realistic Case . 39 2.6.1.5 And Now, The Real World 41 2.6.1.6 Matte Edge Penetration 42 2.6.2 Scaling the Raw Matte . 43 2.6.3 Refining the Color Difference Matte . 45 2.6.3.1 Preprocessing the Greenscreen . 46 2.6.3.2 Local Suppression 47 2.6.3.3 Channel Clamping . 47 2.6.3.4 Channel Shifting 49 2.6.3.5 Degraining . 50 2.6.4 Poorly Lit Greenscreens 52 2.6.4.1 Too Bright 53 2.6.4.2 Too Dark . 55 2.6.4.3 Impure Greenscreens 56 2.6.4.4 Uneven Lighting . 58 2.6.5 Screen Leveling 60 2.6.6 Screen Correction 62 2.6.6.1 Screen Correction with Ultimatte . . . . . . . . . . . . . . . . 64 2.6.6.2 Doing Your Own Screen Correction . 64 2.7 Adobe After Effects Matte 67 Chapter 3 Refining Mattes 71 3.1 The Matte Monitor . 71 3.2 Garbage Mattes 72 3.3 Filtering the Matte . 75 3.3.1 Noise Suppression . 75 3.3.2 Softer Edges 76 3.3.3 Controlling the Blur Operation 78 3.3.3.1 The Blur Radius 78 3.3.3.2 The Blur Percentage . 80 3.3.4 Blurring Selected Regions . 80 Table of Contents vii 3.4 Adjusting the Matte Size 81 3.4.1 Shrinking the Matte with Blur and Scale 82 3.4.2 Expanding the Matte with Blur and Scale 83 Chapter 4 Despill . 85 4.1 The Despill Operation 86 4.2 Despill Artifacts . 88 4.3 Despill Algorithms . 88 4.3.1 Green Limited by Red . 89 4.3.1.1 Implementing the Algorithm 90 4.3.1.2 The Spillmap 91 4.3.2 Green Limited by Blue 93 4.3.3 Green by Average of Red and Blue 95 4.3.4 Green Limited by Other Formulations 96 4.3.4.1 Limit Green to 90% of the Red Channel . 97 4.3.4.2 Limit Green to Exceeding the Average of the Red and Blue by 10% . 97 4.4 Refining the Despill 99 4.4.1 Channel Shifting 99 4.4.2 Spillmap Scaling 99 4.4.3 Mixing Despills 99 4.4.4 Matting Despills Together . 99 4.4.5 Blue Degraining . 100 4.5 Unspill Operations . 100 4.5.1 How to Set It Up 100 4.5.2 Grading the Backing Color . 101 Chapter 5 The Composite 103 5.1 The Compositing Operation . 104 5.1.1 Inside the Compositing Operation . 104 5.1.1.1 Scaling the Foreground Layer . 105 5.1.1.2 Scaling the Background Layer 107 5.1.1.3 Compositing the Foreground and Background 107 5.1.2 Making a Semi-transparent Composite 108 5.2 The Processed Foreground Method . 110 5.2.1 Creating the Processed Foreground . 110 5.2.2 Compositing the Processed Foreground . 112 5.2.3 Some Issues . 112 5.2.3.1 Residual Grain . 113 5.2.3.2 Uneven Backing Colors 114 viii Table of Contents 5.3 The Add-Mix Composite 114 5.3.1 When to Use It 115 5.3.2 Creating the Add-Mix Composite 117 5.4 Refining the Composite 118 5.4.1 Edge Blending . 118 5.4.2 Light Wrap 120 5.4.3 Soft Comp/Hard Comp 122 5.4.4 Layer Integration 123 5.5 Stereo Compositing . 125 5.5.1 Stereoscopy . 126 5.5.2 Anaglyph 127 5.5.3 The Conversion Process 128 5.5.4 Depth Grading 130 5.5.4.1 Scene Transition . 130 5.5.4.2 The Dashboard Effect . 130 5.5.4.3 Floating Window . 131 5.5.4.4 Miniaturization . 131 5.5.4.5 Divergence . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132 5.5.5 Stereo Compositing 132 5.5.5.1 Dual-View Display 133 5.5.5.2 Split and Join Views . 133 5.5.5.3 Disparity Maps 133 Chapter 6 CGI Compositing 135 6.1 Premultiply and Unpremultiply 136 6.1.1 The Premultiplied CGI Image 136 6.1.2 The Unpremultiply Operation 137 6.1.2.1 The Zero Black Alpha Pixel Problem . 137 6.1.2.2 The Partially Transparent Alpha Pixel Problem 138 6.1.2.3 How to Unpremultiply 140 6.1.3 Unpremultiply Highlight Clipping 141 6.1.3.1 What Goes Wrong 141 6.1.3.2 How to Fix It 142 6.2 Multi-pass CGI Compositing . 143 6.2.1 Render Layers 144 6.2.2 Render Passes 144 6.2.3 Lighting Passes . 146 6.2.4 Data Passes . 147 6.2.5 Matte Passes 148 6.2.6 Multichannel Files . 150 6.3 HDR Images 151 6.4 3D Compositing 153 Table of Contents ix 6.4.1 What Is 3D Compositing? . 154 6.4.2 A Short Course in 3D . 155 6.4.2.1 The 3D Coordinate System . 155 6.4.2.2 Vertices 156 6.4.2.3 Surface Normals 157 6.4.2.4 UV Coordinates . 158 6.4.2.5 Map Projection 159 6.4.2.6 3D Geometry . 160 6.4.2.7 Geometric Transformations . 161 6.4.2.8 Geometric Deformations . 162 6.4.2.9 Lights . 164 6.4.2.10 Environment Lighting 165 6.4.2.11 Cameras 166 6.4.2.12 Shaders . 167 6.4.3 Matchmoving . 168 6.4.4 Camera Projection . 170 6.4.5 Set Extension . 172 6.4.6 3D Backgrounds 173 Chapter 7 Blend Operations 177 7.1 Image Blending Operations 177 7.1.1 The Screen Operation 178 7.1.1.1 Adjusting the Appearance 179 7.1.2 The Weighted Screen Operation . 180 7.1.3 Multiply . 182 7.1.3.1 Adjusting the Appearance 183 7.1.4 Maximum 184 7.1.5 Minimum . 186 7.2 Adobe Photoshop Blending Modes . 186 7.2.1 Simple Blending Modes 187 7.2.2 Complex Blending Modes . 188 7.3 Slot Gags 191 Chapter 8 Color-Correction . 193 8.1 The Color of Nature 194 8.1.1 Visible Light . 194 8.1.2 The Color of Lights . 195 8.1.2.1 Color Temperature . 196 8.1.2.2 Monitor Color Temperatures . 197 8.1.2.3 Film Color Temperatures . 198 8.1.3 The Effects of Filters 198 8.1.4 The Color of Objects 200 x Table of Contents 8.2 The Behavior of Light . 201 8.2.1 The Inverse Square Law 202 8.2.2 Diffuse Reflections 203 8.2.3 Specular Reflections 204 8.2.4 Interactive Lighting . 205 8.2.5 Scattering 206 8.3 Matching the Light Space . 208 8.3.1 Brightness and Contrast 209 8.3.1.1 Matching the Black and White Points . 210 8.3.1.2 Matching the Midtones 214 8.3.1.3 Histogram Matching . 216 8.3.2 Color-Matching 218 8.3.2.1 Grayscale Balancing 219 8.3.2.2 Matching the Flesh Tones . 220 8.3.2.3 The “Constant Green” Method of Color-Correction . 221 8.3.2.4 Daylight . 222 8.3.2.5 Specular Highlights 222 8.3.3 Light Direction 223 8.3.4 Quality of Light Sources . 224 8.3.4.1 Creating Softer Lighting 224 8.3.4.2 Creating Harsher Lighting 224 8.3.5 Interactive Lighting . 225 8.3.6 Shadows . 225 8.3.6.1 Edge Characteristics . 226 8.3.6.2 Density . 226 8.3.6.3 Color . 228 8.3.6.4 Faux Shadows . 229 8.3.7 Atmospheric Haze 230 8.3.8 Nonlinear Gradients for Color-Correction 232 8.3.9 Adding a Glow 233 8.3.10 A Checklist 234 Chapter 9 Camera Effects . 237 9.1 Matching the Focus 237 9.1.1 Using a Blur for Defocus . 238 9.1.2 How to Simulate a Defocus . 240 9.1.3 Focus Pull 242 9.1.4 Sharpening 243 9.1.4.1 Sharpening Kernels 243 9.1.4.2 Unsharp Masks 244 9.1.4.3 Making Your Own Unsharp Mask 244 9.2 Depth of Field . 246 9.3 Lens Flare . 248 Table of Contents xi 9.3.1 Creating and Applying Lens Flares 248 9.3.2 Animating Lens Flares 249 9.3.3 Channel Swapping . 249 9.4 Veiling Glare 250 9.5 Grain 251 9.5.1 The Nature of Grain 252 9.5.2 Making Grain 253 9.5.2.1 Generating the Grain . 254 9.5.2.2 Applying the Grain 255 9.5.3 Matching the Grain of Two Film Layers . 258 9.5.4 Adding Grain to Grainless Layers . 259 9.6 A Checklist 260 Chapter 10 Animation 261 10.1 Geometric transformations . 261 10.1.1 2D Transformations 261 10.1.1.1 Translation . 262 10.1.1.2 Rotation . 264 10.1.1.3 Scaling and Zooming . 265 10.1.1.4 Skew . 267 10.1.1.5 Corner Pinning . 268 10.1.2 3D Transformations 270 10.1.3 Filtering . 271 10.1.3.1 The Effects of Filtering 271 10.1.3.2 Twinkling Starfields 273 10.1.3.3 Choosing a Filter . 273 10.1.4 Lining Up Images . 274 10.1.4.1 Offset Mask Lineup Display 275 10.1.4.2 Edge Detection Lineup Display . 276 10.1.4.3 The Pivot Point Lineup Procedure 278 10.2 Motion Tracking 280 10.2.1 The Tracking Operation 280 10.2.1.1 Selecting Good Tracking Targets 282 10.2.1.2 Enable/Disable Trackers 283 10.2.1.3 Offset Tracking 283 10.2.1.4 Tracking Backwards . 284 10.2.1.5 Keep Shape and Follow Shape 285 10.2.2 Applying the Tracking Data 286 10.2.3 Stabilizing . 287 10.2.3.1 The Repo Problem 287 10.2.3.2 Motion Smoothing 289 10.2.4 3D Motion Tracking . 291 10.2.5 Tips, Tricks, and Techniques . 292 xii Table of Contents 10.2.5.1 Tracking Preview 293 10.2.5.2 Low-Resolution/High-Resolution Tracking . 293 10.2.5.3 Preprocessing the Shot . 293 10.2.5.4 Point Stacking 295 10.2.5.5 Difference Tracking 296 10.3 Warps and Morphs . 298 10.3.1 Warps . 298 10.3.2 Morphs 300 10.3.3 Tips, Tricks, and Techniques . 302 Chapter 11 Gamma . 305 11.1 What Is Gamma? 305 11.2 The Effects of Gamma Changes on Images . 307 11.3 The Three Gammas of a Display System . 309 11.3.1 Monitor Gamma 309 11.3.2 Monitor Gamma Correction 311 11.3.3 The Monitor LUT 312 11.3.4 The End-to-End Gamma . 313 11.4 The Dim Surround Effect 314 11.4.1 Dim Surround for TV 315 11.4.2 Dark Surround for Film . 315 11.5 The Gamma of Video 315 11.6 The Gamma of Film . 317 Chapter 12 Video . 319 12.1 How Video Works . 319 12.1.1 Frame Construction 320 12.1.1.1 The Scanning Raster . 320 12.1.1.2 Interlaced Fields . 321 12.1.1.3 Effects on Motion Blur 322 12.1.1.4 Color Subsampling . 324 12.1.1.5 Timecode . 326 12.1.1.6 Drop Frame Timecode 326 12.1.2 NTSC and PAL Differences . 327 12.1.2.1 Frame Rate 327 12.1.2.2 Image Size 328 12.1.2.3 Pixel Aspect Ratio 328 12.1.2.4 Country Standards . 330 12.1.3 Types of Video . 330 12.1.3.1 Component Video 331 12.1.3.2 Composite Video . 331 12.1.3.3 Digital and Analog 331 Table of Contents xiii 12.1.4 Video Formats . 332 12.1.4.1 The All-Digital Formats . 332 12.1.4.2 Sony 333 12.1.4.3 DV Formats 333 12.1.4.4 Consumer/Commercial 333 12.2 Hi-Def Video . 334 12.2.1 Picture Aspect Ratio . 334 12.2.2 Image Size 335 12.2.3 Scan Modes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 335 12.2.4 Frame Rates . 336 12.2.4.1 24, 25, 30, 60 fps 336 12.2.4.2 23.98, 29.97, 59.94 fps 336 12.2.5 Naming Conventions 336 12.2.6 The Mighty 24p Master 337 12.2.7 Anamorphic Video . 337 12.3 Telecine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 338 12.3.1 The 3:2 Pull-down 339 12.3.2 Pin-Registered Telecine . 340 12.3.3 Recommendations to the Client . 340 12.4 Working with Video 342 12.4.1 Pulling Mattes from 4:2:2 Video . 342 12.4.2 De-interlacing 344 12.4.2.1 Scan Line Interpolation . 345 12.4.2.2 Field Averaging . 346 12.4.2.3 Field Separation . 346 12.4.3 The 3:2 Pull-up 347 12.4.4 Nonsquare Pixels . 349 12.4.4.1 Manipulating an Existing Video Image . 349 12.4.4.2 Creating a New Image for Video . 350 12.4.4.3 PAL Pixels 351 12.4.5 Interlace Flicker 351 12.5 Working with Video in a Film Job 352 12.5.1 Best Video Formats 352 12.5.2 Video Mastered in Video 353 12.5.3 Video Mastered on Film . 354 12.5.4 Frame Size and Aspect Ratio 354 12.6 Working with Film in a Video Job 356 12.7 Working with CGI in a Video Job 356 Chapter 13 Film . 357 13.1 The Film Process 357 13.2 Terms and Definitions 359 13.2.1 Conversions . 359 xiv Table of Contents 13.2.2 Apertures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 359 13.2.3 Composition 360 13.2.4 Aspect Ratio 362 13.2.5 Image Resolutions 363 13.3 Film Formats 364 13.3.1 Full Aperture 364 13.3.1.1 Super 35 . 365 13.3.1.2 Common Top and Common Center 365 13.3.2 Academy Aperture . 366 13.3.3 Cinemascope . 368 13.3.3.1 Working with Cscope 369 13.3.3.2 Reformatting Other Formats to Cscope . 370 13.3.4 3 Perf Film . 371 13.3.5 VistaVision 372 13.3.6 65 mm/70 mm . 373 13.3.7 IMAX 373 13.4 Film Scanners 374 13.5 Film Recorders . 376 13.5.1 How Film Recorders Work 376 13.5.2 Comparison of Laser vs. CRT Film Recorders . 377 13.5.3 Calibrating the Workstation to the Film Recorder . 378 13.5.3.1 Dark Surround . 378 13.5.3.2 Contrast Ratio 378 13.5.3.3 Primary Colors . 379 13.5.3.4 Film Layer Effects . 379 13.5.3.5 Monitor Calibration 379 13.6 Digital Intermediate 380 13.6.1 The DI Process . 380 13.6.2 Advantages of DI . 381 13.6.3 DI and Digital Effects 382 Chapter 14 Log vs. Linear . 385 14.1 Dynamic Range in the Real World 386 14.2 The Behavior of Film 388 14.2.1 Film Response Curves . 389 14.2.2 Exposure . 389 14.2.3 The Balloon Story . 390 14.2.4 Meanwhile, Back at the Film... 391 14.2.5 Opacity . 391 14.3 Representing Film Data in Log Format . 392 14.3.1 The Three Film Zones . 394 14.3.2 The Three Reference Points . 396 14.3.3 Overexposure and Underexposure 396 Table of Contents xv 14.4 Digitizing Film . 397 14.4.1 Linear Data Problems . 397 14.4.1.1 Banding . 398 14.4.1.2 Data Inflation . 399 14.4.1.3 Limited Dynamic Range 400 14.4.2 Log Data Virtues 402 14.4.2.1 Banding . 402 14.4.2.2 Full Dynamic Range . 403 14.4.2.3 Data Efficiency . 404 14.4.2.4 Conclusion . 405 14.5 Bit Depth . 405 14.5.1 What Bit Depth Means . 406 14.5.2 The 10-Bit DPX Ambiguity 408 14.5.3 Changing Bit Depth 409 14.5.4 Floating-Point . 409 14.6 Banding 410 14.6.1 Preventing Banding in an Image . 411 14.6.2 Fixing Banding in an Image . 413 14.6.3 Display Banding 415 Chapter 15 Log Images 417 15.1 Converting Log Images 417 15.1.1 The Conversion Parameters . 417 15.1.1.1 The Black and White References 418 15.1.1.2 The Display Gamma Parameter 420 15.1.2 Log-to-Linear Conversions . 421 15.1.2.1 The Conversion Parameters 421 15.1.2.2 Customizing the Conversion Parameters . 423 15.1.2.3 Soft Clip 424 15.1.3 Linear-to-Log Conversions . 426 15.1.3.1 The Conversion Parameters 427 15.2 Working with Log Images 428 15.2.1 Viewing Cineon Log Images . 428 15.2.2 Color-Correcting 430 15.2.3 Compositing Log Images . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 430 15.2.3.1 Converting Log to Linear 431 15.2.3.2 The Compositing Operation . 431 15.2.3.3 Converting Back to Log 432 15.2.3.4 Color-Correction . 432 15.2.3.5 Transparency . 433 15.2.4 Compositing a Linear Image with Log Images 434 15.2.5 The Screen Operation 434 xvi Table of Contents 15.2.5.1 Screening a Linear Image with a Log Image . 435 15.2.5.2 The Weighted Screen . . . . . . . . . . . . . . . . . . . . . . . . 436 15.2.6 Matte Paintings 436 15.2.6.1 Tips and Techniques . 437 15.2.7 CGI . 438 15.2.7.1 Rendering 438 15.2.7.2 Compositing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 440 15.2.8 Transformations and Blur Operations 441 Glossary 443 Index . 475 http://www.focalpress.com/books/details/9780240813097/ http://www.swdfx.com/prodex/list.php Помоги нашему сайту на расходы за сервер и качай торренты НЕОГРАНИЧЕННО!Пожертвовать 100 ₽ ![]() Или 2204 1201 2214 8816, с комментарием "Помощь трекеру" Связь с администрацией |
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