Maths for Computer Graphics

The Art and Science of Digital compositing

Techniques for Visual Effects, Animation and Motion Graphics (The Morgan Kaufmann Series in Computer Graphics)

*The classic reference, with over 25,000 copies in print, has been massively expanded and thoroughly updated to include state-of-the-art methods and 400+ all-new full color images! At ILM, compositing is one of the most important tools we use. If you want to learn more, this excellent 2nd-edition is detailed with hundreds of secrets that will help make your comps seamless. For beginners or experts, Ron walks you through the processes of analysis and workflows - linear thinking which will help you become deft and successfully tackle any shot. - Dennis Muren ASC, Senior Visual Effects Supervisor, Industrial Light & Magic Ron Brinkman's book is the definitive work on digital compositing and we have depended on this book as a critical part of our in-house training program at Imageworks since the 1999 Edition. We use this book as a daily textbook and reference for our lighters, compositors and anyone working with digital imagery. It is wonderful to see a new edition being released and it will certainly be required reading for all our digital artists here at Imageworks. - Sande Scoredos, Executive Director of Training & Artist Development, Sony Pictures Imageworks The Art and Science of Digital Compositing is the only complete overview of the technical and artistic nature of digital compositing. It covers a wide range of topics from basic image creation, representation and manipulation, to a look at the visual cues that are necessary to create a believable composite. Designed as an introduction to the field, as well as an authoritative technical reference, this book provides essential information for novices and professionals alike. *17 new case-studies provide in-depth looks at the compositing work done on films such as Chronicles of Narnia: The Lion, the Witch and the Wardrobe, The Golden Compass, The Incredibles, King Kong, The Lord of the Rings: The Return of the King, Sin City, Spider-Man 2, Wallace and Gromit: The Curse of the Were-Rabbit, and Star Wars: Episode 3 - Revenge of the Sith. *Includes new sections on 3D compositing, High Dynamic Range (HDR) imaging, Rotoscoping, and much more!

All disc-based content for this title is now available on the Web.

*17 new case-studies provide in-depth looks at the compositing work done on films such as Chronicles of Narnia: The Lion, the Witch and the Wardrobe, The Golden Compass, The Incredibles, King Kong, The Lord of the Rings: The Return of the King, Sin City, Spider-Man 2, Wallace and Gromit: The Curse of the Were-Rabbit, and Star Wars: Episode 3 - Revenge of the Sith.

*Includes new sections on 3D compositing, High Dynamic Range (HDR) imaging, Rotoscoping, and much more!

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Digital Compositing for Film and Video

by Steve Wright

 

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.

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Mathematics for Computer Graphics

Undergraduate Topics in Computer Science

John Vince explains a wide range of mathematical techniques and problem-solving strategies associated with computer games, computer animation, virtual reality, CAD, and other areas of computer graphics.

Covering all the mathematical techniques required to resolve geometric problems and design computer programs for computer graphic applications, each chapter explores a specific mathematical topic prior to moving forward into the more advanced areas of matrix transforms, 3D curves and surface patches. Problem-solving techniques using vector analysis and geometric algebra are also discussed.

All the key areas are covered including: Numbers, Algebra, Trigonometry, Coordinate geometry, Transforms, Vectors, Curves and surfaces, Barycentric coordinates, Analytic geometry.

Plus – and unusually in a student textbook – a chapter on geometric algebra is included.

1692
FXPhd course - Mathematics for VFX and Design

This course aims to provide a basis for Maths for the Artist that says "If I'd known Maths would have been central to effects and animation I would have paid attention in school!" Mike Seymour works through the major areas of maths that are useful to understand for visual effects and animation. This really is a maths course, teaching you both actual maths and the principles of areas of maths in more advanced areas. The aim is to equip you with the tools you need and to demystify the jargon - so you can understand the principles and approaches we use maths for everyday in production and post.

course syllabus

Class 1: Introduction to Maths - some useful concepts and an outline of the major areas of maths
Class 2: Co-ordinate systems, simple matrix, vectors and dot product. Plus, a tutorial on some of the basic concepts covered in the class
Class 3: Vector addition and Subtraction - normals
Class 4: Fibonacci sequence, Pi, the Golden ratio, noise and turbulence.
Class 5: Algebra and factoring equations
Class 6: Equation solving using Matrix multiplication and the Unity Matrix
Class 7: Velocity, Acceleration and Gravity
Class 8: Calculus part 2: Integral and Differential equations
Class 9: Fourier Transforms
Class 10: Putting it all together: how everything you have learnt this term can unlock a Siggraph paper
1909
Khan Academy

For free - for everyone

1608
Scratch a pixel website

Learn Computer Graphics Programming from Scratch

1597

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