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Download Digital Lighting and Rendering (3rd Edition) (Voices That Matter)

Download Digital Lighting and Rendering (3rd Edition) (Voices That Matter)

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Digital Lighting and Rendering (3rd Edition) (Voices That Matter)

Digital Lighting and Rendering (3rd Edition) (Voices That Matter)


Digital Lighting and Rendering (3rd Edition) (Voices That Matter)


Download Digital Lighting and Rendering (3rd Edition) (Voices That Matter)

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Digital Lighting and Rendering (3rd Edition) (Voices That Matter)

About the Author

Jeremy Birn has been a Lighting Technical Director at Pixar since 2002, and has lit shots in movies including Brave, Toy Story 3, Ratatouille, Wall-e, Cars 1 and 2, and The Incredibles. He has previously done visual effects and lighting work at companies including Tippett Studios, CBS Television, Wild Brain, and Palomar Pictures.   He also has taught advanced lighting and rendering at the Academy of Art University in San Francisco and the California Institute of the Arts, and has taught master classes in Maya at Autodesk.

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Product details

Series: Voices That Matter

Paperback: 464 pages

Publisher: New Riders; 3 edition (November 21, 2013)

Language: English

ISBN-10: 0321928989

ISBN-13: 978-0321928986

Product Dimensions:

7.5 x 0.9 x 9 inches

Shipping Weight: 2 pounds (View shipping rates and policies)

Average Customer Review:

4.7 out of 5 stars

62 customer reviews

Amazon Best Sellers Rank:

#626,088 in Books (See Top 100 in Books)

Jeremy Birn’s Digital Lighting and Rendering is a masterful treatise on digital lighting and, in my opinion, a must have on your bookshelf if you’re a 3d artist. While the text is clearly aimed at pre-rendered art, for example in animated movies or live-action effects, most of the concepts are fundamental enough to apply to lighting real-time scenes in games, or even more traditional art mediums. I found the pace to be good, and lots of important areas are covered. The chapter list includes lighting design, shadows and occlusion, environments and architecture, characters, cameras, composition, the science of color, rendering algorithms, textures, layers, production pipelines, and an appendix for getting a job in the industry. Though there are lots of books that cover specific topics or software packages (such as modeling in Maya), it’s more difficult to find higher-level books that focus on the fundamentals. Of course, it’s important to understand the tools you are using, but without a solid foundation you will likely end up making avoidable mistakes.My interest is definitely in real-time rendering, so many of the topics were not directly relevant. However, I do have some experience with pre-rendered content creation, mostly noticeably during my time in art school, and some of the topics here were even beyond what I learned getting a 4 year degree. I will say that the material would be most apt for people doing film, and the book is certainly catering to that audience. However, in my case, I find a lot of the real-time books to be too narrowly focused on the algorithms and maths and not enough time is spent telling you how to use those methods to produce quality art. So I like looking at other sources to get a different perspective. Even in games there is some crossover, for example in cut-scenes or making promotional images, so the knowledge can still be useful. All-in-all I enjoyed the book and I would highly recommend it to any current or aspiring 3d artist.

If you're a hobby 3D graphhics artist or thinking of entering into the world of computer graphics, then this book is an essential resource to give you that realism factor often missing in artists works seen today.The Book is superbly presented in glossy paper format with excellently reproduced colour images that generously fill the book as examples of how to achieve the right lighting for that perfect shot you were trying to setup but till now had no idea of how to achieve it.This volume is a how to for novice and advanced artist alike, brilliantly guiding you through the ins and outs of rendering the most perfectly realisticly shaded 3D image possible.Chapters guide you through Lighting workflow, three point lighting, Shadows (a must),Qualities of light, Colour, Exposure, Composition and staging (worth the price of the book alone), Materials and rendering algorithms(tips to turn a good work into a masterpiece)and Compositing(the absolute icing on the cake).There is a Lot one can learn from this volume and dare I say that it has to be if not the best then one of the very best presentations on this topic I've ever had the good fortune to study from.

Reviewers all over the internet have raved about this book for years and I was not disappointed when I finally purchased it last month. It truly is a "bible" in the digital graphic & animation industry.The author makes the information general enough so that it is useful no matter what software you use. As an Architect, my interest in 3d digital rendering is to create realistic photos of my unbuilt designs. However, I found the author's information on composing, lighting, and rendering animated characters (which seems to be the author's main focus) incredibly helpful in fulfilling my goals. Birn's approach is thorough and no-nonsense.

If only all the documentation for 3D software were written like this clear and concise book. I don't know why but the books I've read on 3D tend to leave me more frustrated than any area of learning that I've undertaken. It's a complex subject but some authors seemed determined to make it harder than it is. Not Mr. Birn. He explains not just how to do something but why. The added bonus is that the information is platform agnostic. He seems to cover a lot of the different terms software companies use to describe the same processes and he candidly assesses their value in the finished work. There a plenty of clear color renderings that show the subtle differences that are the difference between good and great. Worth every penny.

The 2nd edition was already an outstanding book. I'm just an amateur in 3D but Birn's work has been immensely helpful to clarify lot of things I had heard about but never seen in detail.The book gives a good look at the many aspects of the 3D rendering process without going too deep into technicalities : as such, it is a fitting read for beginners and intermediate users alike.I'm re-reading the 3rd edition right now, I really liked the part related to the linear workflow (gamma correction), which to be honest had always puzzled me a bit in the past, but here it is explained with good clarity.I definitely recommend this book, especially if you are just beginning your exploration into 3D. It will give you a first background of knowledge and put you on the right path.

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