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Filming the Fantastic with Virtual Technology

Filming the Fantastic with Virtual Technology
Author: Mark Sawicki
Publisher: Routledge
Total Pages: 252
Release: 2020-03-27
Genre: Performing Arts
ISBN: 1000762483

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This book brings fantasy storytelling to a whole new level by providing an in-depth insight into the tools used for virtual reality, augmented reality, 360 cinema and motion capture in order to repurpose them to create a virtual studio for filmmaking. Gone are the long days and months of post before seeing your final product. Composites and CG characters can now be shot together as fast as a live-action show. Using off-the-shelf software and tools, authors Mark Sawicki and Juniko Moody document the set-up and production pipelines of the modern virtual/mocap studio. They reveal the procedures and secrets for making movies in virtual sets. The high-end technology that enabled the creation of films such as The Lord of the Rings, Avatar and The Jungle Book is now accessible for smaller, independent production companies. Do you want your actors to perform inside of an Unreal® Game Engine set and interact with the environment? Do you want to be able to put your live-action camera on a jib or dolly and move effortlessly through both a live-action and virtual space together? Do you want live performers interacting with giants, elves and other creatures manipulated by motion capture in real time? This book discusses all of these scenarios and more, showing readers how to create high-quality virtual content using alternative, cost-effective technology. Tutorials, case studies, and project breakdowns provide essential tips on how to avoid and overcome common pitfalls, making this book an indispensable guide for both beginners to create virtual backlot content and more advanced VFX users wanting to adopt best practices when planning and directing virtual productions with RealityTM software and performance capture equipment such as Qualysis.


Filming the Fantastic: A Guide to Visual Effects Cinematography

Filming the Fantastic: A Guide to Visual Effects Cinematography
Author: Mark Sawicki
Publisher: CRC Press
Total Pages: 309
Release: 2012-12-06
Genre: Performing Arts
ISBN: 1136066624

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Don't waste valuable time and budget fixing your footage in post! Shoot the effects you want effectively and creatively the first time. This full-color step-by step guide to visual effects cinematography empowers you to plan out and execute visual effects shots on a budget, without falling into the common pitfall of using high-end computer graphics to "fix it in post. Learn how to effectively photograph foreground miniatures, matte paintings, green screen set ups, miniatures, crowd replication, explosions, and so much more to create elements that will composite together flawlessly. Filming the Fantastic focuses on the art and craft of visual effects using real case scenarios from a visual effects cameraman. These lessons from the front line will give you ideas and insight so you can translate your skills into any situation, no matter what camera or software package you are using and no matter if you are using film or digital technology. Learn how to film your fantastic visual effects with this book!


Virtual Reality Filmmaking

Virtual Reality Filmmaking
Author: Celine Tricart
Publisher: Taylor & Francis
Total Pages: 260
Release: 2017-11-22
Genre: Art
ISBN: 1315280396

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Virtual Reality Filmmaking presents a comprehensive guide to the use of virtual reality in filmmaking, including narrative, documentary, live event production, and more. Written by Celine Tricart, a filmmaker and an expert in new technologies, the book provides a hands-on guide to creative filmmaking in this exciting new medium, and includes coverage on how to make a film in VR from start to finish. Topics covered include: The history of VR; VR cameras; Game engines and interactive VR; The foundations of VR storytelling; Techniques for shooting in live action VR; VR postproduction and visual effects; VR distribution; Interviews with experts in the field including the Emmy-winning studios Felix & Paul and Oculus Story Studio, Wevr, Viacom, Fox Sports, Sundance’s New Frontier, and more.


Virtual Reality Cinema

Virtual Reality Cinema
Author: Eric R. Williams
Publisher: Routledge
Total Pages: 274
Release: 2021-02-17
Genre: Performing Arts
ISBN: 1000341933

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Award-winning cine-maVRicks Eric R. Williams, Carrie Love and Matt Love introduce virtual reality cinema (also known as 360° video or cine-VR) in this comprehensive guide filled with insider tips and tested techniques for writing, directing and producing effectively in the new medium. Join these veteran cine-VR storytellers as they break down fundamental concepts from traditional media to demonstrate how cine-VR can connect with audiences in new ways. Examples from their professional work are provided to illustrate basic, intermediate and advanced approaches to crafting modern story in this unique narrative space where there’s no screen to contain an image and no specific stage upon which to perform. Virtual Reality Cinema will prepare you to approach your own cine-VR projects via: Tips and techniques for writing, directing and producing bleeding-edge narrative cine-VR projects; More than a hundred photos and illustrations to explain complex concepts; Access to more than two hours of on-line cine-VR examples that you can download to watch on your own HMD; New techniques developed at Ohio University’s Game Research and Immersive Design (GRID) Lab, including how to work with actors to embrace Gravity and avoid the Persona Gap, how to develop stories with the Story Engagement Matrix and how to balance directorial control and audience agency in this new medium. This book is an absolute must read for any student of filmmaking, media production, transmedia storytelling and game design, as well as anyone already working in these industries that wants to understand the new challenges and opportunities of virtual reality cinema.


Filming the Fantastic: A Guide to Visual Effects Cinematography

Filming the Fantastic: A Guide to Visual Effects Cinematography
Author: Mark Sawicki
Publisher: Taylor & Francis
Total Pages: 356
Release: 2012-11-12
Genre: Performing Arts
ISBN: 1136066535

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Don't waste valuable time and budget fixing your footage in post! Shoot the effects you want effectively and creatively the first time. This full-color step-by step guide to visual effects cinematography empowers you to plan out and execute visual effects shots on a budget, without falling into the common pitfall of using high-end computer graphics to "fix it in post, which can be an expensive, drawn out process. Instead, learn how to put your shots together before you start shooting-whether you're working in digital or film. Learn how to effectively photograph and create miniatures, matte paintings, green screen set ups, crowd replication, digital rear projection, and so much more to create elements that will composite together flawlessly. The main purpose of effects is to promote the story, not just to wow an audience with amazing tricks created digitally. This book describes methods for creating seamless effects that don't call attention to themselves but enhance the scene as a whole. The technical foundations of film and digital capture are given in the introductory chapters of the book, and you are presented with real world scenarios that illustrate these basic concepts in a practical sense. Step-by-step illustrations of photographic element creation empower you to learn how to effectively pre-plan and execute your own visual effects challenges.


Cinematic Virtual Reality

Cinematic Virtual Reality
Author: Kath Dooley
Publisher: Springer Nature
Total Pages: 146
Release: 2021-04-27
Genre: Art
ISBN: 3030721477

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With reference to traditional film theory and frameworks drawn from fields such as screenwriting studies and anthropology, this book explores the challenges and opportunities for both practitioners and viewers offered by the 360-degree storytelling form. It focuses on cinematic virtual reality (CVR), a format that involves immersive, high quality, live action or computer-generated imagery (CGI) that can be viewed through head mounted display (HMD) goggles or via online platforms such as YouTube. This format has surged in popularity in recent years due to the release of affordable high quality omnidirectional (360-degree) cameras and consumer grade HMDs. The book interrogates four key concepts for this emerging medium: immersion, presence, embodiment and proximity through an analysis of innovative case studies and with reference to practitioner interviews. In doing so, it highlights the specificity of the format and provides a critical account of practitioner approaches to the concept development, writing and realisation of short narrative CVR works. The book concludes with an account of the author’s practice-led research into the form, providing a valuable example of creative practice in the field of immersive media.


Multimedia and Virtual Reality Engineering

Multimedia and Virtual Reality Engineering
Author: Richard Brice
Publisher: Butterworth-Heinemann
Total Pages: 328
Release: 1997-10-17
Genre: Computers
ISBN: 9780750629874

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This is the complete practical introduction to virtual reality and multimedia for those wishing to build systems. It covers the foundations and engineering needed to design and construct projects incorporating video, audio and textural elements and including the use of the latest hardware, to create an artificial world for education, information or entertainment. Production and authoring platforms are described, computer animation and hypertext are covered, but those looking for pages of software listings and computerspeak will be disappointed. This book is about the nuts and bolts: sound and video cards, head mounted displays, CrystalEyes glasses, other 3D glasses for entertainment, audio and video production, and realistic auditory and visual stimulation including stereoscopy. The creation of Cyberspace, and strategies to achieve a complete Cyberatmosphere are presented. Three-dimensional sound generation and video techniques that have never previously been published are revealed. This is the handbook for anyone working in the industry, or hoping to enter it. It also provides a guide for those hoping to 'cross-fertilise' the industry, coming from audio, video, computing or engineering backgrounds. A complete technical guide to MM and VR Includes a Hypertext edition of the book with added audio and graphics on CD Hardware, software, video and never before published 3D audio techniques covered


VIRTUAL PRODUCTION MAGAZINE

VIRTUAL PRODUCTION MAGAZINE
Author: Keith Sutliff
Publisher: KS PICTURES LLC
Total Pages: 48
Release: 2023-11-08
Genre: Performing Arts
ISBN:

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About the Book Are you ready to dive into the cutting-edge world of virtual production? Look no further than Virtual Production Magazine, your go-to resource for all things relevant to this innovative filmmaking technique. In this magazine, we will explore the latest developments, trends, and innovations in virtual production, which combines the best of conventional filmmaking with state-of-the-art virtual technology. From virtual sets and digital environments to real-time rendering and motion capture, we will explore the secrets behind creating immersive and visually stunning films.


Lemons

Lemons
Author: Melissa D. Savage
Publisher: Crown Books For Young Readers
Total Pages: 322
Release: 2017
Genre: Juvenile Fiction
ISBN: 1524700126

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After her mother dies in 1975, ten-year-old Lemonade must live with her grandfather in a small town famous for Bigfoot sitings and soon becomes friends with Tobin, a quirky Bigfoot investigator.


The Cinematic VR Field Guide

The Cinematic VR Field Guide
Author: Hester Ebesu
Publisher:
Total Pages: 136
Release: 2021-05-20
Genre:
ISBN:

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Virtual reality (VR) is truly a new medium. Along with the excitement at the creative possibilities, there is also much confusion within the film industry on how best to shoot a compelling piece of VR content. Questions regarding camera movement, blocking, lighting, stereoscopic 3D versus mono, spatial sound capture, and interactivity all get asked repeatedly. As Jaunt is at the forefront of cinematic virtual reality production, the purpose of this guide is to share our experiences with shooting a vast array of VR content with the wider community-what works and what doesn't. We are not, however, trying to produce an exhaustive text on the entirety of filmmaking but rather trying to cover the additional complexities and challenges that come with shooting in VR. Much of what will be discussed is framed through the lens (so to speak) of the Jaunt ONE camera system as that is the rig with which we are most familiar and we provide specific details on it wherever applicable. The vast majority of the content of this paper covers general VR shooting techniques however and we attempt to keep the material as agnostic as possible. Virtual reality technology as well as the language of cinematic VR is constantly and rapidly changing at a breakneck pace so we will endeavor to update this guide from time to time as new techniques present themselves and new technology develops. We hope you enjoy this guide.