Description |
1 online resource (195 p.) |
Contents |
Cover -- Half Title -- Title -- Copyright -- Contents -- List of Contributors -- Acknowledgments -- Chapter 1 Introduction -- We Are Surrounded by Visual Content -- Creative Video for Live Visuals -- Live Entertainment Is Forever Changed -- Real-Time Video Content Is the Engine that Powers Virtual Production -- What This Book Is Not -- Section 1 Exploring Real-Time Content -- Chapter 2 Defining Real-Time Video Content -- Defining the Term "Real-Time" -- The Master Variable: Time -- Variable Triggers Combined with Variable Results -- Chapter 3 Foundations Part 1: The Video Image |
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How Do Computers Display Images? -- What Defines a Computer Image? -- Making Real-Time Images: Generative Content -- Making Real-Time Images: Software and Game Engines -- Chapter 4 Foundations Part 2: Code and Generative Content -- Generative Content -- Video Games -- The Internet -- VR and AR -- Case Study -- Blair Neal -- Trace Your Road -- Chapter 5 Foundations Part 3: Broadcast -- Studio Image Compositing -- Camera POV -- Sports -- Broadcast AR -- Background Replacement -- Case Study -- Bluman Associates -- Dave at The BRITS 2020 -- The Project and Use of Real-Time -- The Challenges |
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The Tests, Research or Development to Provide the Solutions -- The End Goal (Not Modified to Be Successful!) and the Result -- Chapter 6 Real-Time Content Generation Applications -- Custom Code -- Processing -- Effects Engines -- Media Server Effects Engines -- Node Based -- Game Engines -- Beyond Computer Graphics -- Case Study -- Electronic Countermeasures -- The Foo Fighters 26th Anniversary Tour -- Chapter 7 A Collision of Technologies -- What Are All the Tools We Combine? -- Media Control and Management -- Projection Mapping and Scenery Tracking -- Environment Modeling -- Camera Tracking |
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Content Generation -- Front Plate and Back Plate -- Virtual Production Stage Types -- LED Stages/Volumes -- LED Stages/XR Stages -- Modern Green Screen -- Online Events -- What Happens Next? -- Hybrid Audiences -- Remote Performance -- AR for Live Events -- Case Study -- Rich & Miyu -- AR Livestreamer -- A TouchDesigner Based Software Solution for AR Applications -- Section 2 Real-Time Content Entertainment Applications -- Chapter 8 Content Production -- The No-Render Advantage -- Creative Flexibility -- Live Signal Manipulation -- Interactive Content Production -- Environmental Responsiveness |
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Camera Perspective Generated Content -- Case Study -- Fray Studio -- Real-Time Update -- Chapter 9 Augmented Reality -- Virtual Graphic Imagery -- Scenic Augmentation -- Human Tracking and Motion Capture -- Case Study -- All of It Now -- Coldplay x BTS -- Project Timeline -- Technical Considerations -- Creative Pipeline -- The Creative Process -- On Set Deployment/Challenges -- Post-Production Challenges -- A Volumetric Future -- Chapter 10 Background Replacement -- Scenic Backdrops -- Depth Simulation -- LED vs Green Screen -- Case Study -- Fernando González Ortiz -- The Lion and The Firebird |
Notes |
Description based upon print version of record |
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The New Frontier in Student Filmmaking with Virtual Production |
Subject |
Digital video
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Real-time data processing
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Form |
Electronic book
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ISBN |
9781000822281 |
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1000822281 |
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