The VES Handbook of Visual Effects - Jeffery A. Okun, Susan Zwerman.pdf

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The VES Handbook of Visual Effects: Industry Standard VFX Practices and Procedures
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Library of Congress Cataloging-in-Publication Data
The VES handbook of visual effects: industry standard VFX practices and procedures/edited by Jeffrey A. Okun, Susan 
Zwerman; co-editors, Scott Squires, Toni Pace Carstensen, Kevin Rafferty.
       p. cm.
  Includes bibliographical references and index.
  ISBN 978-0-240-81242-7 (pbk. : alk. paper) 1. Cinematography—Special effects—Handbooks, manuals, etc. 
2. Digital video—Handbooks, manuals, etc. 3. Digital cinematography—Handbooks, manuals, etc. I. Okun, Jeffrey A. 
II. Zwerman, Susan. III. Visual Effects Society. IV. Title: Handbook of visual effects. 
  TR858.V47 2010
  778.5’345—dc22
2010008415
British Library Cataloguing-in-Publication Data
A catalogue record for this book is available from the British Library.
ISBN:  978-0-240-81242-7
For information on all Focal Press publications 
visit our website at www.elsevierdirect.com
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Typeset by : diacriTech, Chennai, India 
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ABOUT THE VES xxiii
ABOUT THE VES
The Visual Effects Society (VES) is a nonproit professional, honorary
society dedicated to advancing and promoting the art and science
of visual effects and to foster and strive for excellence and knowl-
edge in all matters pertaining to visual effects. Further, the VES
strives to actively cultivate talented individuals in this discipline;
to educate and develop public awareness and understanding; to
support and encourage technological advancements in the ield
of visual effects; and to establish a collective organization that rec-
ognizes, advances, and honors visual effects as an art form, in order
to promote the interests of its membership.
FOREWORD xxv
Foreword
It became apparent to the Visual Effects Society that a need for
exposing, and thereby standardizing, best practices in the cre-
ation of visual effects and the associated processes to the indus-
try and others has long been overdue. This is especially true now,
when one considers that our art is currently involved in virtually
every moving image project regardless of medium—sometimes
having a larger budget and creative impact on the inal product
than any other aspect of the industry today. The Society therefore
made it a priority to create this book.
The VES Handbook of VFX has been written by artists and
technologists who have helped create literally millions upon mil-
lions of shots, images, scenes, and visuals for television, movies,
commercials, animation, games, and visual media worldwide.
Every one of the 88 contributors to this effort is an experienced,
highly qualiied professional who can be classiied as a leader in
the ield. Their contributions, their opinions, and their under-
standing come at the price of hard-won lessons taught by that
best teacher of all: experience . And each has sellessly given his or
her time, knowledge, and expertise to the creation of this book.
Our intention is for The VES Handbook of VFX to set an industry
standard for visual effects practices and procedures.
The book is meant to guide and inform as well as to enlighten,
share, and educate. But it is far from being a complete explana-
tion and discussion of all aspects of visual effects. As detailed as
it might appear, every shot is different from every other one, and
no set of rules, beliefs, opinions, or suggestions will be applicable
to all. There is no substitute for experience, and this book should
not be taken as such.
Everyone in the business of imagery has the same goal, or at
least similar goals. Whether a visual effects producer, supervisor,
pyrotechnics expert, miniature builder, cinematographer, plate
supervisor, CG god, software engineer, rotoscoper, production
coordinator, studio executive, compositor, matte artist, illustra-
tor, color timer, etc., all will be, and should be, seeking the high-
est quality imagery at a reasonable cost. It is never an easy task to
achieve this goal. But by being better informed, by learning from
others’ successes and mistakes, it will make achieving that goal at
least a bit easier.
We hope that as you read this book, you will begin to under-
stand the steps, experiments, processes, software, hardware, rela-
tionships, politics, and tasks that lead to the successful creation
xxvi FOREWORD
of visual effects. And as you gain that knowledge and begin to
test, create, and invent, you will be able to add to that knowledge.
An online companion site ( www.VESHandbookofVFX.com )
accompanies this book. It is populated by more in-depth discus-
sions of the material contained herein. But more importantly, this
is where you will be able to add to this wealth of information, as
your experience dictates.
One thing of utmost importance that this book does not
address directly is story . As visual effects artists, we always need to
keep in mind that our purpose is to tell the story. Visual effects is
a very powerful and effective art to that end. And it is fast rising to
be the most important and lexible art in the moving image indus-
try. We have enabled directors and writers to tell stories that have
never been told before in ways that have never been seen before!
Consider what the stories of George Lucas, Steven Spielberg, and
James Cameron, to name but a few, would have been like with-
out the work of the visual effects artists and technologies. Where
would Pixar be without our art? But, as Spiderman’s Uncle Ben 1
said to him, “With great power comes great responsibility.” And
so it is with visual effects. We have a responsibility to the art, to
each other, and most importantly, to the story. We must never
lose sight of the fact that the best visual effects in the world are
pointless if they cannot advance the story.
So to you, the reader, the student, the artist, the professional,
we applaud you for wanting to know more, for reading and
digesting the information contained in this book. We hope that
after reading it, you will feel better prepared to go out into the
world armed with greater knowledge and a more powerful tool
set than you had before that will help you create the images you
need to tell your story.
Jeffrey A. Okun
Editor
Susan Zwerman
Editor
1 Spider-Man (2002)
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