Real-Time Cinematography for Games (Game Development Series)
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Book Description
Today s television and movie productions are produced using the highest quality computer graphics available,and computer game audiences have come to expect the same quality. To achieve this cinematographic quality, programmers need to understand the principles of lighting, camera positioning,and motion. Real-Time Cinematography for Interactive Entertainment teaches programmers and artists how to incorporate tried-and-true filmmaking techniques into their games. The book begins with an overview filmmaking and cinematography basics and explains how to apply them to games. It details how to place cameras based on the character and environment, explains how to handle a camera for panning,zooming, and cradle movement,and details how to program these techniques into the their games using C++examples. The book then explores the camera lens and how to achieve a variety of effects with software cameras.Hands-on examples illustrate the importance of good lighting and how to handle transitions to new lighting arrangements.The last part of the book covers the essential areas of filters, sound effects,interactive music,movement,and dialog, including coverage of current voice recognition technology. This is the one resource programmers and artists need to ensure that they are producing the quality effects and graphics that will keep their players coming back for more! FEATURES: * Presents traditional film techniques adapted for use in interactive entertainment and games * Provides practical examples,including code examples in C++that can be easily implemented * Focuses on using the concepts of cinematographic lighting to improve real-time lighting * Integrates coverage of graphics,editing,sound,and artificial intelligence * Includes insightful interviews with leading professionals in the film industry * Includes a companion CD-ROM with all the source code for the examples in the book as well as demos of useful tools
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