Computer Technology in the Movie Industry

Computer Technology in the Movie Industry PDF Author: Suzanne Landa
Publisher:
ISBN:
Category : Cinematography
Languages : en
Pages : 24

Get Book Here

Book Description

Computer Technology in the Movie Industry

Computer Technology in the Movie Industry PDF Author: Suzanne Landa
Publisher:
ISBN:
Category : Cinematography
Languages : en
Pages : 24

Get Book Here

Book Description


Computer Technology in the Movie Industry

Computer Technology in the Movie Industry PDF Author:
Publisher:
ISBN:
Category :
Languages : en
Pages :

Get Book Here

Book Description


Using Computer Science in Film and Television Careers

Using Computer Science in Film and Television Careers PDF Author: Xina M. Uhl
Publisher: The Rosen Publishing Group, Inc
ISBN: 1508183937
Category : Young Adult Nonfiction
Languages : en
Pages : 82

Get Book Here

Book Description
The film and TV industry has changed dramatically over the last few decades due to the advancement of computer software. Not only has technology improved but it has also opened unforeseen venues of distribution for independent and small-budget productions. Computer science job openings involve virtual reality, artificial intelligence, robotics, drones, and other advanced applications. This extensive guide provides an in-depth look at established and emerging career developments in major entertainment industry studios and production facilities. It also profiles opportunities in adjacent businesses, such as equipment dealers and vendors skilled in visual effects, sound, and other applications.

Filming the Fantastic with Virtual Technology

Filming the Fantastic with Virtual Technology PDF Author: Mark Sawicki
Publisher: Routledge
ISBN: 1000762483
Category : Performing Arts
Languages : en
Pages : 252

Get Book Here

Book Description
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.

Keeping the U.S. Computer and Communications Industry Competitive

Keeping the U.S. Computer and Communications Industry Competitive PDF Author: Computer Science and Telecommunications Board
Publisher: National Academies Press
ISBN: 0309521572
Category : Computers
Languages : en
Pages : 118

Get Book Here

Book Description
Interactive multimedia and information infrastructure receive a lot of attention in the press, but what do they really mean for society? What are the most significant and enduring innovations? What does the convergence of digitally based technologies mean for U.S. businesses and consumers? This book presents an overview of the exciting but much-hyped phenomenon of digital convergence.

Computer Generated Animation and Movie Production at Larc

Computer Generated Animation and Movie Production at Larc PDF Author: National Aeronautics and Space Administration (NASA)
Publisher: Createspace Independent Publishing Platform
ISBN: 9781725622111
Category :
Languages : en
Pages : 34

Get Book Here

Book Description
The process of producing computer generated 16mm movies using the MOVIE.BYU software package developed by Brigham Young University and the currently available hardware technology at the Langley Research Center is described. A general overview relates the procedures to a specific application. Details are provided which describe the data used, preparation of a storyboard, key frame generation, the actual animation, title generation, filming, and processing/developing the final product. Problems encountered in each of these areas are identified. Both hardware and software problems are discussed along with proposed solutions and recommendations. Gates, R. L. and Matthews, C. G. and Vonofenheim, W. H. and Randall, D. P. and Jones, K. H. Langley Research Center NASA-CR-172375, NAS 1.26:172375, TAO-34013 NAS1-16078; RTOP 999-16-04-03...

The Cinema in Flux

The Cinema in Flux PDF Author: Lenny Lipton
Publisher: Springer Nature
ISBN: 1071609513
Category : Science
Languages : en
Pages : 795

Get Book Here

Book Description
The first of its kind, this book traces the evolution of motion picture technology in its entirety. Beginning with Huygens' magic lantern and ending in the current electronic era, it explains cinema’s scientific foundations and the development of parallel enabling technologies alongside the lives of the innovators. Product development issues, business and marketplace factors, the interaction of aesthetic and technological demands, and the patent system all play key roles in the tale. The topics are covered sequentially, with detailed discussion of the transition from the magic lantern to Edison’s invention of the 35mm camera, the development of the celluloid cinema, and the transition from celluloid to digital. Unique and essential reading from a lifetime innovator in the field of cinema technology, this engaging and well-illustrated book will appeal to anyone interested in the history and science of cinema, from movie buffs to academics and members of the motion picture industry.

The Digitization of Cinematic Visual Effects

The Digitization of Cinematic Visual Effects PDF Author: Rama Venkatasawmy
Publisher: Lexington Books
ISBN: 0739176226
Category : Performing Arts
Languages : en
Pages : 346

Get Book Here

Book Description
The Digitization of Cinematic Visual Effects: Hollywood’s Coming of Age, by Rama Venkatasawmy, analyzes how the Hollywood cinema industry’s visual effects applications have not only motivated the expansion of filmmaking praxis, they have also influenced the evolution of viewing pleasures and spectatorship experiences. Following the digitization of their associated technologies, VFX have been responsible for multiplying the strategies of representation and storytelling, as well as extending the range of stories that can potentially be told onscreen. By the same token, the visual standards of the Hollywood film’s production and exhibition have been growing in sophistication. On the basis of displaying groundbreaking VFX—immaculately realized through the application of cutting-edge technologies and craftsmanship—and of projecting such a significant degree of visual innovation and originality, certain Hollywood movies have established techno-visual trends and industrial standards for subsequent filmmaking practice. Hollywood cinema’s entry into the digital realm is intertwined with the intensification of conglomeratic practices within the movie business, the domain of techno-scientific R&D in filmmaking, and the unification of corporate media, information technology, and entertainment. Hence, the standardization of, and convergence toward, the digital medium is emblematic of Hollywood cinema’s techno-industrial evolution in the late twentieth century. Accordingly, this volume identifies various synergies and partnerships—between VFX providers, movie studios, graphic designers, and more—that have emerged from a progressive growth of awareness in Hollywood of the digital medium’s potential.

Entertainment Computing - ICEC 2004

Entertainment Computing - ICEC 2004 PDF Author: Matthias Rauterberg
Publisher: Springer Science & Business Media
ISBN: 3540229477
Category : Computers
Languages : en
Pages : 622

Get Book Here

Book Description
The advancement of information and communication technologies (ICT) has enabled broad use of ICT and facilitated the use of ICT in the private and personal domain. ICT-related industries are directing their business targets to home applications. Among these applications, entertainment will differentiate ICT applications in the private and personal market from the of?ce. Comprehensive research and development on ICT - plications for entertainment will be different for the promotion of ICT use in the home and other places for leisure. So far engineering research and development on enterta- ment has never been really established in the academic communities. On the other hand entertainment-related industries such as the video and computer game industries have been growing rapidly in the last 10 years, and today the entertainment computing bu- ness outperforms the turnover of the movie industry. Entertainment robots are drawing theattentionofyoungpeople. TheeventcalledRoboCuphasbeenincreasingthenumber of participants year by year. Entertainment technologies cover a broad range of pr- ucts and services: movies, music, TV (including upcoming interactive TV), VCR, VoD (including music on demand), computer games, game consoles, video arcades, g- bling machines, the Internet (e. g. , chat rooms, board and card games, MUD), intelligent toys, edutainment, simulations, sport, theme parks, virtual reality, and upcoming service robots. The?eldofentertainmentcomputingfocusesonusers’growinguseofentertainment technologies at work, in school and at home, and the impact of this technology on their behavior. Nearly every working and living place has computers, and over two-thirds of childreninindustrializedcountrieshavecomputersintheirhomesaswell.

Digital Visual Effects in Cinema

Digital Visual Effects in Cinema PDF Author: Stephen Prince
Publisher: Rutgers University Press
ISBN: 0813552184
Category : Performing Arts
Languages : en
Pages : 271

Get Book Here

Book Description
Avatar. Inception. Jurassic Park. Lord of the Rings. Ratatouille. Not only are these some of the highest-grossing films of all time, they are also prime examples of how digital visual effects have transformed Hollywood filmmaking. Some critics, however, fear that this digital revolution marks a radical break with cinematic tradition, heralding the death of serious realistic movies in favor of computer-generated pure spectacle. Digital Visual Effects in Cinema counters this alarmist reading, by showing how digital effects–driven films should be understood as a continuation of the narrative and stylistic traditions that have defined American cinema for decades. Stephen Prince argues for an understanding of digital technologies as an expanded toolbox, available to enhance both realist films and cinematic fantasies. He offers a detailed exploration of each of these tools, from lighting technologies to image capture to stereoscopic 3D. Integrating aesthetic, historical, and theoretical analyses of digital visual effects, Digital Visual Effects in Cinema is an essential guide for understanding movie-making today.