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CG ACADEMY | lighting and rendering fundamentals 1 light and colour theory(灯光与渲染基础:光线与色彩理论)中英文翻译服务

类别 视频教学介绍//
名称 CG ACADEMY | lighting and rendering fundamentals 1 light and colour theory(灯光与渲染基础:光线与色彩理论)
编号 CG-532
软件版本
时间 3.5
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本教学是一系列教授渲染与灯光理论与实用技巧DVD教学的第一部,教学中涉及到了它们在3DS MAX与MAYA中的应用,本DVD教学着眼于色彩与光线的理论知识,比如光线反射,色温,动态范围等等非常多的内容.

本教学的用户需要有基础的3DS MAX或者是MAYA的知识,本教学不需要用户有渲染与灯光的基础知识.

第一节:光线理论发展史
在第一节中Chris带领大家学习那些产生我们当今渲染理论与技术的艺术与技术发展过程.教学从研究原始艺术作品开始,直17世纪艺术.

第二节:光线理论发展史
在这一节中Chris带领大家继续学习艺术史,在这里讲解了现在艺术,包括照相术,电影术与现代特效技术的发明,

第三节:色彩理论介绍
在这里学习了色彩理论的基本知识,研究了光线的自然属性,它是如何由各种波长组成的,是如何由光子传递的,还有人眼的工作原理与材质表面.

第四节:加色系统
本节讲述了加色系统模型,Chris介绍了它的方法与含义

第五节:在软件中使用RGB
当我们在二维与三维软件中的时候,我们需要使用加色系统,这一节,Chris讲述了基本的色彩空间与尝试使用RGB模型.

第六节:在软件中使用HSV/HLS
这一节Chris研究了HSV/HLS模型,一种在很多情况下比RGB要容易使用的模型.

第七节:色深与存储方式
本节研究了如何呈现光谱中的各种颜色与各种不同强度的色彩,并且一旦我们拥有了它们,如何存储它们所形成的图片的问题.

第八节:减色系统
当光线照亮一个表面,有些光线就被吸收了,Chris阐述了这一现象并且解释了减色系统产生的过程.

第九节:色温与白点
光线是有能量的,这样会让光线看起来带有一定的颜色,这一节Chris探索了这种现象并且解释了我们如何用色温系统来表示它们,另外讲解了白点的概念.

第十节:动态范围与曝光度
当我们看我们周围的世界的时候,我们每次只能看到很小的一个能量范围,Chris在这里给大家解释了这种限制,并说明了LDR(低动态范围)与HDR(高动态范围)的设计构思.

第十一节:低动态范围
Chris深入解释了低动态范围的感知与它的存储系统的工作方式

第十二节:高动态范围
在本节中Chris介绍了光线与渲染理论的最新发展,高动态范围系统.

This is the first DVD in a series that will teach you the theory and practical aspects of rendering and lighting within 3dsmax and Maya. This DVD focuses on the theoretical aspects of light and colour, such as light reflection, colour temperature, dynamic range and much more. This DVD forms a solid foundation on which the lessons of DVD2 and beyond will be built.

This DVD is aimed at a user that has a basic practical knowledge of 3dsmax or Maya. It does not require any previous knowledge about rendering and lighting and aims to teach the topic from the ground up.

 

Chapter 01: Evolution of Light: Part 1
Chris starts the series with an look into the art and developments in technology that have lead us to the current state of the art in rendering theory and technology. We start by looking at the earlier periods of art, running up to the 17th Century.

Chapter 02: Evolution of Light: Part 2
Chris continues his exploration of art history. In this chapter we cover the modern period. With the invention of photography, cinematography and the modern era and its explosion in special effects.

Chapter 03: Colour Theory Introduction
Here we look at the very basics of colour theory. Looking at topics such as the fundamental nature of light, how it is made up of a variety of wavelengths, is transmitted by photons. Also how the human eye works and the surface nature of materials.

Chapter 04: Additive Colour
Light uses the "Additive Colour Model" in this chapter Chris explores what this means and its implications.

Chapter 05: Using RGB Values In Software
When working in 2 and 3D software we have to make use of this additive colour system. In this chapter Chris looks at how we access the most basic exposure of this colour space, using the RGB model.

Chapter 06: Using HSV / HLS Values In Software
Chris then looks at the HSV / HLS colour model. An alternative to RGB that can be easier to use in many circumstances.

Chapter 07: Colour Depth And Storage Methods
How do we represent the colours of the spectrum and the very many intensities of each hue. And once we have such a system, how do we store these images?

Chapter 08: Subtractive Colour
When light hits a surface, some of its colours are absorbed. Here Chris explores the implications of this phenomena and the "Subtractive" Colour Model it creates.

Chapter 09: Colour Temperature & White Point
Light can have certain energies to it. This can cause light to have a noticeable colour tinge to it. Here Chris explores these phenomena and explains how we represent them with the Colour Temperature system and the concept of the "White Point".

Chapter 10: Dynamic Range & Image Exposure
When we see the world around us we can only perceive a small range of the energy levels around us at any one time. Here Chris explains this limitation and how new developments have lead to the concepts of LDR and HDR images.

Chapter 11: Low Dynamic Range Images
Chris explains in depth how the low dynamic range image perception and storage systems work.

Chapter 12: High Dynamic Rang Images
And he concludes the DVD with the more inclusive High Dynamic Range system that is currently at the centre of a revolution in lighting & rendering theory and technology.







 
 
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