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Real-time Cinematography for Games

Part of the Game development series series
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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.

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Product Details
Charles River Media
1584503084 / 9781584503088
Paperback
23/02/2005
United States
English
xxiv, 326 p., [8] p. of plates : ill. (some col.)
24 cm
general /research & professional Learn More