Written Resources
Christophe Brejon wrote a digital free book from his 13 years of experience in CG Industry as Lighting and Compositing Supervisor.
The how and why of cinematography lighting and what can be learnt for lighting in cg
Cinematography of Lego Batman, Legends of Guardians etc by Craig Welsh is a former Director of Photography and Lighting Supervisor
Joey Lenz a Senior Lighting Artist from Naughty Dog has written about Lighting PBR and Material Guide from colours, exposure value and more.
https://www.polyplant.co/tech-art-portfolio.html#pbrlightingguide
By Adobe aka Substance about Light and Matter : The theory of Physically-Based Rendering and Shading Part 1
https://substance3d.adobe.com/tutorials/courses/the-pbr-guide-part-1
By Adobe aka Substance about Light and Matter : The theory of Physically-Based Rendering and Shading Part 2
https://substance3d.adobe.com/tutorials/courses/the-pbr-guide-part-2
Matthew Scott shares about lighting, photography and more on his website with detailed breakdown and videos.
Siggraph – Past, Present and Future Challenges of Global Illumination in Games
Learn how to measure performance in Unreal Engine
https://unrealartoptimization.github.io/book/process/measuring-performance/
SIGGRAPH 21: Global Illumination Based on Surfels
Pixar sharing their workflow and process for The Incredibles etc
https://renderman.pixar.com/stories/incredible-cinematography
A case study about the Cinematography of The Incredibles
https://floobynooby.blogspot.com/2013/12/the-cinematography-of-incredibles-part-1.html
HDR color grading and display in Frostbite
https://www.ea.com/frostbite/news/high-dynamic-range-color-grading-and-display-in-frostbite
RTX Global Illumination Part 1
https://developer.nvidia.com/blog/rtx-global-illumination-part-i/
Case Study of Lighting in Resident Evil 3 Remake
https://www.thiagoklafke.com/blog/the-lighting-in-resident-evil-3-remake/
Adaptive Placement of Dynamic Lighting – Forza
https://www.gdcvault.com/play/1026866/Adaptive-Placement-of-Dynamic-Lighting
Unreal Rendering Passes
https://unrealartoptimization.github.io/book/profiling/passes/
RGB to Colour Temperature
Dynamic Diffuse Global Illumination
Feeding a Physical Based Shading Model
https://seblagarde.wordpress.com/2011/08/17/feeding-a-physical-based-lighting-mode/
Erco’s Guide about everything Lighting
The Truth about LUTS
MLAA vs MSAA vs FXAA vs TAA vs SMAA
https://www.hardwaretimes.com/pc-graphics-settings-explained-mlaa-vs-msaa-vs-fxaa-vs-taa-vs-smaa/
Unreal Engine 4 Console Variables
Unreal Engine 4 Rendering Part 4: The Deferred Shading Pipeline
SIGGRAPH 2020 Course: Physically Based Shading in Theory and Practice
https://blog.selfshadow.com/publications/s2020-shading-course/
How to Use the Ansel Adams Zone System in the Digital World
https://fstoppers.com/education/how-use-ansel-adams-zone-system-digital-world-417047
References from Movies etc
References from Movies etc (Paid)
Tells you what equipment was used for a movie etc
Useful blogs about cinematography & exposure etc
How Colours and Light work
https://www.sciencelearn.org.nz/resources/47-colours-of-light