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Author   Topic : "spherical perspective anyone?"
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PostPosted: Wed Mar 23, 2005 2:41 pm     Reply with quote
So recently I attended a lecture by Zbig Rybczinski on what he called "diseases of the image", and he addressed the problems with linear perspective in some length. I'd known about it before, but hadn't really bothered with it before. Just now I was pointed to this site:
http://www.treeshark.com/Persptut.html

and I started wondering, is there a program that would let you input FOV , grid density and image width+ height and would then create a suitable grid for drawing reference. You could just make an image like seen on that site once in vectors but scalability of grid density is pretty important too.
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PostPosted: Wed Mar 23, 2005 3:04 pm     Reply with quote
I would think it would more easy than most would consider. Try using a warped horizon line, but don't warp your depth to compensate for the change in horizon. Then when you draw your perspective line it should work out correctly.

What makes this complicated is that this is easy to plan for in terms of individual objects, but overall composition is a whole other ball of wax.
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PostPosted: Wed Mar 23, 2005 3:36 pm     Reply with quote
uum, I'm not sure I get what you're trying to say. But the horizon would pretty much be the one line that would not get warped under any circumstances.
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PostPosted: Wed Mar 23, 2005 6:22 pm     Reply with quote
Some related stuff I've put together:

http://www.digitalartform.com/archives/2004/10/nodal_point_pan_1.html

http://www.digitalartform.com/archives/2004/10/nodal_point_pan.html

if you only read one, read this third one:

http://www.digitalartform.com/archives/2004/11/nodal_point_pan_2.html

I would invite the guy with the treeshark web site who has a hard time imagining how to stitch the train tracks together to take a look at my third web page above. I'd be curious to hear what he thinks about it.
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cheney
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PostPosted: Wed Mar 23, 2005 9:04 pm     Reply with quote
Affected wrote:
uum, I'm not sure I get what you're trying to say. But the horizon would pretty much be the one line that would not get warped under any circumstances.


That is somewhat the idea. The horizon line would never be warped in reality, but it would most definately in perception. The horizon line would warp because our eyes are round. What really happens in an ideal condition is that the horizon would be a line that is warped by our eyes and then unwarped by our brains. Much of what we see is not really how our eyes function but how we have learned to apply mental post-programming to correct what have come to learn of as differences between our vision and the world around us.

According to the images in the article the perspective lines are warped to compensate for a straight horizon line. It would be more simple to merely warp a single horizon line and leave the perspective as normal. The difference would be inverse and should require little adjusting, but it seems so much more rational to warp one line rather than many when the only difference is an inverse of the intended. Look at the second image from the bottom, and image rotating it 45 degrees and then filling the pattern in a rectangular formation. The results should be the same, but applied differently.
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PostPosted: Thu Mar 24, 2005 1:51 am     Reply with quote
jfrancis: that's interesting, but in the last article ofyours it does look like there's still some distortion going on.

you might be interested in rybczinski's tinkerings:
http://www.zbigvision.com/
see the "concepts" page, there's something on perspective there, though the images are sadly small.
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PostPosted: Thu Mar 24, 2005 2:14 am     Reply with quote
cheney: care to draw an example? maybe I'm stupid, but I fail to see how warping the horizon alone would even affect the geometry at all, except maybe in making vanishing points move a bit.
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treeshark
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PostPosted: Thu Mar 24, 2005 2:30 am     Reply with quote
Hi all, there are several sorts of panoramic perspectives. One is cylindrical this has 4 vanishing points. East South North West. Spherical has these and adds one up and one down. Until they invent spherical immersive bubbles we will be stuck with the problem of how to get a curved image onto a flat surface. Mercator was the first to wrestle with this when he tried to print a spherical map of the world onto a rectangular bit of paper. Joseph what you are doing is similar to taking photos in a circle and stitching the middle bits together which will work fine the more angles you take the the thinner the slices and the better the end result. A few 3d programs do this automaticaly Bryce and Form.z spring to mind.
As for horizons they are always at the same height as your eyes or veiwpoint unless you are high enough for the curve of the earth to have an effect.
Here's a guy who paints true spherical perspective on the outside of spheres.
http://www.termespheres.com/
Rob
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PostPosted: Thu Mar 24, 2005 8:39 am     Reply with quote
The horizon will only be straight if the camera is level. There is, however, no particular reason why a camera should be level. Have you tried developing panoramas as if the camera is tilted? That would be interesting to see.

Linear perspectives stitch perfectly, as long as you stitch them in 3-space -- it's kind of like the alien puzzle in the movie "Contact." You only need lots of thin ones (or curved lines) if you are trying to stitch them all in 2D. You could see in my third link that I took to images that had no hope of stitching in 2D space and stitched them flawlessly by embedding them in 3D space. Affected -- if you're feeling "distortion" it's the same distortion you'd feel in a movie when the camera pans. That's why it's possible to use this technique to do set extensions with matte paintings on pan and tilt shots.

If you trace what you see through a window onto that window (without moving) I think you'll see that linear perspective is what you'll get. If you rotate the camera (by panning or tilting it, or by looking around) you'll not get straight lines, but then again, that's cheating. If you are going to rotate your camera during the recording process, why stop there? Why not drive it down the street and around the corner?

If you DO move the camera (or the subject) around during the recording process, you'll find you've stumbled across "slit scanning". It looks like Zbig Rybczynski is using slit scanning to twist the figures in his 1988 film, "The Fourth Dimension". I used to work at R/Greenberg Associates in NY; we did a lot of slit-scanning there. Here's a frame from a 1982 Renault commercial



You can see the commercial at rga.com if you can navigate the flash interface. It's in the history section, I believe.

Some panoramic cameras do a kind of slit-scanning as they rotate around. The original slit scan process was I think invented by Douglas Trumbull and used in the Kubrick film 2001 to do the weird trip through hyperspace.
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treeshark
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PostPosted: Thu Mar 24, 2005 1:51 pm     Reply with quote
The horizon is always straight though I don't object to it curving for artistic purpose
the horizon is always on the nodal point of any veiwing device. Remember that the camera back virtual or otherwise is a flat plane interrupting a spherical image. Your maya demo will work fine if the veiw is into the center of the face of an octagon with thew field of view set a 90 degrees. Try this: A straight chequerboard floor just on the flat( boring I know) Veiwing angle 270 degrees, that's seriously chicken eyed.
Does it still work? ( I don't know I'm just curious!)
rob
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PostPosted: Thu Mar 24, 2005 2:58 pm     Reply with quote
I don't think we are going to come to an agreement over terms. Angle of view is determined by size of film back and/or focal length. No focal length no matter how short, and no film back, no matter how large is going to give you an angle of view greater than 180 degrees.

Projection from 3D to 2D is a form of mapping. You are mapping 3-space to 2-space. Once you are talking about fields of view greater than 180 degrees you are talking about mappings from 3-space to 2-space other than that which the eye does.

There's nothing essentially wrong with other mappings. If you enjoy them, then by all means, dig in. I like them too. Funhouse mirrors, rippled shower glass, silvery gazing balls, and panoramic perspectives. It's all good.

My only point is that there's nothing essentially "righter" about them, either.
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treeshark
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PostPosted: Fri Mar 25, 2005 2:24 am     Reply with quote
jfrancis wrote:
Once you are talking about fields of view greater than 180 degrees you are talking about mappings from 3-space to 2-space other than that which the eye does.


But that is just what the eye/brain combination does, the eye moves the head moves and the resultant information is assembled into what we perceive of the world. This veiw is by necessity spherical ourselves being the center point and our attention radial from that. This in turn means that only lines running across the exact center of our veiw will be straight, the others although straight in reality are curved in perception. This is complex to explain what I suggest is you do the geometric drawings from first principle and see what you find. The simplest proof of this is that and circle placed on the floor in perspective always forms an elipse with its major and minor axia vertical and horizontal, try it, you will find that the properties of a circle mean that perspective has no effect. This is why early paintings of round columns receding in perspective look distinctly off. Brunellschi came up with a correction that said that such circles always have a single vanishing point vertically above its center.
All this of course is why our eyes have a spherical receptive surface rather than a flat one!
So should we restrict our view to the approximate field of view of a stationary eyball? Well we dont do we? Stick an 18 on your camera and tha camera man better pin his ears back in case they come into shot! And if the camera man pans his wide shot to quickly the image will appear to stretch at the edges reducing beleivability.
So there it is the nearest flat projection of what we actually see is based on Hyperbolic geometry not Euclidian.
Rob
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PostPosted: Fri Mar 25, 2005 9:20 am     Reply with quote
Perspective has as much influence over the circle in perspective as it does over anything else. I think you are confusing the center of the circle with the center of the ellipse that the circle becomes in perspective. They are two different points. Enclose the circle in a square and you'll see what I mean.

http://www.digitalartform.com/archives/2004/11/how_to_draw_ell.html

The minor axis of the ellipse is normal to the plane in which the circle lies.

http://drawthrough.com/tutorials/ellipses.html

----

There is a very interesting short movie about the evolution of the eye to be found here

http://www.pbs.org/wgbh/evolution/library/01/1/l_011_01.html

According to current thinking, the eye started as a flat patch of light sensitive cells. All they conveyed was "dark" or "bright". The next useful change was for that patch to sag into a bowl shape. Now since parts of the bowl shaded other parts, a rudimentary sense of light source direction was born. Issues of lenses and fine focus had, according to this theorist, no bearing on the roundness of the eye. The roundness idea came first, and did nothing more than turn "on or off" into a tonal gradation. When lenses developed later, they worked with what was already there -- the roundness. If lenses could have evolved first, we'd probably have camera eyes with flat backs.

If you look at the first two links I originally provided, (particularly the second one) you'll see I start the explanation with the idea that we are inside a sphere, and I camera project the photography onto the inner surface of that sphere. Later I go to flat planes. It really doesn't matter which shape I use, since I am projecting and viewing from the same place. I could do the entire thing on the inner surface of a hollow chocolate Easter bunny and you'd never know the difference, since areas of the image projected onto close parts would project smaller, because the projection throw is shorter, yet LOOK bigger, because the projection landing area is closer, and close things look bigger. Conversely when parts of the image are projected into the distant reaches of the bunny ear tips they would project larger, because the projection throw distance is greater, yet they would LOOK smaller, by virtue of landing on such a distant spot. Those two effects: distantly projected things looking bigger, and distantly viewed objects looking smaller, would exactly counterbalance each other. End result? No clue that I was using a totally crazy shape as my projection screen.

You know how a movie ripples across a closed curtain? It only ripples because it is being projected from one place and viewed from another. If you could stick your eye where the projector is (and yet not block any light) you'd see no distortion of the shape of the movie, no matter how crazily the curtain was shaped or moved. (you'd see light falloff variation, but no shape variation)
----

Here's the thing, as I see it:

Anything fundamentally "true" about spherical or cylindrical screens is only true as long as the screen stays spherical or cylindrical, and as long as you view it from one special place. As soon as you leave that place or unwrap and flatten the screen, you've introduce one distortion -- or another. Choose your poison.

If you could be inside a Termesphere, you'd get a striking sense of being immersed in reality. You'd perceive no curved lines because each curved line is a great circle aiming straight at you in the center of the sphere. (Again, see my original links. Same thing -- and again, there's nothing magical about using a sphere -- it could be made to work equally well with a hollow Easter bunny)

Once you leave the center of the Termesphere, or unwrap it and present a flat representation of it, it becomes a charming objet d'art, but no fundamentally "truer" a representation of the world than anything else.
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treeshark
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PostPosted: Fri Mar 25, 2005 10:37 am     Reply with quote
jfrancis wrote:
Perspective has as much influence over the circle in perspective as it does over anything else. I think you are confusing the center of the circle with the center of the ellipse that the circle becomes in perspective. They are two different points. Enclose the circle in a square and you'll see what I mean..


Untrue your own link shows it.
The major axis of a circle distorted to an elipse is always parallel with the horizon. This was discovered in the 1500's. Try it for goodness sake get a plate stick it on a table and look at it. It is this way because unlike a square a circle has no orientation. It is always front on to you no matter where it is. What we call perspective is only a convension for placing a 3d world on a 2d surface. All methods have compromises. The problem is shown on my tutorial with the polka dots. At the edge of frame the slope becomes so much that we can't believe it any more.

See how the elipses lean? you would be very worried to see that in reality. The image by the way was just rendered straight in Maya.
Rob
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PostPosted: Sat Mar 26, 2005 6:06 am     Reply with quote
@ treeshark:

Now, that�s exactly what jfrancis said here:

Quote:
As soon as you leave that place or unwrap and flatten the screen, you've introduce one distortion -- or another. Choose your poison.


Of course you get distortion when you flatten a picture of such wide viewing angle to a 2D plane. But if you position this plane like jfancis did on a 3D sphere (yes, OR a bunny rabbit) and look around from the center of this sphere you would not experience any distortion.

Single point perspektive is a simple approximation which works fine with small viewing angles when you�re talking about projecting 3D to 2D. But if you would experience your image file in a sphere, being yourself in it�s center, it would look just fine.

@ jfrancis:

Thanks for the great insight. I never really understood the exakt relation between the spherical nature of vision and it�s projection on 2D space. I also always kind of thought that a "real" perspective construction would have to use curved lines and that the straight line perspective constructions are quite bad approximations. Again, thank you!
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treeshark
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PostPosted: Sat Mar 26, 2005 10:27 am     Reply with quote
digitaldecoy wrote:
But if you would experience your image file in a sphere, being yourself in it�s center, it would look just fine.

No it wouldn't but this one would.


jfrancis, slightly sideways from this topic. I've been thinking on your interesting method of projecting a plain perspective onto a sphere. As Maya has no curved camera backs I was considering whether your method could be used to make virtual ones. IE rendering with the standard camera, mapping the resultant animation to a sphere or cylinder. Once the uv's were set it should be possible to reshape the original projection surface to a flat plane, If this in turn is rendered then the resultant animation should show true curved perspective. I suppose the same thing might be achieved in After Effects with mesh warp. But the set up in Maya might be easier.
Or a virtual curved mirror might work as well. Have you seen cylindrical anamorphic projections?
Rob
This is an edit: I was curious to see how the two images compared when camera mapped onto a sphere as jfrancis describes.
here's the trad persp.

and here's the Spherical.

It very neatly straightens the curves that cross through the center of vision. What I wasn't expecting was for it to do the same for the ones that pass through the two 45 degree vanishing points either side of the frame. Fascinating.
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PostPosted: Sat Mar 26, 2005 11:57 am     Reply with quote
I think we all agree that this is an intersting conversation, and speaking for myself, I have lots of things to think about here.

When I was in college in the early 80's, I did a lot of 3D using my own software.

The usual perspective transformation from 3D X, Y, and Z points to 2D screen X' and Y' points (assuming the camera is at the origin and looking along the Z-axis) is to divide the X and Y values by Z. So usually it's . . .

X' = X / Z
Y' = Y / Z

One of the first things I wondered was what would happen if you divided X and Y by the true "as the crow flies" distance to the point (which I'll call D), instead of the camera Z distance to the point (Z)

When you use these equations:

X' = X / D
Y' = Y / D

You get what seemed to me to be a fisheye lens.

I just haven't had a lot of use for that kind of rendering since I'm normally trying to integrate CG into standard photography.
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PostPosted: Sat Mar 26, 2005 12:30 pm     Reply with quote
This thread makes my brain hurt but it is still AWESOME.
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PostPosted: Sat Mar 26, 2005 2:22 pm     Reply with quote
This is a very facinating thread!

Gord
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PostPosted: Sat Mar 26, 2005 2:42 pm     Reply with quote
Yes it's a subject thats bound to get those braincells hopping about. I have just experimented with a spherical mapping of each image onto the sphere. With very unexpected (for me) results: the spherical perspective image is transformed into the straight perspective version when viewed from the center of the sphere. On the other hand the straight perspective version is transformed into the spherical version when veiwed from outside the same sphere.
Something for me to puzzle over.
I got into this sort of thing about 13 years ago developing images to be projected onto the planetarium dome at Madame Tussauds in London.
Here's an example: Don't laugh at the render quality it took as I recall 2days to render on an old Mac.
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PostPosted: Wed Mar 30, 2005 12:01 pm     Reply with quote
treeshark:

i think you are making a mistake when you say this: " The simplest proof of this is that and circle placed on the floor in perspective always forms an elipse with its major and minor axia vertical and horizontal, try it, you will find that the properties of a circle mean that perspective has no effect. "
and then go on and say this: "he major axis of a circle distorted to an elipse is always parallel with the horizon."

While this is true for plates on the floor, all you need to do to realise they are not true for all circles, is to lean said plate agains something. Or more convieniently, look at the bottom of a bottle while rotating it around abit in your hand.

The major axis of a 2d ellipse is not always parallell to the the horizon. It is however always at a 90 degrees angle to the the minor axis. The minor axis is, as shown in previous links, parallell with the normal of the plane that the 3d circle occupies. So yes, the major axis would be parallell to the horizon for all circles placed on the floor or any other level surface. But ONLY those circles. (actually, even this is false. it would only be true as long as we look straight at the circle. if we were to look somewhere else, spherical perspective would tilt it.)
As soon as the 3d plane is tilted, so are the minor and major axises of the 2d ellipse.

To use your own words:
"For goodness sake get a plate lean it agains an object in a sorta 45degree angle and look at it."

The fact that a circle has no orientation is untrue. It has one, and that is its "up" direction. I.e. the normalt of the plane it occupies.

Very nice discussion! Long time since i thought about this.
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PostPosted: Wed Mar 30, 2005 12:21 pm     Reply with quote
a_sh wrote:
Or more convieniently, look at the bottom of a bottle while rotating it around abit in your hand.

This is best done with a bottle of something nice - like a Belgian Beer at a pub or an empty mature Cabarnet Sauvignon over the plate that held that sirloin steak... Smile

Agreed, very good thread.
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PostPosted: Wed Mar 30, 2005 12:43 pm     Reply with quote
by the way, treeshark, the spherical grid you used on that webpage is interesting, but it does make it impossible to make totally accurate perspective drawings, since you can no longer figure out foreshortening and shadows etc., as those require drawing straight lines through your geometry. Can't think of a way around it though, I guess it's time to learn to eyeball more.
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PostPosted: Wed Mar 30, 2005 3:21 pm     Reply with quote
Sorry I thought I'd made this clear I am talking about circles lying on the ground plane. By orientation I mean in that plane. As a general guide if you extend the minor axis to where it crosses the horizon then that will be the vanishing point.
In constructed straight line perspective the major axis of a circle upon the ground plane tilts away from the horizontal as it moves left or right in the picture plane. It does not do this in reality. When perpective was first used in the 15th century it was noted that the bases of the columns in perspective drawings and paintings with the existing rules looked wrong, It is Brunelleschi the great renaissance architect who suggested that circles needed their own rule in order for them to look convincing.
Neither cameras or computers have taken this on board alas and still do them wrongly. So ladies and gentlemen if you want to look thin in a photo make sure you are in the middle of the frame cos at the edges you'll look fat!
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PostPosted: Thu Mar 31, 2005 3:58 am     Reply with quote
I think although this stuff is cool for 3D image mapping or stitching photography panoramas, it's really not applicable to most 2D artworks, and you really shouldn't dwell on it too much. All this stuff assumes you want your picture to look like how it would if you TURNED your head both ways, instead of having one FIXED POV, which is what most static 2D images are. I really couldn't care less if my artwork looks like it was done with the consideration of how things would look if the viewer turned his head both ways.
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PostPosted: Thu Mar 31, 2005 8:10 am     Reply with quote
lunatique: it isn't a matter of the POV moving: turning your head won't change the perspective (OK, it will slightly, since the pivot point of the head is not between the eyes), it just changes the orientation of your field of vision. You're right, though, that this stuff would rarely be needed for painting since generally you don't need to have such wide fields of vision. But anything beyond 90 degrees will see your image starting to look funny, and I at least would like to be able to bypass that nuisance.
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PostPosted: Thu Mar 31, 2005 9:32 am     Reply with quote
It's all about the head (or camera) motion. This material only applies if you are willing to rotate the camera. That's why I said above, if you're going to rotate it, why stop there? Why not translate it down the street and around the corner? You could say that Picasso persective is the only true perspective because it shows you all the various sides and angles of an object.
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PostPosted: Thu Mar 31, 2005 9:33 am     Reply with quote
... and just to really complicate things:

http://www.digitalartform.com/archives/2004/12/telephoto_and_w.html

particularly this:

"If film and lenses were perfect... you would need only one lens!
In a perfect world, I'd walk about with only my Canon 14 super-wide lens. I'd worry only about my camera position, secure in the knowledge that the 14mm lens was wide enough to capture my entire subject under 99% of conditions. Then if I wanted a picture for my Web site of just my friend in the middle of the frame, I'd crop down to just the center and use that. The result would be the same as if I'd used a 100mm portrait lens."

http://photo.net/learn/making-photographs/lens
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PostPosted: Thu Mar 31, 2005 11:05 am     Reply with quote
I don't think that lens info makes it any more complicated. All it means is that camera position is what changes perspective. It would be much harder if different focal lengths gave different perspectives...
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PostPosted: Thu Mar 31, 2005 2:07 pm     Reply with quote
jfrancis wrote:
This material only applies if you are willing to rotate the camera.


Aaaargh! Stop there. What do you look with? Cameras, Movie cameras, Virtual computer cameras? No you look with eyes. Narrow fields of view only look better because they are 'less' wrong, the problem is interrupting a spherical viewpoint with a flat plane.
It may ( or may not) interest you that the first pinhole cameras often used a curved camera back. The way we translate a 3d world to a flat image is a long way from being optimal, it has occured through mechanical and constructional convenience, not through best translation to a plane. One of the areas I work in concerns Immersive reality for theme parks and one of the problems encountered is that the visual input is (from computer graphics) planar rather than spherical which cause problems with balance and people not being to feel the environment convinces, they are fine while the head is still- its when it moves.
Well I suppose I had better post a tutorial on trad perspective, to compliment the other one, I've been putting it off because, oddly, linear is a more complicated subject. But I can see people might find it useful.
Rob[/i]
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