Perception & Depth
Explore the principles of perception and depth in 3D design, and learn how 3D techniques are leveraged to create realistic and immersive three-dimensional experiences
In this lesson, we'll talk about projections. Humans have depth perception because of our binocular vision — it allows us to see objects from slightly different angles.
To display 3-dimensional objects on a two-dimensional surface like paper or a computer screen, we use 3D projections. Learn more about types of projections, how they work and where they are used.
Imagine you are looking at an object through a camera. The image you see doesn't look flat but rather like a 3D object being viewed on a 2D display. That's what a 3D projection is — a technique to display a 3D object on a 2D surface. Camera in this context refers to the point of view.
There are two main types of projection — parallel and perspective. The parallel projection is formed by extending parallel lines from each vertex of an object until these lines intersect the plane of the screen. In the parallel projection, we specify a direction of projection instead of the center, which allows preserving scale and shape. For example, if you project a cube, its parallel sides appear as parallel.
In turn, there are various types of parallel projections. In the orthographic projection, the direction of the projection is perpendicular to one of the coordinate planes. The three types of orthographic projections are the front, the top, and the side projections, which give us 3 respective primary views, allowing us to see one face of an object at a time.[1]
The isometric projection is another type of parallel projection. With its help, we can see three planes of an object at once. The projection plane intersects each coordinate axis in the model coordinate system at an equal distance. In this projection, the parallelism of lines — not angles — is preserved. The isometric projections are particularly useful for displaying conceptual design features on paper and communicating those features to others.
In the real world, parallel lines converge as they get farther from the viewer, like a road going to the horizon. To replicate that, we use perspective projection, where the distance and angles are not preserved, and parallel lines do not remain parallel — instead, they converge at the center of the projection. The perspective projection depends on the relative position of the eye and the view plane. This projection includes one-point, 2-point, and 3-point perspective projection types, each defined by the number of vanishing points.[2]
A vanishing point, or direction point, is a point on the
In graphic editing and video games, the vanishing point perspective is used to render 3D shapes like buildings and objects, add depth to background scenes (such as roads or train tracks), and create realistic shadow effects.
In the real world, when you focus a camera on a subject in the middle distance, the background and foreground go out of focus. This effect is called the depth of field or DOF, which makes 3D scenes look more realistic. Also, changing the depth of field allows you to divert the audience's attention to a different subject without even moving your camera.
Another way to add depth is stereoscopy. It works by presenting a slightly different 2D image to each eye, and two
Anaglyph is a type of stereoscopy that uses filters of different colors, typically red and cyan, to encode distinct
So, how fast do the frames need to change to create the illusion of
For example, the standard frame rate is 24 FPS for cinema and 30 FPS for television. It can go over 100 FPS for games, depending on the graphics engine, as they often need to display objects moving at high speed.[6]
References
- Frame Rate: A Beginner's Guide | The TechSmith Blog
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