Computer Graphics

The area that has seen the greatest advances in perspective methods/applications is the field of Computer Generated Imagery (CGI). It is beyond the scope of the present site to discuss all of the multiple and diverse techniques of CGI; but we can list a small sample of applications: 

  • Geo-Maps: graphic overlays, photogrammetry, topography. 
  • Computer-Aided Design (CAD): Technical/Engineering Drawing. 
  • Architecture: Plans/simulations for environmental design. 
  • Computer Games: Photorealistic real-time graphics. 
  • Virtual / Augmented / Mixed Reality (VR/AR/MR/XR). 
  • Digital Multiverse / Metaverse: Social spaces/worlds
  • Projection Mapping: Transparent perspective views/images. 
  • Spherical Displays / LED Walls: artificial spatial environments. 
  • Medical Illustration: VR / AR / MR modelling. 
  • Astronomy: Star Atlas/Charts, Planetariums. 
  • Movie Special Effects: SFX, SPFX, FX, animation. 
  • Digital Film Making / Virtual Production. 
  • AI: Generative Images and automated image analysis. 
  • Physics: Modelling atomic/sub-atomic/nano structures, etc. 

In 1963, Ivan Sutherland’s Sketchpad revolutionised computer graphics by enabling real-time design on a display via a light pen, marking the advent of interactive graphics and related functions like manipulation, indexing, and exploration of spatial images.

These techniques later developed into focus-plus-context methods within perspective views/images, using hyperlinks, forward/back/omni/ manifold links, exploration of magnification/minification, spans and scales of knowledge, macro/micro views, facetted classification, etc. In sum, many new perspective-related fields have been built on, or based upon, digital graphics and the pioneering work of Sutherland, including CGI, CAD, SFX, etc.

On area of importance has been three-dimensional modelling, which is the computer graphics process of developing a mathematical coordinate-based representation of the visible surface(s) of a spatial object in three-dimensions using specialised software, by manipulating edges, vertices, and polygons in a 3-D image/model space.

Another technique is model shading in computer graphics that simulates how light interacts with a 3-D model or illustration. It’s also known as a lighting model or rendering model. Shading models calculate the colour and intensity of light at each pixel in a rendered image. They use factors such as surface orientation, material properties, and lighting conditions to determine how light reflects, refracts, and scatters. The result is optical effects like shadows, highlights, and reflections.

Rndering is a computer graphics digital imaging/modelling technique that helps combine the methods listed above and to achieve graphical realism:

  • Rendering is the process of creating a 2-D image from a 3-D model or other input data.
  • The image can be photorealistic or non-photorealistic.
  • Rendering involves combining lighting effects, shadows, and textures to create the final image.
  • 3-D rendering is the final step in the 3-D visualisation process.



In 1992, Paul Debevec reversed the perspective process by starting from photographs to reconstruct the represented physical space electronically.

While linear perspective was a method for aligning with the physical universe, Debevec’s methods introduced the possibility of cross-matching digital images with it. Over the following 20 years, many practical consequences emerged, including movies such as Jurassic Park, Avatar, and The Matrix, as well as digital games, VR, and AR.

Today, these and similar methods have been developed in systems such as the Stagecraft Virtual Production Environment, LED volume screens, the Sphere Theatre (Las Vegas), and James Cameron’s 3-D Fusion Camera System.