Full Dictionary of Perspective

Dictionary of Perspective — Public-Access Edition

Browse the complete unabridged Dictionary of Perspective, with original entry structure preserved.

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1-D Perspective — New · Unclassified

(<< NEW Term >>; 1-D Object 1-D Image; 2-D/3-D Object Space; 2-D/3-D Image Space)

Perspective image of a point (rare term: singular projection of a 1-D point)

One-dimensional (1-D) perspective representation of a point (possibly aberration-free projection), being a 1-D perspective view/image/measurement/calculation, or 1-D plan/elevation projection, etc., of one-dimensional (1-D) object point, present in a 2-D or 3-D object space, and represented in a 2-D or 3-D image space. See: 1-D, 2-D, 3-D Perspective.

Dictionary v. 2.1 p. 16

2-D Perspective — New · Unclassified

(<< NEW Term >>; 2-D Object; 1-D/2-D Image; 2-D/3-D Object Space; 2-D/3-D Image Space)

Perspective image of a 2-D form (rare term: e.g., 2-D line projected as 1-D point or 2-D line) One or two-dimensional (1-D/2-D) perspective representation of a 2-D form (line or planar shape), being a 1-D/2-D perspective view/image/measurement/calculation, or 1-D/2-D plan/elevation projection, etc., of a two-dimensional (2-D) object form, present in a 2-D or 3-D object space, and represented in a 2-D or 3-D image space. See: 1-D, 2-D, 3-D Perspective.

Dictionary v. 2.1 p. 16

2.5-D Perspective (A): Computer Games: Sky-box or Sky-dome 3-D — New / Refined · Unclassified

(<< NEW / Refined Term >>; Fixed 3-D; Video Games)

In video games, 2.5-D perspective describes movement or representation largely restricted to a two-dimensional plane within an environment that appears three-dimensional. Early examples often used plan or side-elevation views with sprite-like characters. A common technique is the skybox, in which distant scenery is mapped onto the faces of a cube to create the illusion of a surrounding 3-D world. A skydome uses a sphere or hemisphere instead. Both are forms of fixed 3-D, where real-time foreground objects appear against a relatively static background.

Dictionary v. 2.1 p. 16

2.5-D Perspective (B): Techniques: 3/4 Perspective; Pseudo-3-D — New · Unclassified

(<< NEW Term >>)

So-called 2.5-D, 3/4 perspective, and pseudo-3-D describe graphical projections and techniques that try to give an impression of spatial depth, typically using parallel projection. Examples of other pseudo-3-D techniques include billboarding (textured objects that face the camera), parallax scrolling, and scaling (approximation of perspective recession).

See: billboarding, parallax scrolling/scaling, pseudo-3-D perspective.

Dictionary v. 2.1 p. 16

3-D (Artificial Representation) [1, 2, 3, 4, 5] — New · Unclassified

(<< NEW Term >>; Representation or Simulation of the Third Spatial Dimension or Depth; Monocular vision; Binocular vision; Uni-angular; Multi-Angular; Unlimited Angular; Omni-Angular; Optical Perspective; Technical Perspective; Instrument Perspective; Graphical Perspective; Visual Perspective Type 2)

Within artificial perspective, there are at least five kinds of 3-D representation:

[1] Uni-angular, monocular representation of a spatial scene/object
A 1-D/2-D/3-D image/view/measurement/calculation of a spatial scene/object captured/depicted from a single viewpoint or viewing angle. A 2-D linear perspective image of a spatial scene/object projected onto a 2-D surface or picture plane is one example, captured from a fixed viewing angle.
[2] Uni-angular, binocular representation of a spatial scene/object
A 1-D/2-D/3-D image/view/measurement/calculation of a spatial scene/object captured from a fixed central viewing angle, using a binocular method (twin apertures looking at very slightly different viewing angles). Viewing a stereoscopic image of a spatial scene/object is one example, employing monocular perspective depth cues and certain binocular depth cues.
[3] Multi-angular, monocular, or binocular representation of a spatial scene/object
A 1-D/2-D/3-D image/view/measurement/calculation of a spatial scene/object captured from multiple viewing angles, using either a monocular or binocular method. Viewing a hologram image is an example of multi-angular binocular 3-D, employing depth cues such as monocular perspective, focusing plus (partial) natural scaling and variable resolution effects, binocular vergence and parallax, plus 3-D shape changes due to (a narrow range of) multiple viewing angles, etc.
[4] Unlimited-angle representation of a spatial scene (monocular or binocular, includes mirrors)
A 1-D/2-D/3-D image/view/measurement/calculation/model of a spatial scene/object captured/modelled from (ostensibly) every viewing angle, using either a monocular or binocular method. Viewing/exploring a digital model (CAD computer modelling), or a Virtual Reality world, is an example of either unlimited viewing-angle monocular or unlimited viewing-angle binocular 3-D. With binocular 3-D, employed can be depth cues such as monocular perspective (looking out/around plus looking in/at), possibly focusing, and (fully) natural scaling, variable resolution effects (zooming perspective), binocular vergence and parallax, plus 3-D shape changes due to multiple viewing angles, etc.
[5] Omnidirectional representation of 2-D scene/object (monocular) or 3-D scene/object (binocular)
For example, a type of 3-D perspective that enables a flat 2-D image to project the same aspect or geometry from omnidirectional viewpoints.
See Andotrope, Zoetrope, and 3-D/2-D Perspective.
The above list is by no means exhaustive. Any of the monocular/binocular depth cues are available to aid in the representation of 3-D, depending upon the limitations of the method/media employed.

Dictionary v. 2.1 pp. 16–17

3-D (Natural Space - Viewing / Imaging / Representing) — New · Unclassified

(<< NEW Theory >>; Third Spatial Dimension or Depth; Physical Space; Three-Dimensional Space; Object or Target Space; Image or Perspective Space; Monocular Vision; Binocular Vision; Natural Perspective; Visual Perspective Type 1; Visual Perspective Type 2; Optical Perspective; Mathematical Perspective; Graphical Perspective; Linear Perspective; Instrument Perspective; Simulated Perspective; New Media Perspective; Perspective Category; Perspective Class; Category Chaining; Category Overloading; Composite Perspective; Perspective Type; Perspective Form; Perspective of Form; Perspective = Method + Outcome; Perspective Goals = View, Image, Project, Represent, Match, Illusion, Immersion; Natural / Artificial / Simulated / Imagined Spatial Reality)

Perspective categories, classes, types, forms and 3-D

Three-dimensional space is a mathematical and physical space in which three values or coordinates are normally required to determine the position of a point. In perspective, 3-D may refer to physical object space, to an optical or visual experience of depth, or to a graphical, instrument-generated, simulated or computational representation of spatial reality. Visual Perspective Type 1 is the broad category encompassing the visual presentation or appearance of spatial objects, scenes, views and images. It includes both direct visual appearances and represented images used to depict spatial objects and scenes or create an impression of depth and three-dimensional space. Visual Perspective Type 2 is the human retinal-perceptual subclass within Type 1 and concerns perspective as formed and experienced through the human visual system.

Optical perspective uses light or other electromagnetic radiation to form, transmit, reflect, refract, focus or project views and images of spatial reality. Instrument perspective concerns views and images produced, modified, measured or displayed through cameras, lenses, microscopes, telescopes, mirrors, projectors, surveying devices and related instruments. Technical perspective may be used as a broad descriptive term for systematic methods of viewing, imaging, measuring, constructing, projecting or representing spatial objects and scenes, but it is not treated here as a separate principal category.

Within the Viewing or Imaging Class, perspective commonly operates in the backward or image-forming direction: light, visual information or spatial data passes from an object or scene towards an eye, sensor, image plane or imaging system, where a view or image is formed, captured, measured or perceived. Within the Projecting Class, perspective may operate in the forward direction: light, images, shadows, lines or spatial information are projected from a source, eye point, projector, image plane or representational system into physical, graphical, optical or simulated space. Some perspective systems employ both directions.

Perspective Category Theory distinguishes the principal source or mode of a perspective process from its principal direction. The principal categories are Natural, Visual, Optical, Mathematical, Graphical, Instrument, Simulated and New Media Perspective. The two basic directional classes are Viewing or Imaging, and Projecting. Representing, measuring, modelling, illusion and immersion are treated as functions, goals or outcomes rather than as additional basic classes.

More than one category is often involved in producing, displaying or viewing a perspective image. When categories operate sequentially, the process is called category chaining. The resulting multi-category process, system or image may be described as composite perspective. For example:

Natural scene -> optical and instrument imaging -> New Media processing ->

instrument or New Media display -> Visual Perspective Type 2

This sequence may involve Natural Perspective within the original physical scene, Optical and Instrument Perspective within the camera, New Media Perspective during digital processing, Instrument or New Media Perspective during display, and Visual Perspective Type 2 when the resulting image is viewed and perceived by a human observer. The same perspective term, type or process may also legitimately belong to more than one top-level category. This is called category overloading. A linear-perspective drawing, for example, may be mathematical because it is governed by geometrical relations and graphical because it is constructed in a drawing. A digitally rendered linear-perspective image may also belong to New Media Perspective, while a similar convergence appearing in a camera image may belong to Optical and Instrument Perspective.

A perspective type may also name both a method and the visible form produced by that method. Linear perspective, for example, may refer to a mathematical or graphical construction process and also to the resulting geometrical arrangement of lines, apparent sizes, shapes and positions. Perspective must therefore be understood as both a process and an outcome:

Perspective = method or process + resulting image, view or spatial appearance

At least four principal divisions of perspective form can be distinguished:

  • Perspective of Form <GEOMETRICAL FACETS>: changes in apparent geometry, outline, size, shape, position or orientation. Linear perspective is one example.
  • Gradient of Colour Perspective <OPTICAL FACETS>: changes in colour, hue or saturation associated with distance or optical conditions; aerial perspective is one example.
  • Gradient of Acuity Perspective <OPTICAL AND GEOMETRICAL FACETS>: changes in clarity, sharpness, resolution or visible detail.
  • Gradient of Chiaroscuro Perspective <OPTICAL FACETS>: changes in light, shade and contrast that contribute to depth or spatial recession.

The graphical type of linear perspective, or perspective of lines and outlines, provides a structured method for depicting on a surface the apparent size, shape and relative position of objects within a three-dimensional scene. It is used to represent physical space through such familiar elements as the horizon line, eye point, perspective window, vanishing point and geometrical or checkerboard grid.

Graphical linear perspective is, however, only one of at least three broad types or applications of linear perspective:

  • Graphical or Artificial Linear Perspective: construction of a drawing or image of a spatial object or scene according to one-point, two-point, three-point or related perspective systems.
  • Natural, Visual or Optical Linear Perspective: the apparent convergence and geometrical transformation of lines and forms when a spatial object or scene is viewed directly or imaged through an optical instrument. A metric grid or regularly constructed object space may make these effects especially clear.
  • Physically Constructed or Simulated Linear Perspective: modification of the physical environment through forced or simulated perspective so that objects and spaces conform to, exaggerate or counteract the apparent rules of one-point, two-point or three-point perspective.

Perspective relates three-dimensional object or target space to visual, optical, graphical or represented image space. Perfect one-to-one correspondence is often impossible because viewpoint, apparent size and aspect, scale, optical aberration and limited resolution may reduce, conceal, compress or distort spatial information. Real-world viewing and camera imaging may therefore differ from ideal geometrical models, especially towards the edges of wide-field eye or lens images, where curvilinear, spherical and other wide-angle effects can arise.

Controlling this correspondence problem is a major goal of visual, optical, graphical and technical perspective. Where accurate dimensions or spatial relations are more important than natural appearance, parallel projection, orthographic systems, calibrated imaging, cartographic methods and other corrective procedures may be used to preserve selected properties and reduce viewpoint-based distortion.

In conclusion, natural, visual and artificial perspective systems produce structured spatial appearances that arise partly from the object or target space, partly from the perspective process or system, and partly from the scale, resolution, viewpoint and medium involved. The resulting 3-D view or image may therefore combine Natural, Visual, Optical, Mathematical, Graphical, Instrument, Simulated and New Media processes. It should be understood by distinguishing its categories, two directional classes, particular types and visible forms.

Dictionary v. 2.1 pp. 17–18

3-D Display - Design (1, 2, 3, 4, 5, 6) — New · Unclassified

(A, B, C, D, E, F, G; << NEW Term >>; Surface Display; Light Field Display; Lenticular Display; Holographic Display; Swept-Plane Display; BOOM AR system; Near-Eye Display; Distant Display; Flat Display; Volume Display; Hologram Display; Reflection Hologram; Fan-Hologram; Flat Screen; Stereoscopic; Volumetric; Other; Optical Image; Hologram Image; Reflection Image; Retinal Image; Monocular vision; Binocular vision; Instrument Perspective; Visual, Combined, Mixed, Blended Perspective; Technical Perspective; Visual Perspective Type 2; Optical Perspective)

A surface 3-D display device, or other type of optical/volume 3-D display, can convey depth using binocular cues from film or digital images, and/or by application of one or more other depth cues.

There are at least six basic kinds of 3-D surface displays used for binocular vision:

[1] Stereoscopic surface display (uni-angular, multi-angular, VR/AR [plus BOOM])
Stereoscopic displays produce a 3-D effect using stereopsis, but can cause eye strain and visual fatigue. Stereoscopic 3-D displays are commonly used in VR/AR. Also, a BOOM AR overlays a digital universe onto the physical universe. Holographic images may provide binocular and multi-angular depth information without requiring stereoscopic glasses.
[2] Light field 3-D surface display (mostly uni-angular type)
A light field display produces a realistic 3-D effect by combining uni-angular stereopsis and accurate focusing depth cues for the displayed content.
[3] Lenticular auto-stereoscopic 3-D surface display (uni-angular parallel type)
A lenticular 3-D display produces a parallax-type 3-D stereoscopic image/view.
[4] Holographic 3-D surface display (multi-angular type)
A holographic display produces a more realistic 3-D effect using interactive holograms (holographic images of motion type), by combining multi-angular stereopsis and accurate focusing depth cues, moving station point, variable-resolution effects (zooming), binocular vergence and parallax, plus 3-D shape changes due to multiple viewing angles for the displayed content. At the time of writing, no widely available holographic displays have been invented or adopted for widespread use (excluding mirror images of all types).
[5] Swept Plane 3-D Display: a motion technique that creates a light volume illusion using a rotating 2-D semi-translucent surface. This volumetric display allows a 360-degree viewing angle.
[6] Virtual 3-D Display (projected field of view): generation of a 3-D display using a VR headset.

Distance from Observer’s Eye

We can also classify surface displays in terms of distance from the observer’s eye:

Distance of 3-D display:

[A] Near-eye
[B] Distant, as in TV or theatre screen 3-D displays can be near-eye displays, as in VR headsets, or farther from the eyes, like a 3-D-enabled mobile device, a 3-D TV, or a 3-D movie theatre.

Display Form

We can also classify the displays in terms of display/image form:

Physical screen 3-D display:

[C] Flat
[D] Volumetric (curved / spherical) Notably, the term “3-D display” can also refer to a volumetric display, which may generate content that can be viewed from multiple angles (volume screens, etc).

Real-space image 3-D display:

[E] Hologram
[F] Reflection hologram
[G] Other

Still, other kinds of displays are possible, for example, retinal projection, andotrope displays, etc.

See: 3-D, 3-D perspective (1, 2, 3, 4), volume display, andotrope, fan-hologram, BOOM, visual perspective.

Dictionary v. 2.1 p. 19

3-D Display - Views (1, 2, 3, 4) — New · Unclassified

(<< NEW Term >>; Uni-Angular; Multi-Angular; Unlimited-Angle; Omni-Angular; Monocular vision; Binocular vision; Optical Perspective; Technical Perspective; Visual Perspective Type 2)

For an artificial perspective image display system, there are four kinds of 3-D view:

[1] Uni-angular view of uni-angular image of spatial scene/object
An ordinary 2-D perspective image displayed on a surface display or computer monitor.
[2] Multi-angular view of uni-angular image of spatial scene/object (see: panoramic perspective (2A))
The term “3-D” is used for a volumetric display that shows uni-angular images of a spatial scene taken from multiple viewing angles (camera changes direction of observation), whereupon the images taken from different angles have been ‘stitched together’, and are notionally viewed in a 3-D space, but without experiencing true observer-based angular perspective changes. Only (uni-angular) perspective depth cues are available (from observer perspective). Example: 2-D images viewed/presented in a 3-D space.
[3] Multi-angular view of multi-angular image of spatial scene/object (see: panoramic perspective (2B))
The term “3-D” is also used for a volumetric display that generates content viewed from multiple angles, i.e. multi-angular images captured/generated by/for viewing from multiple viewing angles, whereupon the onlooker (may) experience multi-angular perspective depth cues (on directional screen canvas). Example: 3-D images viewed from multiple angles. See: Volume display.
[4] Omnidirectional representation of 2-D scene/object (monocular)
A type of 3-D perspective that enables a flat 2-D image to project the same aspect or geometry from omnidirectional viewpoints. See Andotrope, Zoetrope, and 3-D/2-D Perspective.

See: 3-D display design, hologram, computer display/monitor, andotrope, LED volume screen.

Dictionary v. 2.1 p. 20

3-D Film — Standard · Unclassified

(Monocular vision; Binocular vision; Instrument Perspective)

Three-dimensional (3-D) or stereoscopic films create the illusion of spatial depth, using special glasses. Although they originated in 1915, their high production costs and lack of standardisation limited their use. 3-D films gained popularity in the 1950s and saw a resurgence in the 1980s and 1990s, particularly with IMAX and Disney. Their success peaked with Avatar in December 2009, after which interest declined. This may be because stereoscopic/binocular methods are only one class of several ways humans interpret 3-D, including other depth cues and perspective phenomena such as structured changes in image size and shape as seen in ordinary linear perspective.

Dictionary v. 2.1 p. 20

3-D Modelling (1, 2) — Standard · Unclassified

(Solid Modelling; Single-Scale; Multi-View; Multi-Scale)
[1] Three-dimensional physical model
Three-dimensional physical model of a spatial object/scene (normally a single-scale image/view, and may be true or life-sized scale, or be at a reduced/magnified scale).
[2] Three-dimensional computer model
Three-dimensional modelling 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.

See: computer/digital perspective, CGI, CAD, geometry, ray-tracing, Hoberman sphere, wire-frame perspective, New Media perspective, 3-D display design, 3-D display views.

Dictionary v. 2.1 p. 20