Depth
Depth Cues
"Hints" that suggest three-dimensionality - shape or distance
Based on physics, and workings of human vision
Depth Cues
Summary
- occlusion
- linear perspective
- relative size
- relative height
- texture gradient
- shading, shadows
- aerial perspective
- accomodation
- stereo parallax
- motion parallax
Occlusion / Interposition
Limbourg. Tres Riches Heures: January. 1412-16
Occlusion / Interposition
Hiroshige. Plum Estate, Kameido. 1857
Occlusion / Interposition
Diablo (Blizzard North, 1996)
Perspective
- Linear Perspective
- Relative Size
- Relative Height
- Texture Gradient
Linear Perspective
Jack Delano. Chicago Galewood yard. 1944
Linear Perspective
van Gogh. Corridor in the Asylum. 1889
Linear Perspective
Dali. The First Days of Spring 1932
Linear Perspective
Tempest (Atari, 1981)
One-Point Perspective
Relative Size
Durer. The Adoration of the Magi. 1504
Relative Size
Wolfenstein 3D (id Software, 1992)
Relative Height
Limbourg. Tres Riches Heures: February. 1412-16
Relative Height
Constable. Chain Pier, Brighton. 1827
Relative Height
Marble Madness (Atari, 1984)
Texture Gradient
Gustave Caillebotte. Paris Street; Rainy Day. 1877
Texture Gradient
Gustave Caillebotte. Paris Street; Rainy Day (detail)
Texture Gradient
Turner Whitted. Ray Tracing. 1980
Lighting & Shadows
Michelangelo. David. 1504
Lighting & Shadows
Michelangelo. The Holy Family with the infant St. John the Baptist (the Doni Tondo). c. 1503-05
Lighting & Shadows
Mario 64 (Nintendo, 1996) / Doom 3 (id Software, 2004)
Lighting & Shadows
Cel Shading
Aerial Perspective
Gregg M. Erickson. Mount Ellinor. CC-BY
Aerial Perspective
Friedrich. Riesengebirge. 1835
Aerial Perspective
Monet. The Thames at Westminster (Westminster Bridge). 1871
Aerial Perspective
Myst V (Ubisoft, 2005)
Accomodation (Focus)
Accomodation (Focus)
Vermeer. The Lacemaker. 1669-70
Accomodation (Focus)
Motion Parallax
Disney. Bambi. 1942
Motion Parallax
Shadow of the Beast (Psygnosis, 1989)
Stereo Parallax
Stereo Parallax
Stereo Parallax
Virtual Boy - Mario's Tennis (Nintendo, 1995)
Stereo Parallax
Oculus Rift
CC-BY-SA 4.0 image by Ats Kurvet
OpenGL
- occlusion
- depth-buffering (glEnable(GL_DEPTH_TEST))
- linear perspective
- relative size
- relative height
- perspective projection (gluPerspective)
- texture gradient
- perspective, texture mapping (glTexImage2D, etc)
- shading, shadows
- lighting (glLight, glMaterial, glNormal)
- aerial perspective
- fog (glFog)
- accomodation
- accumulation buffer (glAccum)
- stereo parallax
- quad-buffering, color-masking
- motion parallax
- transformations
Unity
- occlusion
- depth-buffering
- linear perspective
- relative size
- relative height
- perspective camera
- texture gradient
- perspective camera, textures
- shading, shadows
- light source + shader
- aerial perspective
- fog (shader)
- accomodation
- depth-of-field image effect (Unity Pro)
- stereo parallax
- multiple cameras, display-specific plugins
- motion parallax
- transformations / camera movement
This document is by Dave Pape, and is released under a Creative Commons License.