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  2. Perspective (graphical) - Wikipedia

    en.wikipedia.org/wiki/Perspective_(graphical)

    Linear or point-projection perspective (from Latin perspicere 'to see through') is one of two types of graphical projection perspective in the graphic arts; the other is parallel projection. [ citation needed ] [ dubious – discuss ] Linear perspective is an approximate representation, generally on a flat surface, of an image as it is seen by ...

  3. Worm's-eye view - Wikipedia

    en.wikipedia.org/wiki/Worm's-eye_view

    A worm's-eye view is a description of the view of a scene from below that a worm might have if it could see. It is the opposite of a bird's-eye view. [1]It can give the impression that an object is tall and strong while the viewer is childlike or powerless.

  4. Three-point lighting - Wikipedia

    en.wikipedia.org/wiki/Three-point_lighting

    Three-point lighting is a standard method used in visual media such as theatre, video, film, still photography, computer-generated imagery and 3D computer graphics. [1] By using three separate positions, the photographer can illuminate the shot's subject (such as a person) however desired, while also controlling (or eliminating) the shading and ...

  5. 3D projection - Wikipedia

    en.wikipedia.org/wiki/3D_projection

    For example, lines traced from the eye point at 45° to the picture plane intersect the latter along a circle whose radius is the distance of the eye point from the plane, thus tracing that circle aids the construction of all the vanishing points of 45° lines; in particular, the intersection of that circle with the horizon line consists of two ...

  6. Picture plane - Wikipedia

    en.wikipedia.org/wiki/Picture_plane

    In painting, photography, graphical perspective and descriptive geometry, a picture plane is an image plane located between the "eye point" (or oculus) and the object being viewed and is usually coextensive to the material surface of the work.

  7. Isometric video game graphics - Wikipedia

    en.wikipedia.org/wiki/Isometric_video_game_graphics

    A common example is picking the tile that lies right under the cursor when a user clicks. One such method is using the same rotation matrices that originally produced the isometric view in reverse to turn a point in screen coordinates into a point that would lie on the game board surface before it was rotated. Then, the world x and y values can ...

  8. Multiview orthographic projection - Wikipedia

    en.wikipedia.org/wiki/Multiview_orthographic...

    An example of a multiview orthographic drawing from a US Patent (1913), showing two views of the same object. Third angle projection is used. In third-angle projection , the object is conceptually located in quadrant III, i.e. it is positioned below and behind the viewing planes, the planes are transparent , and each view is pulled onto the ...

  9. Bird's-eye view - Wikipedia

    en.wikipedia.org/wiki/Bird's-eye_view

    Overhead view is fairly synonymous with bird's-eye view but tends to imply a vantage point of a lesser height than the latter term. For example, in computer and video games, an "overhead view" of a character or situation often places the vantage point only a few feet (a meter or two) above human height. See top–down perspective.