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Parallax scrolling is a technique in computer graphics where background images move past the camera more slowly than foreground images, creating an illusion of depth in a 2D scene of distance. [1] The technique grew out of the multiplane camera technique used in traditional animation [ 2 ] since the 1930s.
A simplified illustration of the parallax of an object against a distant background due to a perspective shift. When viewed from "Viewpoint A", the object appears to be in front of the blue square. When the viewpoint is changed to "Viewpoint B", the object appears to have moved in front of the red square. This animation is an example of parallax.
Isometric video game graphics are graphics employed in video games and pixel art that use a parallel projection, but which angle the viewpoint to reveal facets of the environment that would otherwise not be visible from a top-down perspective or side view, thereby producing a three-dimensional (3D) effect.
The multiplane effect is sometimes referred to as a parallax process. One variation is to have the background and foreground move in opposite directions. This creates an effect of rotation. An early example is the scene in Walt Disney's Snow White and the Seven Dwarfs where the Evil Queen drinks her potion, and the surroundings appear to spin ...
The side-scrolling format was enhanced by parallax scrolling, which gives an illusion of depth. The background images are presented in multiple layers that scroll at different rates, so objects closer to the horizon scroll slower than objects closer to the viewer. [7] Some parallax scrolling was used in Jump Bug. [8]
Wiggle stereoscopy is an example of stereoscopy in which left and right images of a stereogram are animated. This technique is also called wiggle 3-D, wobble 3-D, wigglegram, or sometimes Piku-Piku (Japanese for "twitching"). [1] The sense of depth from such images is due to parallax and to changes to the occlusion of background objects. In ...
An example of parallax scrolling. Parallaxing refers to when a collection of 2D sprites or layers of sprites are made to move independently of each other and/or the background to create a sense of added depth. [4]: 103 This depth cue is created by relative motion of layers.
Mode 7-type effects can be implemented on the Super NES without the hardware acceleration of Mode 7, such as Axelay 's rolling pin vertical scrolling; and then it uses Mode 7 in one boss and in the end credits sequence. [4] Many Mode 7 games were remade for Game Boy Advance using effects implemented by software.