Understanding the Digital 3D World Art

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Understanding the Digital 3D World Art has been and continues to be an evolutionary process.
Although it has probably been around for as long as humankind, the goals and methods have changed dramatically from the French cave paintings of Lascaux to the Egyptian Geese of Medum to Hokusai's The Great Wave to Boticelli's The Birth of Venus to Ingres' Grande Odalisque to Rothko's Four Darks in Red to the work of John Lasseter and his crew in Toy Story, Toy Story 2, and A Bug's Life.
All of the methods used to depict real or mystical three-dimensional occurrences on a two-dimensional plane have been new steps in new directions.
With two eyes, our brain is able to take the two different figures that each eye sends and process visual cues of depth.
Perspective is the attempt to fool the eye into understanding depth, distance, and relative position on a two dimensional space.
The understanding of how to depict depth on the two-dimensional plane of a painting or drawing has been one of the most important developments in art history and the foundation upon which 3D applications of today are built.
The basis of perspective is that the surface of a painting or drawing acts as an invisible plane, called the projection plane, that sits perpendicular to the viewer.
The viewer stands at a point referred to as the viewpoint.
As the viewer looks through the projection plane, he sees a horizon usually depicted by a straight line that includes a vanishing point.
The vanishing point is the point at which all parallel lines parallel to the viewer converge.
As perspective advanced, artists realized that lines not parallel to the viewer had their own vanishing points, some of which were out of the projection plane.
There are a lot of terms to learn in the beginning, but they all come in handy-hang on.
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