
True Reverse Perspective
1 year ago
This is the final proof-of-concept video from 2009, made to illustrate True Reverse Perspective. The scene was modelled and rendered in a camera-hacked version of AoI [ artofillusion.org ], Peter Eastman's open source, java-based 3D package.
In Reverse Perspective the expected visual rules are inverted, so close objects are small and far objects are big. This is not only true for whole objects, but their structure as well. So the near points of an object are closer together, relative to its far points, which gives the flared-out look of the buildings, and the scene as a whole.
Essentially, the positions of the vanishing-point and the focal-point are swapped. So now we are at the vanishing-point, where geometry shrinks to nothingness, and the focal-point lies some distance ahead, beyond which objects scale to infinity.
The effect is achieved entirely in-camera. The scene and models themselves have no unusual scaling, they're laid out in a normal / perpendicular fashion; the way the camera 'sees' the scene is altered to create the effect. Perspective is truly reversed.
__
[ Updated below ] As simple a concept as this is, it seems to not have been attempted before in CG, certainly with the intent of making a consistent, explorable Reverse Perspective environment*.
There are precedents however; painted Russian Orthodox Icons sometimes featured what is called Byzantine-perspective in the buildings and backgrounds - as a way of describing God looking out at the world, through the painting. It's a beautiful concept; a God's perspective.
Further, an artist named Patrick Hughes sculpts in what he describes as Reverspective. His work is optical-illusion, and based on reversing parallax and precession, rather than actually altering perspective.
__
I have some more videos, including various test videos and a silhouette-effect demo. And I will add more, documenting my recent work on implementing the RP effect in Maya via the API.
- Links to the original (informal) paper on implementing TRP, in two parts (PDF):
1. bit.ly/aLalaT 2. bit.ly/bgQLM6
- Link to a more recent paper on implementing TRP in the Maya API, has some good background info on Reverse Perspective and is more technical (PDF): bit.ly/cixZuU
* Further research notes that Viktor Massalogin made a screensaver that rotates simple geometry in RP mode, in 2003. That said, [see below for updated info] I am unaware of anyone attempting a full environment in RP on purpose, but I can't imagine it hasn't happened, at the very least accidently, when people were developing computer-visualization algorithms and writing game-engines.
UPDATE:
David R. Belmonte has contacted me below with links to his Perspectiva Inversa work (both CG and paint). He has done excellent work in exploring this effect, and predates this project by some 10 years! I hope he'll return to this area of CG in the future and help show off the potential of the technique.
Here's some links to his work (also check David's second comment below, for links to more RP inspired work by different artists):
• youtube.com/watch?v=firtdcnLnIs
• davidrbelmonte.blogspot.com/2010/03/perspectiva-inversa.html
Scott Grodesky has also worked in RP (paint) and contacted me. More fantastic work linked:
• zachfeuer.com/images/artists/scottgrodesky/2003/SG-citymidtown03.html
• hortongallery.com/exhibition/46
RP with real optics:
• youtube.com/watch?v=bba4rD00S-M
• youtube.com/watch?v=KieBdX3oBF8
• bntr.livejournal.com/50306.html (Russian)
• bit.ly/cYkNv7 (English translation from Russian)
Daniel Piker
• spacesymmetrystructure.wordpress.com/category/inversion/
• spacesymmetrystructure.wordpress.com/category/inversion/page/2/
In Reverse Perspective the expected visual rules are inverted, so close objects are small and far objects are big. This is not only true for whole objects, but their structure as well. So the near points of an object are closer together, relative to its far points, which gives the flared-out look of the buildings, and the scene as a whole.
Essentially, the positions of the vanishing-point and the focal-point are swapped. So now we are at the vanishing-point, where geometry shrinks to nothingness, and the focal-point lies some distance ahead, beyond which objects scale to infinity.
The effect is achieved entirely in-camera. The scene and models themselves have no unusual scaling, they're laid out in a normal / perpendicular fashion; the way the camera 'sees' the scene is altered to create the effect. Perspective is truly reversed.
__
[ Updated below ] As simple a concept as this is, it seems to not have been attempted before in CG, certainly with the intent of making a consistent, explorable Reverse Perspective environment*.
There are precedents however; painted Russian Orthodox Icons sometimes featured what is called Byzantine-perspective in the buildings and backgrounds - as a way of describing God looking out at the world, through the painting. It's a beautiful concept; a God's perspective.
Further, an artist named Patrick Hughes sculpts in what he describes as Reverspective. His work is optical-illusion, and based on reversing parallax and precession, rather than actually altering perspective.
__
I have some more videos, including various test videos and a silhouette-effect demo. And I will add more, documenting my recent work on implementing the RP effect in Maya via the API.
- Links to the original (informal) paper on implementing TRP, in two parts (PDF):
1. bit.ly/aLalaT 2. bit.ly/bgQLM6
- Link to a more recent paper on implementing TRP in the Maya API, has some good background info on Reverse Perspective and is more technical (PDF): bit.ly/cixZuU
* Further research notes that Viktor Massalogin made a screensaver that rotates simple geometry in RP mode, in 2003. That said, [see below for updated info] I am unaware of anyone attempting a full environment in RP on purpose, but I can't imagine it hasn't happened, at the very least accidently, when people were developing computer-visualization algorithms and writing game-engines.
UPDATE:
David R. Belmonte has contacted me below with links to his Perspectiva Inversa work (both CG and paint). He has done excellent work in exploring this effect, and predates this project by some 10 years! I hope he'll return to this area of CG in the future and help show off the potential of the technique.
Here's some links to his work (also check David's second comment below, for links to more RP inspired work by different artists):
• youtube.com/watch?v=firtdcnLnIs
• davidrbelmonte.blogspot.com/2010/03/perspectiva-inversa.html
Scott Grodesky has also worked in RP (paint) and contacted me. More fantastic work linked:
• zachfeuer.com/images/artists/scottgrodesky/2003/SG-citymidtown03.html
• hortongallery.com/exhibition/46
RP with real optics:
• youtube.com/watch?v=bba4rD00S-M
• youtube.com/watch?v=KieBdX3oBF8
• bntr.livejournal.com/50306.html (Russian)
• bit.ly/cYkNv7 (English translation from Russian)
Daniel Piker
• spacesymmetrystructure.wordpress.com/category/inversion/
• spacesymmetrystructure.wordpress.com/category/inversion/page/2/
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Prev week
folkloreisrael.com/DrorSite/gallery/cgtools/zlens/zlens.html
i think it'll interest you
youtube.com/watch?v=firtdcnLnIs
And also I made drawings and paintings over the same theme:
davidrbelmonte.blogspot.com/2010/03/perspectiva-inversa.html
See you later
Thanks for sharing, I'll amend your info in the description :)
hortongallery.com/exhibition/46
zachfeuer.com/images/artists/scottgrodesky/2003/SG-citymidtown03.html
Good luck!
Looks like we have a reverse perspective community!
I've added your info above, too.
I have more videos made in 3D, I have to look through my old files, because you have seen is very poor and brief.
Most of these works were made with geometric principles, and then presents some studies of this type for a doctoral course on anamorphosis in the Faculty of Fine Arts at the University of Seville. Since then I sheepishly returned to the issue, making some stereoscopic images, and finding ways to get this perspective with real optical video.
Seville. Since then I sheepishly returned to the issue, making some stereoscopic images, and finding ways to get this perspective with real optical video.
Grodesky works are very curious and nice. I did not know, thanks for the links, and i´m very pleased to find peers with the same artistic interests.
Here we add some images that might interest you:
This is the picture of a Spanish painter Guillermo Pérez Villalta
faculty-staff.ou.edu/L/A-Robert.R.Lauer-1/Villalta
Here is an engraving of William Hogarth on the most frequent errors committed by novice painters
illusionen.biz/blog/wp-content/uploads/2009/07/hogarth01xxl.jpg
These are works of David Hockney, English artist.
hockneypictures.com/works_paintings_80_08.php
hockneypictures.com/works.php
https: / / wp.delta.ncsu.edu / digitalimaging / projects / photocubism /
Oter images
flickr.com/photos/kacleaveland/435720802/
teleformacion.edu.aytolacoruna.es/FISICA/document/fisicaInteractiva/OptGeometrica/EspejoPlano/EspejoCurvo/EspejosConcFormaImag.htm
Here is the simulation of a concave mirror
edumedia-sciences.com/es/a308-espejo-concavo
Concave mirror:
doflick.com/ViewVideo.aspx?vId=281
I hope you enjoy it.
Belmonte
PD: JMS, can you imagine a whole movie done in 3d with reverse perspective?
;)
• vimeo.com/12946223
I can totally imagine a whole movie in 3DRP: mindbending! And please do keep the videos coming, this is exciting :D
bntr.livejournal.com/50306.html
and see also this videos
youtube.com/watch?v=bba4rD00S-M
youtube.com/watch?v=KieBdX3oBF8
I'm stunned by both the reality of RP lens systems, and that the Russian essay has so many of the ideas I touched upon in mine! Satisfying and humbling :)
There are whole worlds of information out there, overlapping but separated by language. The Russians have really explored RP, it seems - and there is so much more for me to learn :)
Thank you again David, great links! (And yes, it's Jeremy)
We have to search if the russian scientist Rauschenbah has images, photograpies or something about RP.
see you later
Also: ye145.narod.ru/
Good luck with your work!
The photograps seems be made with Fresnel lens also.
There appears some radial brightness, and the blur in the image is very beautiful.
greenpowerscience.com/SHOPFRESNELHOME.html
youtube.com/watch?v=Cy7SNrKoPNQ
Lets try the 3DRP
youtube.com/watch?v=HAcpqRCGRXs
youtube.com/watch?v=njHvCTdesu4
youtube.com/watch?v=aJfj-86gV_U
youtube.com/watch?v=jYeWxZU9waE
youtube.com/watch?v=Itjpk5BqrwQ
youtube.com/watch?v=NXzhD9RmLOY
youtube.com/watch?v=Imdq5t2zNyA
youtube.com/watch?v=WOsgQy4BaxQ
youtube.com/watch?v=C6wFAKsG-zk
youtube.com/watch?v=Fv8Yeu2BKfo
youtube.com/watch?v=U1d-04hPyQA
(one more example: bntr.planet.ee/wiki/articles/flash/object2.swf )
And there is also another area for computer graphics - "multiperspective"
e.g. glassner.com/andrew/cg/research/cubism/cubism.htm
If I'm not mistaken, the flash file you linked is a reworking of Viktor Massalogin's screensaver. Do you have any further information on it?
And Andrew Glassner's stuff is pretty interesting :) Thanks!
I used there a projection matrix like
1 0 0 0
0 1 0 0
0 0 0 k
0 0 0 1
(then projected coordinate X = x/(1+kz))
where k is tangent of a ray passing point (1,0,0).
This allows to change perspective continuously
from direct to reverse through parallel (k = 0).
(the source is also there bntr.planet.ee/wiki/?id=object2 )
I like what you did with the k variable, if I ever rebuild my RP rig I will definitely try to include similar functionality.
Very cool :)
spacesymmetrystructure.wordpress.com/category/inversion/
spacesymmetrystructure.wordpress.com/category/inversion/page/2/
It makes sense to connect the idea of the vanishing point with the point at infinity on the Riemann sphere. So in a very real sense this is what it looks like when you divide by zero!
It's also nice to see it as the halfway point of a 4D rotation
Thanks for sharing your links, I've added them to the update section.
waliczky.com/pages/waliczky_way1-frame.htm
here is one of my own pseudo-RP experiments:
vimeo.com/26928411