Handprint - Perspective in The World
Handprint - Perspective in The World
2. An image is formed by light passing through a single the four perspective facts
point. This is the viewpoint. The viewpoint exactly matches (1) light travels in a straight line or "light ray"; (2) an image
the properties of a pinhole camera, which creates images by is formed by light rays passing through a single viewpoint;
passing light through a tiny hole in a screen. Because this (3) the viewpoint defines a visual cone centered on a
pinhole forms images, it can geometrically represent the images direction of view; (4) all visual rays appear "end view" as
points on an image plane
formed by a lens, such as the artist's eye or camera.
All light rays that intersect the viewpoint (pass through the
pinhole camera), and equivalently all lines of sight emanating
from the viewpoint, are called visual rays. The only visual rays
that matter to our view of the world are those that converge on
the viewpoint: all other light rays are excluded. The dense
tangle of light becomes an image.
The eye is really a small sphere, and we normally see with two
eyes, so we have to simplify the facts of sight somewhat,
depending on what we mean by looking at the world. If we
mean a camera or single immobile eye, the viewpoint is the
nodal point of the optics, which in the eye is located slightly
behind the center of the lens (because light has already been
refracted by the cornea). If we use one eye but look in different
directions, the viewpoint shifts to the rotational center of the
eye. If we use both eyes, the binocular viewpoint is
approximately located between the two eyes.
The visual rays from the "front half" of space form a cone,
known as a visual cone or visual pyramid, with the viewpoint at
its point or apex. This cone has a central axis, known as the
optical axis, which defines the center of a camera image or our
visual field. In linear perspective this optical axis is called the
direction of view (or sometimes the central ray or principal
visual ray).
This slice cuts across all the visual rays, so that we only see
visual rays "end on" within the visual cone. As a result, all
visual rays appear as points on an image plane. The image
is really a surface of compacted points, each point signifying a
visual ray that has reached the viewpoint from a specific location
in physical space.
The third and final dimension is the width of the visual cone. Any
two visual rays within the visual cone define a visual angle
measured at the viewpoint, which corresponds to the visual
distance between two points in the visual field. So what is the
visual angle of the visual cone? This was determined by
medieval optics to be 90° (one quarter of a full circle), and later
perspective practice adopted this 90° limit as a convenient
standard (for reasons explained below). This creates a circular
diameter to the visual cone, centered on the direction of view,
know as the 90° circle of view.
The visual rays from these points define the geometry of visual
rays in physical space. And they allow us to address two
fundamental questions about recession, or changes in object
appearance with object distance:
First, we excuse the human viewer and retain only the fixed
location of his viewpoint.
The viewpoint is at the tip or apex of the visual cone, and the
origin of the direction of view. We have already conventionally
decided that the direction of view is parallel to the ground
plane. So we can define a median line on the ground plane,
extending from the station point and parallel to the direction of
view, which divides the ground plane into symmetrical left and
right halves.
The image plane does not have fixed dimensions — its limits are
only determined by the size of the visual cone or by the size of
the support that we make the image on.
The final step is to identify where each visual ray passes through
the window — the point where it intersects with the image
plane. This point is its perspective image. In the figure, point
a' is the intersection between the image plane and the visual ray
from point a on the ground plane to the viewpoint; that is, a' is
the image in perspective space of the point a in physical space.
Point b' is the image of real world point b, c' is the image of c
... and so on for all the points on those two parallel lines of
points we decided to study.
The figures (above) show this done twice: horizontal green lines
for measurements done on the elevation (which gives the
distance of the points above the ground line), and vertical green
lines for measurements from the plan (which gives the distance
of the points to the left or right of the median line).
Now we see that the image plane roughly fills the visual field; it
slices through the visual cone to create the 90° circle of view
(or any other size circle of view we want to define), centered on
the principal point — the intersection of the direction of view
with the image plane. The principal point and horizon line also
show the viewing height.
Now let's examine the perspective image of the metric grid. First
of all, we find that it still consists of straight lines (in red).
Connecting pairs of metric points parallel to the direction of view
has created the image orthogonals (the mathematical term for
"perpendicular," which reminds us that the orthogonals are
perpendicular to the image plane).
Several decades later, artists also realized that that the two
diagonals within the squares created by the orthogonals and
transversals must also be parallel lines (like the parallel
diagonals of a chessboard) and therefore must also converge to
vanishing points on the horizon line on either side the principal
point. These are the diagonal vanishing points (abbreviated
dvp), first described by the French cleric and diplomat Jean
Pélerin in 1505.
The key element is that the viewing distance (x, the distance of
the viewpoint from the image plane), the viewing height (the
distance of the viewpoint from the ground plane or plane of
orthogonals) and the radius of the circle of view are all equal.
We also require, as a simplification of the perspective problems
we want to analyze, that the direction of view is parallel to the
ground plane and the image plane is perpendicular to both the
ground plane and the direction of view. This creates the physical
arrangement illustrated and labeled in the diagram (below).
figure 1
figure 2
The image of line AB in the plan is the line ab. Note that when
the points a and b are connected to the station point S by lines
in the plan, they intersect the ground line at x and y, the plan
image of the points X and Y. Note than the plan image is
constructed by parallel lines perpendicular to the ground plane
(as shown by the dotted lines).
Note that if the line has infinite length, then any two distant
points will serve; but if the line has a fixed length (a line
segment), then the two end points are necessary to define its
length. This leads to the most economical method of perspective
construction: we project only the end points of a line onto the
image plane, then connect them by a straight line. For example,
we can define the edges of a cube by projecting only its
significant points or defining elements — the six corner points
— onto the image plane, and then connecting the appropriate
corner points with straight lines to construct the edges.
figure 3
The only exceptions to this rule are lines parallel to the image
plane (they never intersect the image plane, and they do not
converge to a vanishing point), and visual rays, for which the
intersection and vanishing point are the same (see rule 1).
figure 4
figure 5
The key is that line VS, the viewing height from the ground
plane to the viewpoint V, is perpendicular to the ground plane at
the station point S. Extended without limit, this line is equivalent
to the head midline of a standing viewer. If a line intersects
VS, its plan line will intersect S, and the two lines will lie in the
same plane as VS, which is perpendicular to the ground plane.
Therefore the line image of the plane (perspective rule 10) will
also be perpendicular to the ground plane, the vanishing line of
the ground plane (horizon line) and its intersection with the
image plane (ground line).
In each case, the plane figures (ABSa, VCS and DES) contain
some part of the line VS, which is perpendicular to the ground
plane, so the plane figures and their intersections with the
image plane are also perpendicular to the ground plane.
In figure 4 (above), the two image lines Bvp and Avp are
parallel, because vp is a vanishing point; therefore the
perspective image of lines ABC defines the plane ABC. The
same would be true if vp were a point where the lines
intersected in physical space.
figure 6
12. The vanishing line for any plane is the parallel plane
containing a visual ray, or the line connecting the
vanishing points for any two lines parallel to the plane. A
plane that contains a visual ray intersects the viewpoint V, which
means the plane is seen "edge on" as a line on the image plane
(rule 9). This matches rule 5 for lines.
16. Any plane that contains both a line and the plan
image of the line is perpendicular to the ground plane,
and defines a perpendicular intersection line and
vanishing line on the image plane. This matches rule 8 for
lines. Reciprocally, if the vanishing line of a plane is not
perpendicular to the horizon line, then none of the lines
contained in that plane will be perpendicular to the ground
plane. Rule 16 is useful for the construction of inclined lines, and
for defining the light plane of shadows.
17. Finally, although they are not rules per se, it is important to
memorize the criteria for the four different types of
perspective drawings (discussed in later pages):
These conventions are so powerful, and so basic to visual images are uninterpretable in the "wrong" orientation
experience, that we enforce them even for paintings by Jackson
Pollock or Bridget Riley, where they mean nothing to the visual
texture of the work; or in the "conceptual" wall drawings of Sol
Lewitt, where echoes of the display or viewing conventions belie
the claim that the drawing instructions only respond to the
limitations of the drawing site.
This fact arises from rule 12: all parallel planes converge to the
same vanishing line. In this case, the first plane is the ground
plane, whose vanishing line is the horizon. The viewing height,
extended in all directions, creates a second plane parallel to the
ground plane, like the surface of a large lake up to the height of
the viewpoint. This surface will also converge to the horizon line.
Regardless of the direction of view, all objects lower than this
plane will be "under water" and therefore below the horizon line.
All objects above it will be "above water" and above the horizon
line.
perspective distortions
The standard demonstration of linear perspective — drawing on
a sheet of glass the view from a fixed location as seen through
one eye — shows that the geometry of linear perspective really
works: what you see is what you get!
But because we view the drawing from much farther away (and
with both eyes), the spheres and columns appear grossly
distorted. The columns give the illusion of being viewed head on,
when in fact those near the circle of view are seen from one
side, so that the front and back of the forms define their cross
section. These are not the same distance from the image plane,
so they display unequal recession toward the principal point,
which elongates the form.
If the image vanishing points were much farther apart (that is, if
the image were enclosed by a smaller circle of view), then the
drawing would represent objects as they appear from a
viewpoint much farther away, and changes in the the viewing
geometry would cause smaller proportional changes in the
image circle of view.
The last piece of the puzzle is that the fresco is normally viewed
correction of perspective "distortions" in Raphael's
from a vantage too close to the image plane and several feet
School of Athens (1511)
below the center of projection, which causes a distinct upward
convergence in the image verticals (image, below). Yet in
context the convergence lends a soaring grandeur to the image,
and by means of this esthetic impact the overall perspective
space appears harmonious and convincing.
N E X T : Central Perspective