Atmospheric Perspective
This example of the atmospheric perspective cue shows the different details of the flag at various distances. As humans gaze through air, layers of atmosphere make distant objects blurry. These creators built a realistic virtual world by using this 'Monocular depth cue'.
Light & Shadow
A beautiful choice for light and shadow effects. The circus map had wonderfully used light projection with proportionate shadow projections. The outcome is fantastically convincing. You can even notice the different shades of the two shadows and the detail between them.
Occlusion
The perspective cue of occlusion places objects in front of others to create depth. In this photo my avatar is in front of the sand & railing and the railing is in front of the house. Occlusion is a standard function of three dimensions. I think it's impossible not to include, but without the other monocular cues it won't create 3D perspective.
Linear Perspective
The best example of linear perspective may be the cubes. I couldn't find an exact horizon line, but you can see the way the closer they are to the screen, the larger they are. This perspective cue is integral to any three dimensional art, and truly accounts for sizing through distance. I enjoy working with perspectives. Take a look at Salvador Dali's work for Surrealist linear perspective.
Size Differences
The closer tree is large. The farther we look the trees get smaller. This must be a function of linear perspective. If you can imagine a horizon line and other lines coming off of it, you can notice the difference. I just don't know how the graphic engine runs through the map and changes the size of the objects.
Texture Density
The way the boards are put together using texture density give us an idea of how tightly compacted the boards look at a distance. The texture of the wood becomes blurrier and the lines fade into infinity. I'd like to know how the program turns one object of the same dimensions and creates these perspective effects.
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