There are often multiple vanishing points in a scene. How is that conveyed? (like in drawing class they would talk about 2, 3, etc point perspective)
Murrowow
How do we mathematically represent perspective and the general fact that objects further away appear smaller?
TejasFX
This might be a bit too far off in terms of the content of this class; but how does something like perspective work in non-Euclidean scenes? Are the same rules of regular rendering/perspective applied in novel contexts or is it something entirely different?
There are often multiple vanishing points in a scene. How is that conveyed? (like in drawing class they would talk about 2, 3, etc point perspective)
How do we mathematically represent perspective and the general fact that objects further away appear smaller?
This might be a bit too far off in terms of the content of this class; but how does something like perspective work in non-Euclidean scenes? Are the same rules of regular rendering/perspective applied in novel contexts or is it something entirely different?