Master perspective
- Sam Rachamin
- Apr 7
- 4 min read

To master perspective, especially in art, design, or even in fields like computer graphics and architecture, there are several mathematical principles and formulas that can be helpful. Here's a breakdown of the key concepts and formulas you should understand:
### 1. **Linear Perspective**
Linear perspective involves using lines and vanishing points to create the illusion of depth on a flat surface. The basic idea is that parallel lines appear to converge as they get farther from the viewer.
- **Vanishing Points:**
In linear perspective, parallel lines (e.g., train tracks or roads) seem to meet at a single point in the distance, called the **vanishing point**.
**Formula for perspective distortion (for lines):**
- \( X' = \frac{X}{Z} \)
- Where \( X' \) is the distorted horizontal position of the point on the canvas, \( X \) is the real position in space, and \( Z \) is the depth (distance from the camera or observer).
This formula represents how the position of objects changes as they get farther away (the farther away, the smaller they appear).
### 2. **One-Point Perspective**
In one-point perspective, all lines that are parallel to the viewer's line of sight converge at a single vanishing point on the horizon.
- **Formula for distance to the vanishing point:**
If you have a grid, the distance between two points on a plane (e.g., for a box) can be calculated using the basic geometry of similar triangles and the vanishing point.
For a rectangle, the distance of an edge from the vanishing point can be calculated using basic geometry:
\[
\text{Depth} = \frac{\text{Object Width}}{(Z_{\text{vanishing point}} - Z_{\text{object}})}
\]
### 3. **Two-Point Perspective**
Two-point perspective uses two vanishing points on the horizon to show how two sets of parallel lines (such as the sides of a building) converge.
- **Formula for an object's width (in two-point perspective):**
\[
X = \frac{W}{(1 + \frac{Z}{f})}
\]
- Where:
- \( X \) is the apparent width of the object,
- \( W \) is the actual width of the object,
- \( Z \) is the depth of the object,
- \( f \) is the focal length of the lens (or the viewer’s distance from the object).
### 4. **Three-Point Perspective**
Three-point perspective is used to depict objects from a very high or low viewpoint, where three sets of parallel lines converge at three different vanishing points: two on the horizon and one either above or below the horizon.
### 5. **Atmospheric Perspective**
Atmospheric (or aerial) perspective is based on the fact that objects that are farther away appear lighter and less distinct due to the scattering of light and particles in the atmosphere.
- **Formula for atmospheric perspective (color and light intensity):**
\[
I = \frac{I_0}{(1 + k \cdot D)}
\]
- Where:
- \( I \) is the intensity of light at distance \( D \),
- \( I_0 \) is the initial intensity,
- \( k \) is the atmospheric scattering factor,
- \( D \) is the distance of the object from the observer.
### 6. **Field of View (FOV)**
In computer graphics, the field of view (FOV) is an important concept to understand the extent of the visible scene. The FOV can affect how perspective is rendered.
- **FOV in terms of angle:**
\[
\text{FOV} = 2 \cdot \text{atan}\left(\frac{W}{2f}\right)
\]
- Where:
- \( W \) is the width of the scene,
- \( f \) is the focal length of the lens.
### 7. **Projection Matrices (in Computer Graphics)**
In 3D graphics, projecting a 3D point onto a 2D plane uses projection matrices. The projection can either be perspective (objects appear smaller as they get farther away) or orthographic (objects are the same size regardless of distance).
- **Perspective Projection Matrix (for 3D graphics):**
\[
P =
\begin{bmatrix}
\frac{1}{\text{aspect} \cdot \tan(\theta/2)} & 0 & 0 & 0 \\
0 & \frac{1}{\tan(\theta/2)} & 0 & 0 \\
0 & 0 & \frac{z_{\text{far}} + z_{\text{near}}}{z_{\text{near}} - z_{\text{far}}} & \frac{2 \cdot z_{\text{near}} \cdot z_{\text{far}}}{z_{\text{near}} - z_{\text{far}}} \\
0 & 0 & -1 & 0
\end{bmatrix}
\]
- Where:
- \( \theta \) is the vertical field of view,
- \( z_{\text{near}} \) and \( z_{\text{far}} \) are the near and far clipping planes,
- \( \text{aspect} \) is the aspect ratio (width/height).
### 8. **Depth of Field (in Photography)**
In photography and cinematography, depth of field refers to how much of the scene appears in focus. It's influenced by the aperture, focal length, and the distance between the camera and the subject.
- **Depth of field formula:**
\[
DOF = \frac{2 \cdot N \cdot C \cdot (f^2)}{(f^2 - N \cdot C)}
\]
- Where:
- \( N \) is the aperture (f-stop),
- \( C \) is the circle of confusion,
- \( f \) is the focal length.
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### Summary
Mastering perspective requires an understanding of how objects appear as they recede into the distance and how different factors like vanishing points, focal lengths, and depth affect how scenes are viewed. The key formulas include basic geometric transformations, as well as more complex concepts used in computer graphics and photography. Once you're familiar with these principles, you can manipulate and create realistic perspectives in both physical and digital art forms.
in the end drawing and painting are abstractions of reality , just like math or music it is a tool with which we can represent reality to some extent but it is not reality itself!
below and above are images that help illustrate one point perspective , copying them with a lien drawing can help you understand more intuitively how it works!
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