ArtistVision > Perspective
Radial Perspective
A revolutionary new system of true curvilinear perspective.
For centuries, human vision has been the subject of investigation by the great artists of all times. It was the artists of the Rennaissance in Italy and in the north of Europe who developed the systems that have been used by artists and architects ever since. But even at the time they realised that the system was not a perfect model of the human visual system. At the time Leonardo da Vinci himself was said to have been working on a more exact model.
The following diagram demonstrates the difference between the traditional method of perspective drawing, and the optics of the human eye, or of the camera.
This search, like the transmutation of lead and perpetual motion, was eventually abandoned as being a wild goose chase, but throughout the ages, young artists have toyed with the idea of making a better perspective model.
It is particularly popular with the truly imaginative artists, the creators of comic strips and animated movies, because they have always been able to create from pure imagination, magical images beyond the reach of academic logic.
Recently a South African artist, Ryno Swart, managed to develop and to register a patent on exactly such a system. This is a true system of perspective; not ray-tracing or some "effect". It accurately matches the behaviour and optics of any lens, animal, human, or mechanical.
As illustration, here is the ground plan of a simple structure, a box with two walls. Then the structure is rendered, first, in traditional perspective, and then in Radial Perspective.
The following is a rendering of a regular 5-pointed star, such as one may find on a floor design, to show how the system deals with more challenging structures.
Finally, a skyscraper (visualise Spiderman swinging past the 20th floor) shows the double curvature, an the X- as well as the Y-axis that Radial Perspective renders.
This system is now in the process of being coded, after which funding will be sought in order to hone it into a fine instrument for game designers, CAD programmers, and the creators of animate movies and special effects. Anybody who is in a position to advise, assist or even to enquire can contact Ryno Swart at swartart@iafrica.com
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