Depth perception is the visual ability to perceive the world in three dimensions. It is a trait common to many higher animals. Depth perception allows the beholder to accurately gauge the distance to an object. Depth perception is often confused with perspective, but in fact it uses perspective (among other things) to go far beyond it.
Of these various cues, only convergence, focus and familiar size provide absolute distance information. All other cues are relative (ie, they can only be used to tell which objects are closer relative to others). Stereopsis is merely relative because a greater or lesser disparity for nearby objects could either mean that those objects differ more or less substantially in relative depth or that the foveated object is nearer or further away (the further away a scene is, the smaller is the retinal disparity indicating the same depth difference).
Binocular cues can be directly perceived far more easily and eloquently than they can be described in words. Try looking around at the room you're in with just one eye open. Then look with just the other eye; the difference you notice will probably be negligible. After that, open both eyes, and see what happens. This simple ten-second exercise will teach you as much about the art of seeing as a year or two at a good art school.
Like gravity and electromagnetism, monocular "classical perspective" obeys the inverse square law. A doubling of distance from the viewer's eye reduces the apparent size of an object to one-quarter its previous dimensions. Conversely, halving the distance quadruples its apparent size; two squared makes four. One-third the distance increases apparent size by nine times, or three squared. (The height and width of the object will each be increased by two or three when distance is reduced to a half or a third. But the object's area is what determines its apparent size, and the area results from multiplying its height by its width: 2x2=4, 3x3=9.) Each of your eyes, like a camera lens, sees the world in "correct" classical perspective. Since binocular vision takes our perception of space to a stage beyond what we can see with just one eye, it follows that it operates by exaggerating and enhacing perspective in generating a single new "3-D" image out of the two "2-D" images the brain receives and transforms. Binocular depth perception might be described mathematically through some kind of non-Euclidian geometry. Binocular vision may make use of the fact that the "parallel" lines that converge at the vanishing point are actually curved, rather than straight, although this rarely noticed except in fish-eye lens photography. The curving is almost imperceptible near the focal point at the center of the visual field, but it may be greatly enhanced even there by the brain's synthesizing the eyes' two separate views. (See also parallax article.)
As often happens in science, practical applications go beyond our theoretical understanding of the underlying principles involved in the phenomenon. Artists employ subtle exaggerations and enhancements of classical perspective to suggest depth perception, to give the viewer a sense of subjective involvement in the picture's visual drama. Excellent examples of this can be found in Michelangelo's drawings with their anatomical "distortions", and in the best superhero comics. As explained in the book, How to Draw Comics the Marvel Way, a fist or a sword coming at the viewer won't have much gut-level visual impact unless it seems to be flying off the page into the viewer's face. This only happens when it's drawn as if the viewer's eye were just inches away from the closest part of it, even if the panel's overall composition suggests a more remote point of view. Thus the fist, or the tip of the sword, will be drawn significantly larger than indicated by correct (monocular) perspective; its exact dimensions will depend on the artist's intuitive judgment. Similarly, the convergence of parallel lines at their various vanishing points throughout a scene will be subtly exaggerated to create a more convincing sense of spacial depth than "correct" (monocular or classical) perspective can offer. In classical perspective, all vanishing points are exiled at a hypothetical ideal "infinity"; with binocular depth perception, vanishing points are brought into the realm of real space we all inhabit.
Photographs capturing perspective are two-dimensional images that often illustrate the illusion of depth. (This differs from a painting, which may use the physical matter of the paint to create a real presence of convex forms and spacial depth.) Stereoscopes and Viewmasters, as well as 3-D movies, employ binocular vision by forcing the viewer to see two images created from slightly different positions (points of view). By contrast, a telephoto lens — used in televised sports, for example, to zero in on members of a stadium audience — has the opposite effect. The viewer sees the size and detail of the scene as if it were close enough to touch, but the camera's perspective is still derived from its actual position a hundred meters away, so background faces and objects appear about the same size as those in the foreground.
Trained artists are keenly aware of the various methods for indicating spacial depth (color shading, distance fog, perspective and relative size), and take advantage of them to make their works appear "real". The viewer feels it would be possible to reach in and grab the nose of a Rembrandt portrait or an apple in a Cezanne still life — or step inside a landscape and walk around among its trees and rocks.
Cubism was based on the idea of incorporating multiple points of view in a painted image, as if to simulate the visual experience of being physically in the presence of the subject, and seeing it from different angles. The radical "High Cubist" experiments of Braque and Picasso circa 1909 are interesting but more bizarre than convincing in visual terms. Slightly later paintings by their followers, such as Robert Delaunay's views of the Eiffel Tower, or John Marin's Manhattan cityscapes, borrow the explosive angularity of Cubism to exaggerate the traditional illusion of three-dimensional space. A century after the Cubist adventure, the verdict of art history is that the most subtle and successful use of multiple points of view can be found in the pioneering late work of Cezanne, which both anticipated and inspired the first actual Cubists. Cezanne's landscapes and still lifes powerfully suggest the artist's own highly-developed depth perception. At the same time, like the other Post-Impressionists, Cezanne had learned from Japanese prints the significance of respecting the flat (two-dimensional) rectangle of the picture itself; Hokusai and Hiroshige ignored or even reversed linear perspective and thereby remind the viewer that a the picture can only be "true" when it acknowledges the truth of its own flat surface. By contrast, European "academic" painting was devoted to a sort of Big Lie that the surface of the canvas is only an enchanted doorway to a "real" scene unfolding beyond, and that the artist's main task is to distract the viewer from any disenchanting awareness of the presence of the painted canvas. Cubism, and indeed most of modern art is a struggle to confront, if not resolve, the paradox of suggesting spacial depth on a flat surface, and explore that inherent contradiction through innovative ways of seeing, as well as new methods of drawing and painting.
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