Forced perspective

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The Potemkin Stairs in Odesa extend for 142 metres (466 ft), but give the illusion of greater depth since the stairs are wider at the bottom than at the top. Potemkinovy schody.jpg
The Potemkin Stairs in Odesa extend for 142 metres (466 ft), but give the illusion of greater depth since the stairs are wider at the bottom than at the top.
The forced perspective gallery at the Palazzo Spada in Rome by Francesco Borromini, 1632. The 8.6-metre (28 ft) long gallery gives the illusion of being around four times the length. Forced perspective gallery by Francesco Borromini.jpg
The forced perspective gallery at the Palazzo Spada in Rome by Francesco Borromini, 1632. The 8.6-metre (28 ft) long gallery gives the illusion of being around four times the length.

Forced perspective is a technique that employs optical illusion to make an object appear farther away, closer, larger or smaller than it actually is. It manipulates human visual perception through the use of scaled objects and the correlation between them and the vantage point of the spectator or camera. It has uses in photography, filmmaking and architecture.

Contents

In filmmaking

Forced perspective had been a feature of German silent films and Citizen Kane revived the practice. [2] Movies, especially B-movies in the 1950s and 1960s, were produced on limited budgets and often featured forced perspective shots. [3]

Forced perspective can be made more believable when environmental conditions obscure the difference in perspective. For example, the final scene of the famous movie Casablanca takes place at an airport in the middle of a storm, although the entire scene was shot in a studio. This was accomplished by using a painted backdrop of an aircraft, which was "serviced" by dwarfs standing next to the backdrop. A downpour (created in the studio) draws much of the viewer's attention away from the backdrop and extras, making the simulated perspective less noticeable. [4]

Role of light

Early instances of forced perspective used in low-budget motion pictures showed objects that were clearly different from their surroundings: often blurred or at a different light level. The principal cause of this was geometric. Light from a point source travels in a spherical wave, decreasing in intensity (or illuminance ) as the inverse square of the distance travelled. This means that a light source must be four times as bright to produce the same illuminance at an object twice as far away. Thus to create the illusion of a distant object being at the same distance as a near object and scaled accordingly, much more light is required. When shooting with forced perspective, it's important to have the aperture stopped down sufficiently to achieve proper DOF (depth of field), so that the foreground object and background are both sharp. Since miniature models would need to be subjected to far greater lighting than the main focus of the camera, the area of action, it is important to ensure that these can withstand the significant amount of heat generated by the incandescent light sources typically used in film and TV production. [5]

In motion

Peter Jackson's film adaptations of The Lord of the Rings make extended use of forced perspective. Characters apparently standing next to each other would be displaced by several feet in depth from the camera. This, in a still shot, makes some characters (dwarves and Hobbits) appear much smaller than others. If the camera's point of view were moved, then parallax would reveal the true relative positions of the characters in space. Even if the camera is just rotated, its point of view may move accidentally if the camera is not rotated about the correct point. This point of view is called the 'zero-parallax-point' (or front nodal point), and is approximated in practice as the centre of the entrance pupil. [6]

An extensively used technique in The Lord of the Rings: The Fellowship of the Ring was an enhancement of this principle, which could be used in moving shots. Portions of sets were mounted on movable platforms which would move precisely according to the movement of the camera, so that the optical illusion would be preserved at all times for the duration of the shot. The same techniques were used in the Harry Potter movies to make the character Rubeus Hagrid look like a giant. Props around Harry and his friends are of normal size, while seemingly identical props placed around Hagrid are in fact smaller. [7]

Comic effects

Use of forced perspective with tourist attractions like the Leaning Tower of Pisa is popular in tourist photography. Europe 2007 Disk 1 340.jpg
Use of forced perspective with tourist attractions like the Leaning Tower of Pisa is popular in tourist photography.

As with many film genres and effects, forced perspective can be used to visual-comedy effect. Typically, when an object or character is portrayed in a scene, its size is defined by its surroundings. A character then interacts with the object or character, in the process showing that the viewer has been fooled and there is forced perspective in use.

Forced perspective of giant beer can model shown "perched" on top of a person's hand Comedic forced perspective example.jpg
Forced perspective of giant beer can model shown "perched" on top of a person's hand

The 1930 Laurel and Hardy movie Brats used forced perspective to depict Stan and Ollie simultaneously as adults and as their own sons. An example used for comic effect can be found in the slapstick comedy Top Secret! in a scene which appears to begin as a close-up of a ringing phone with the characters in the distance. However, when the character walks up to the phone (towards the camera) and picks it up, it becomes apparent that the phone is extremely oversized instead of being close to the camera. Another scene in the same movie begins with a close-up of a wristwatch. The next cut shows that the character actually has a gargantuan wristwatch.

The same technique is also used in the Dennis Waterman sketch in the British BBC sketch show Little Britain . In the television version, larger than life props are used to make the caricatured Waterman look just three feet tall or less. In The History of the World, Part I , while escaping the French peasants, Mel Brooks' character, Jacques, who is doubling for King Louis, runs down a hall of the palace, which turns into a ramp, showing the smaller forced perspective door at the end. As he backs down into the normal part of the room, he mutters, "Who designed this place?"

One of the recurring The Kids in the Hall sketches featured Mr. Tyzik, "The Headcrusher", who used forced perspective (from his own point of view) to "crush" other people's heads between his fingers. This is also done by the character Sheldon Cooper in the TV show The Big Bang Theory to his friends when they displease him. In the making of Season 5 of Red vs. Blue , the creators used forced perspective to make the character of Tucker's baby, Junior, look small. In the game, the alien character used as Junior is the same height as other characters. The short-lived 2013 Internet meme "baby mugging" used forced perspective to make babies look like they were inside items like mugs and teacups. [10] [11]

In architecture

Trier Konstantinbasilika BW 4 zurechtgezurrt.jpg
Forced perspective in the Roman Emperor Constantine's Aula Palatina - Trier: The windows and the coffer in the apse are smaller, and the apsis has a raised floor.
Trier Konstantinbasilika BW 2 zurechtgezurrt.jpg
From the outside, the true size of the apsis windows is apparent.

In architecture, a structure can be made to seem larger, taller, farther away or otherwise by adjusting the scale of objects in relation to the spectator, increasing or decreasing perceived depth. When forced perspective is supposed to make an object appear farther away, the following method can be used: by constantly decreasing the scale of objects from expectancy and convention toward the farthest point from the spectator, an illusion is created that the scale of said objects is decreasing due to their distant location. In contrast, the opposite technique was sometimes used in classical garden designs and other follies to shorten the perceived distances of points of interest along a path.

The Statue of Liberty is built with a slight forced perspective so that it appears more correctly proportioned when viewed from its base. When the statue was designed in the late 19th century (before easy air flight), there were few other angles from which to view the statue. This caused a difficulty for special effects technicians working on the movie Ghostbusters II , who had to back off on the amount of forced perspective used when replicating the statue for the movie so that their model (which was photographed head-on) would not look top-heavy. [12] This effect can also be seen in Michelangelo's statue of David .[ citation needed ]

Through depth perception

The technique takes advantage of the visual cues humans use to perceive depth such as angular size, aerial perspective, shading, and relative size. In film, photography and art, perceived object distance is manipulated by altering fundamental monocular cues used to discern the depth of an object in the scene such as aerial perspective, blurring, relative size and lighting. [13] Using these monocular cues in concert with angular size, the eyes can perceive the distance of an object. Artists are able to freely move the visual plane of objects by obscuring these cues to their advantage.

Increasing the object's distance from the audience makes an object appear smaller, its apparent size decreases as distance from the audience increases. This phenomenon is that of the manipulation of angular and apparent size.

A person perceives the size of an object based on the size of the object's image on the retina. This depends solely on the angle created by the rays coming from the topmost and bottommost part of the object that pass through the center of the lens of the eye. The larger the angle an object subtends, the larger the apparent size of the object. The subtended angle increases as the object moves closer to the lens. Two objects with different actual size have the same apparent size when they subtend the same angle. Similarly, two objects of the same actual size can have drastically varying apparent size when they are moved to different distances from the lens. [14]

Calculating angular size

Angular size, distance and object size Angular Size.jpg
Angular size, distance and object size

The formula for calculating angular size is as follows:

in which θ is the subtended angle, h is the actual size of the object and D is the distance from the lens to the object. [15]

Techniques employed

Examples

In film

Forced perspective has been employed to realize characters in film. One notable example is Rubeus Hagrid, the half-giant in the Harry Potter series.[ citation needed ]

The technique is used in the Lord of the Rings series for depicting the apparent heights of the hobbit characters, such as Frodo, who are supposed to be around half the height or less of the humans and wizards, such as Gandalf. In reality, the difference in height between the respective actors playing those roles is only 5 inches (13 cm), where Elijah Wood as the hobbit Frodo is 5 ft 6 in (1.68 m) tall, and Ian McKellen as the wizard Gandalf is 5 ft 11 in (1.80 m). The use of camera angles and trick scenery and props creates the illusion of a much greater difference in size and height.[ citation needed ]

Numerous camera angle tricks are played in the comedy film Elf (2003) to make the elf characters in the movie appear smaller than the human characters. [21]

In art

Still life with a curtain Cezanne, Paul - Still Life with a Curtain.jpg
Still life with a curtain

In his painting entitled Still life with a curtain, Paul Cézanne creates the illusion of depth by using brighter colors on objects closer to the viewer and dimmer colors and shading to distance the "light source" from objects that he wanted to appear farther away. His shading technique allows the audience to discern the distance between objects due to their relative distances from a stationary light source that illuminates the scene. Furthermore, he uses a blue tint on objects that should be farther away and redder tint to objects in the foreground.

Full size dioramas

A diorama in the Museum of Natural History in Milan (Italy) DSC01677 Diorama isole Lofoten - Museo di storia naturale, Milano - Foto di G. Dall'Orto - 20-12-2006.jpg
A diorama in the Museum of Natural History in Milan (Italy)

Modern museum dioramas may be seen in most major natural history museums. Typically, these displays use a tilted plane to represent what would otherwise be a level surface, incorporate a painted background of distant objects, and often employ false perspective, carefully modifying the scale of objects placed on the plane to reinforce the illusion through depth perception in which objects of identical real-world size placed farther from the observer appear smaller than those closer. Often the distant painted background or sky will be painted upon a continuous curved surface so that the viewer is not distracted by corners, seams, or edges. All of these techniques are means of presenting a realistic view of a large scene in a compact space. A photograph or single-eye view of such a diorama can be especially convincing since in this case there is no distraction by the binocular perception of depth.

Carl Akeley, a naturalist, sculptor, and taxidermist, is credited with creating the first ever habitat diorama in the year 1889. Akeley's diorama featured taxidermied beavers in a three-dimensional habitat with a realistic, painted background. With the support of curator Frank M. Chapman, Akeley designed the popular habitat dioramas featured at the American Museum of Natural History. Combining art with science, these exhibitions were intended to educate the public about the growing need for habitat conservation. The modern AMNH Exhibitions Lab is charged with the creation of all dioramas and otherwise immersive environments in the museum. [22]

Theme parks

Forced perspective is extensively employed at theme parks and other such architecture as found in Disneyland and Las Vegas, often to make structures seem larger than they are in reality where physically larger structures would not be feasible or desirable, or to otherwise provide an optical illusion for entertainment value. Most notably, it is used by Walt Disney Imagineering in the Disney Theme Parks. Some notable examples of forced perspective in the parks, used to make the objects bigger, are the castles (Sleeping Beauty, Cinderella, and Belle). [23] One of the most notable examples of forced perspective being used to make the object appear smaller is The American Adventure pavilion in Epcot.

See also

Related Research Articles

<span class="mw-page-title-main">Depth of field</span> Distance between the nearest and the furthest objects that are in focus in an image

The depth of field (DOF) is the distance between the nearest and the furthest objects that are in acceptably sharp focus in an image captured with a camera.

<span class="mw-page-title-main">Parallax</span> Difference in the apparent position of an object viewed along two different lines of sight

Parallax is a displacement or difference in the apparent position of an object viewed along two different lines of sight and is measured by the angle or half-angle of inclination between those two lines. Due to foreshortening, nearby objects show a larger parallax than farther objects, so parallax can be used to determine distances.

<span class="mw-page-title-main">Optical illusion</span> Visually perceived images that differ from objective reality

In visual perception, an optical illusion is an illusion caused by the visual system and characterized by a visual percept that arguably appears to differ from reality. Illusions come in a wide variety; their categorization is difficult because the underlying cause is often not clear but a classification proposed by Richard Gregory is useful as an orientation. According to that, there are three main classes: physical, physiological, and cognitive illusions, and in each class there are four kinds: Ambiguities, distortions, paradoxes, and fictions. A classical example for a physical distortion would be the apparent bending of a stick half immerged in water; an example for a physiological paradox is the motion aftereffect. An example for a physiological fiction is an afterimage. Three typical cognitive distortions are the Ponzo, Poggendorff, and Müller-Lyer illusion. Physical illusions are caused by the physical environment, e.g. by the optical properties of water. Physiological illusions arise in the eye or the visual pathway, e.g. from the effects of excessive stimulation of a specific receptor type. Cognitive visual illusions are the result of unconscious inferences and are perhaps those most widely known.

<span class="mw-page-title-main">View camera</span> Large-format camera

A view camera is a large-format camera in which the lens forms an inverted image on a ground-glass screen directly at the film plane. The image is viewed and then the glass screen is replaced with the film, and thus the film is exposed to exactly the same image as was seen on the screen.

<span class="mw-page-title-main">Dolly zoom</span> In-camera effect that appears to undermine normal visual perception

A dolly zoom is an in-camera effect that appears to undermine normal visual perception.

<span class="mw-page-title-main">Wide-angle lens</span> Type of lens

In photography and cinematography, a wide-angle lens refers to a lens whose focal length is substantially smaller than the focal length of a normal lens for a given film plane. This type of lens allows more of the scene to be included in the photograph, which is useful in architectural, interior, and landscape photography where the photographer may not be able to move farther from the scene to photograph it.

<span class="mw-page-title-main">Stereoscopy</span> Technique for creating or enhancing the illusion of depth in an image

Stereoscopy is a technique for creating or enhancing the illusion of depth in an image by means of stereopsis for binocular vision. The word stereoscopy derives from Greek στερεός (stereos) 'firm, solid', and σκοπέω (skopeō) 'to look, to see'. Any stereoscopic image is called a stereogram. Originally, stereogram referred to a pair of stereo images which could be viewed using a stereoscope.

<span class="mw-page-title-main">Shading</span> Depicting depth through varying levels of darkness

Shading refers to the depiction of depth perception in 3D models or illustrations by varying the level of darkness. Shading tries to approximate local behavior of light on the object's surface and is not to be confused with techniques of adding shadows, such as shadow mapping or shadow volumes, which fall under global behavior of light.

<span class="mw-page-title-main">Depth perception</span> Visual ability to perceive the world in 3D

Depth perception is the ability to perceive distance to objects in the world using the visual system and visual perception. It is a major factor in perceiving the world in three dimensions. Depth perception happens primarily due to stereopsis and accommodation of the eye.

<span class="mw-page-title-main">Perspective distortion</span> Transformation of an object and its surrounding area that differs from its normal focal length

In photography and cinematography, perspective distortion is a warping or transformation of an object and its surrounding area that differs significantly from what the object would look like with a normal focal length, due to the relative scale of nearby and distant features. Perspective distortion is determined by the relative distances at which the image is captured and viewed, and is due to the angle of view of the image being either wider or narrower than the angle of view at which the image is viewed, hence the apparent relative distances differing from what is expected. Related to this concept is axial magnification – the perceived depth of objects at a given magnification.

<span class="mw-page-title-main">Autostereogram</span> Visual illusion of 3D scene achieved by unfocusing eyes when viewing specific 2D images

An autostereogram is a two-dimensional (2D) image that can create the optical illusion of a three-dimensional (3D) scene. Autostereograms use only one image to accomplish the effect while normal stereograms require two. The 3D scene in an autostereogram is often unrecognizable until it is viewed properly, unlike typical stereograms. Viewing any kind of stereogram properly may cause the viewer to experience vergence-accommodation conflict.

2.5D perspective refers to gameplay or movement in a video game or virtual reality environment that is restricted to a two-dimensional (2D) plane with little or no access to a third dimension in a space that otherwise appears to be three-dimensional and is often simulated and rendered in a 3D digital environment.

<span class="mw-page-title-main">Moon illusion</span> Optical illusion involving the Moon

The Moon illusion is an optical illusion which causes the Moon to appear larger near the horizon than it does higher up in the sky. It has been known since ancient times and recorded by various cultures. The explanation of this illusion is still debated.

This article contains a list of cinematic techniques that are divided into categories and briefly described.

<span class="mw-page-title-main">3D rendering</span> Process of converting 3D scenes into 2D images

3D rendering is the 3D computer graphics process of converting 3D models into 2D images on a computer. 3D renders may include photorealistic effects or non-photorealistic styles.

<span class="mw-page-title-main">Miniature faking</span> Photography technique

Miniature faking, also known as diorama effect or diorama illusion, is a process in which a photograph of a life-size location or object is made to look like a photograph of a miniature scale model. Blurring parts of the photo simulates the shallow depth of field normally encountered in close-up photography, making the scene seem much smaller than it actually is; the blurring can be done either optically when the photograph is taken, or by digital postprocessing. Many diorama effect photographs are taken from a high angle to simulate the effect of looking down on a miniature. Tilt–shift photography is also associated with miniature faking.

<span class="mw-page-title-main">Tilted plane focus</span>

Tilted plane photography is a method of employing focus as a descriptive, narrative or symbolic artistic device. It is distinct from the more simple uses of selective focus which highlight or emphasise a single point in an image, create an atmospheric bokeh, or miniaturise an obliquely-viewed landscape. In this method the photographer is consciously using the camera to focus on several points in the image at once while de-focussing others, thus making conceptual connections between these points.

<span class="mw-page-title-main">Ultra wide angle lens</span>

An ultra wide-angle lens is a lens whose focal length is shorter than that of an average wide-angle lens, providing an even wider view. The term denotes a different range of lenses, relative to the size of the sensor in the camera in question.

2D to 3D video conversion is the process of transforming 2D ("flat") film to 3D form, which in almost all cases is stereo, so it is the process of creating imagery for each eye from one 2D image.

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