Orthographic media
Orthographic media
Working on various projects over the years, I’ve often had reason to tinker with 3D graphics rendered using an orthographic projection.
Most first-person 3D games use a perspective projection, which appears generally “realistic”: objects shrink as they become more distant. When virtual scenes are rendered this way, we (as humans, with eyeballs) can use our visual intuitions to judge the scale and arrangement of objects within them. That’s the case even when a scene is very abstract, like this one:
I could point to any two cubes in the scene above, ask “which one is closer?” and you’d be able to tell me, instantly and confidently.
There’s another kind of projection, called orthographic, often used in 3D applications where you want the view to be diagrammatic rather than dramatic. (It’s very common in strategy games.) In this projection, objects appear the same size regardless of their distance from the camera. Here’s that same scene—it’s literally the same data structure—rendered orthographically:
I could point to any two cubes in the scene above, ask “which one is closer?” and you’d have to pause to figure it out. It’s not impossible;