Camera Angles
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Camera Angles
The camera angle marks the specific location at which the movie camera or video camera is placed to take a shot. A scene may be shot from several camera angles simultaneously. This will give a different experience and sometimes emotion. The different camera angles will have different effects on the viewer and how they perceive the scene that is shot. There are a few different routes that a camera operator could take to achieve this effect. Angles and their impact Where the camera is placed in relation to the subject can affect the way the viewer perceives the subject. There are a number of camera angles, such as a high-angle shot, a low-angle shot, a bird's-eye view and a worm's-eye view. A viewpoint is the apparent distance and angle from which the camera views and records the subject. They also include the eye-level camera angle, the over the shoulder shot and the point of view shot. A high-angle shot (HA) is a shot in which the camera is physically higher than the subje ...
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Movie Camera
A movie camera (also known as a film camera and cine-camera) is a type of photographic camera that rapidly takes a sequence of photographs, either on an image sensor or onto film stock, in order to produce a moving image to project onto a movie screen. In contrast to the still camera, which captures a single image at a time, by way of an intermittent mechanism, the movie camera takes a series of images; each image is a ''frame'' of film. The strips of frames are projected through a movie projector at a specific frame rate (number of frames per second) to show a moving picture. When projected at a given frame rate, the persistence of vision allows the eyes and brain of the viewer to merge the separate frames into a continuous moving picture. History An interesting forerunner to the movie camera was the machine invented by Francis Ronalds at the Kew Observatory in 1845. A photosensitive surface was drawn slowly past the aperture diaphragm of the camera by a clockwork mechanism to ...
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Post-production
Post-production is part of the process of filmmaking, video production, audio production, and photography. Post-production includes all stages of production occurring after principal photography or recording individual program segments. The first part of the post-production process is the traditional non-linear (analog) film editing at the outset of post-production has mostly been replaced by digital or video editing software that operates as a non-linear editing (NLE) system. The advantage of being able to have this non-linear capacity is in the flexibility for editing scenes out of order, making creative changes at will, carefully shaping the film in a thoughtful, meaningful way for emotional effect. Once the production team is satisfied with the picture editing, the picture editing is said to be "locked." At this point begins the turnover process, where the picture is prepared for lab and color finishing and the sound is "spotted" and turnover to the composer and sound de ...
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Reverse Perspective
Reverse perspective, also called inverse perspective,. inverted perspective, divergent perspective, or Byzantine perspective, is a form of perspective drawing in which the objects depicted in a scene are placed between the projective point and the viewing plane. Objects farther away from the viewing plane are drawn as larger, and closer objects are drawn as smaller, in contrast to the more conventional linear perspective for which closer objects appear larger.. Lines that are parallel in three-dimensional space are drawn as diverging against the horizon, rather than converging as they do in linear perspective. Technically, the vanishing points are placed outside the painting with the illusion that they are "in front of" the painting. The name Byzantine perspective comes from the use of this perspective in Byzantine and Russian Orthodox icons; it is also found in the art of many pre-Renaissance cultures, and was sometimes used in Cubism and other movements of modern art, as well ...
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Projective Geometry
In mathematics, projective geometry is the study of geometric properties that are invariant with respect to projective transformations. This means that, compared to elementary Euclidean geometry, projective geometry has a different setting, projective space, and a selective set of basic geometric concepts. The basic intuitions are that projective space has more points than Euclidean space, for a given dimension, and that geometric transformations are permitted that transform the extra points (called "points at infinity") to Euclidean points, and vice-versa. Properties meaningful for projective geometry are respected by this new idea of transformation, which is more radical in its effects than can be expressed by a transformation matrix and translations (the affine transformations). The first issue for geometers is what kind of geometry is adequate for a novel situation. It is not possible to refer to angles in projective geometry as it is in Euclidean geometry, because angle is ...
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Perspective Transform
A 3D projection (or graphical projection) is a design technique used to display a three-dimensional (3D) object on a two-dimensional (2D) surface. These projections rely on visual perspective and aspect analysis to project a complex object for viewing capability on a simpler plane. 3D projections use the primary qualities of an object's basic shape to create a map of points, that are then connected to one another to create a visual element. The result is a graphic that contains conceptual properties to interpret that the figure or image as not actually flat (2D), but rather, as a solid object (3D) being viewed on a 2D display. 3D objects are largely displayed on two-dimensional mediums (i.e. paper and computer monitors). As such, graphical projections are a commonly used design element; notably, in engineering drawing, drafting, and computer graphics. Projections can be calculated through employment of mathematical analysis and formulae, or by using various geometric and op ...
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Perspective (graphical)
Linear or point-projection perspective (from la, perspicere 'to see through') is one of two types of 3D projection, graphical projection perspective in the graphic arts; the other is parallel projection. Linear perspective is an approximate representation, generally on a flat surface, of an image as it is seen by the eye. Perspective drawing is useful for representing a three-dimensional scene in a two-dimensional medium, like paper. The most characteristic features of linear perspective are that objects appear smaller as their distance from the observer increases, and that they are subject to ''foreshortening'', meaning that an object's dimensions along the line of sight appear shorter than its dimensions across the line of sight. All objects will recede to points in the distance, usually along the horizon line, but also above and below the horizon line depending on the view used. Italian Renaissance painters and architects including Masaccio, Paolo Uccello, Piero della Fran ...
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Perspective Control
Perspective control is a procedure for composing or editing photographs to better conform with the commonly accepted distortions in constructed perspective. The control would: * make all lines that are vertical in reality vertical in the image. This includes columns, vertical edges of walls and lampposts. This is a commonly accepted distortion in constructed perspective; perspective is based on the notion that more distant objects are represented as smaller on the page; however, even though the top of the cathedral tower is in reality further from the viewer than base of the tower (due to the vertical distance), constructed perspective considers only the horizontal distance and considers the top and bottom to be the same distance away; * make all parallel lines (such as four horizontal edges of a cubic room) cross in one point. Perspective distortion occurs in photographs when the film plane is not parallel to lines that are required to be parallel in the photo. A common case is ...
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Optical Illusion
Within visual perception, an optical illusion (also called a visual illusion) is an illusion caused by the visual system and characterized by a visual perception, 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 (where, despite movement, position remains unchanged). An example for a physiological fiction is an afterimage. Three typical cognitive distortions are the Ponzo illusion, Ponzo, Poggendorff illusion, Poggendorff, an ...
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Desargues's Theorem
In projective geometry, Desargues's theorem, named after Girard Desargues, states: :Two triangles are in perspective ''axially'' if and only if they are in perspective ''centrally''. Denote the three vertices of one triangle by and , and those of the other by and . ''Axial perspectivity'' means that lines and meet in a point, lines and meet in a second point, and lines and meet in a third point, and that these three points all lie on a common line called the ''axis of perspectivity''. ''Central perspectivity'' means that the three lines and are concurrent, at a point called the ''center of perspectivity''. This intersection theorem is true in the usual Euclidean plane but special care needs to be taken in exceptional cases, as when a pair of sides are parallel, so that their "point of intersection" recedes to infinity. Commonly, to remove these exceptions, mathematicians "complete" the Euclidean plane by adding points at infinity, following Jean-Victor Poncelet. ...
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Cutaway Drawing
A cutaway drawing, also called a cutaway diagram is a 3D graphics, technical drawing, drawing, diagram and or technical illustration, illustration, in which surface elements of a three-dimensional model are selectively removed, to make internal features visible, but without sacrificing the outer context entirely. Overview According to Diepstraten et al. (2003) "the purpose of a cutaway drawing is to allow the viewer to have a look into an otherwise solid opaque object. Instead of letting the inner object shine through the surrounding surface, parts of outside object are simply removed. This produces a visual appearance as if someone had cutout a piece of the object or sliced it into parts. Cutaway illustrations avoid ambiguities with respect to spatial ordering, provide a sharp contrast between foreground and background objects, and facilitate a good understanding of spatial ordering".J. Diepstraten, D. Weiskopf & T. Ertl (2003)"Interactive Cutaway Illustrations". in: ''Eurograp ...
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Curvilinear Perspective
Curvilinear perspective, also five-point perspective, is a graphical projection used to draw 3D objects on 2D surfaces. It was formally codified in 1968 by the artists and art historians André Barre and Albert Flocon in the book ''La Perspective curviligne'',Albert Flocon and André Barre, ''La Perspective curviligne'', Flammarion, Éditeur, Paris, 1968 which was translated into English in 1987 as ''Curvilinear Perspective: From Visual Space to the Constructed Image'' and published by the University of California Press.Albert Flocon and André Barre, ''Curvilinear Perspective: From Visual Space to the Constructed Image'', (Robert Hansen, translator), University of California Press, Berkeley and Los Angeles, California, 1987 Curvilinear perspective is sometimes colloquially called fisheye perspective, by analogy to a fisheye lens. History Earlier, less mathematically precise versions can be seen in the work of the miniaturist Jean Fouquet. Leonardo da Vinci in a lost notebook sp ...
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Anamorphosis
Anamorphosis is a distorted projection requiring the viewer to occupy a specific vantage point, use special devices, or both to view a recognizable image. It is used in painting, photography, sculpture and installation, toys, and film special effects. The word is derived from the Greek prefix ''ana-'', meaning "back" or "again", and the word ''morphe'', meaning "shape" or "form". Extreme anamorphosis has been used by artists to disguise caricatures, erotic and scatological scenes, and other furtive images from a casual spectator, while revealing an undistorted image to the knowledgeable viewer. Types of projection There are two main types of anamorphosis: ''perspective'' (oblique) and ''mirror'' (catoptric). More complex anamorphoses can be devised using distorted lenses, mirrors, or other optical transformations. An oblique anamorphism forms an affine transformation of the subject. Early examples of Perspective (graphical), perspectival anamorphosis date to the Renaissance ...
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