Paper
17 March 2015 The use of virtual reality to reimagine two-dimensional representations of three-dimensional spaces
Author Affiliations +
Proceedings Volume 9392, The Engineering Reality of Virtual Reality 2015; 93920C (2015) https://doi.org/10.1117/12.2083548
Event: SPIE/IS&T Electronic Imaging, 2015, San Francisco, California, United States
Abstract
A familiar realm in the world of two-dimensional art is the craft of taking a flat canvas and creating, through color, size, and perspective, the illusion of a three-dimensional space. Using well-explored tricks of logic and sight, impossible landscapes such as those by surrealists de Chirico or Salvador Dalí seem to be windows into new and incredible spaces which appear to be simultaneously feasible and utterly nonsensical. As real-time 3D imaging becomes increasingly prevalent as an artistic medium, this process takes on an additional layer of depth: no longer is two-dimensional space restricted to strategies of light, color, line and geometry to create the impression of a three-dimensional space. A digital interactive environment is a space laid out in three dimensions, allowing the user to explore impossible environments in a way that feels very real. In this project, surrealist two-dimensional art was researched and reimagined: what would stepping into a de Chirico or a Magritte look and feel like, if the depth and distance created by light and geometry were not simply single-perspective illusions, but fully formed and explorable spaces? 3D environment-building software is allowing us to step into these impossible spaces in ways that 2D representations leave us yearning for. This art project explores what we gain--and what gets left behind--when these impossible spaces become doors, rather than windows. Using sketching, Maya 3D rendering software, and the Unity Engine, surrealist art was reimagined as a fully navigable real-time digital environment. The surrealist movement and its key artists were researched for their use of color, geometry, texture, and space and how these elements contributed to their work as a whole, which often conveys feelings of unexpectedness or uneasiness. The end goal was to preserve these feelings while allowing the viewer to actively engage with the space.
© (2015) COPYRIGHT Society of Photo-Optical Instrumentation Engineers (SPIE). Downloading of the abstract is permitted for personal use only.
Elaine Fath "The use of virtual reality to reimagine two-dimensional representations of three-dimensional spaces", Proc. SPIE 9392, The Engineering Reality of Virtual Reality 2015, 93920C (17 March 2015); https://doi.org/10.1117/12.2083548
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KEYWORDS
Virtual reality

Buildings

3D applications

Volume rendering

Analog electronics

3D image processing

Brain

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