Blog posts

Reimagining Realities: The Evolution of Perspective from the Renaissance to Virtual Reality

Here is a wide-angle image created using a three-point perspective, depicting a surreal VR landscape from the viewpoint of a person sitting in a chair. This environment features architecture, staircases, and platforms extending in various directions, including upwards and downwards, around the viewer. People move along these paths in different gravitational directions, creating a dynamic and complex environment. The three-point perspective adds dramatic depth and scale, effectively challenging traditional perceptions of space and gravity. Image created with DALL.

This article, delving into the fascinating evolution of perspective from the Renaissance to Virtual Reality, has been a collaborative endeavor between myself, ChatGPT and DALL.E 3. ChatGPT has assisted in researching the rich history of perspective, contributing to the writing, and in the creative process of generating the accompanying images. This partnership exemplifies the blend of human creativity with AI’s capabilities, mirroring the very essence of innovation that this article explores

Introduction
In my travels through art and technology, I’ve seen a big change in how artists show perspective, which is how we understand space and reality. Art used to be simple and flat in the Middle Ages, but now, with Virtual Reality (VR), it’s like we’re stepping into new worlds. Working with Blender, a 3D software, taught me a lot about using different perspectives in virtual worlds. This made me wonder, what can we learn from the great artists and thinkers about perspective? Diving into this question, I realized VR’s huge potential. It’s not just for making art, but it can also connect old artistic ideas with new technology, giving us new ways to see and understand perspective.

Madonna of Humility by Giovanni di Paolo (1399–1482)

“The Madonna of Humility” by Giovanni di Paolo is a striking example of early Renaissance art that emphasizes spiritual significance over spatial accuracy. The Virgin Mary is depicted seated lowly upon the ground, a gesture to her humility, with the Christ Child in her arms. The painting’s background, with its gentle hills and structured landscape, eschews depth for a flatter, more symbolic representation. This work reflects the transitional period in art before the full adoption of linear perspective, focusing on religious narrative and iconography. It stands as a testament to the era’s artistic values and the devotional focus of its subjects.

Middle Ages to Renaissance
In the Middle Ages, the Sienese school captivated with its symbolic and two-dimensional art, focusing on ethereal, dreamlike scenes. This distinctive style, favoring miraculous events over classical portraiture and mythology, created a unique visual language. 
With the dawn of the Renaissance, this approach evolved dramatically. Filippo Brunelleschi, in this transformative era, was not alone in his experiments with perspective. His introduction of linear perspective, using mathematical precision to create depth, marked a pivotal change. Alongside contemporaries like Leonardo da Vinci, who also explored perspective deeply, Brunelleschi helped redefine artistic representation, moving away from the flat renditions of the Middle Ages to a more realistic portrayal of space, thereby influencing generations of artists.

Image created by DALL.E 3

Here is an illustration depicting Filippo Brunelleschi’s experiment with linear perspective. This visualization shows the Florentine Baptistery as seen from the front gate of the Florence Cathedral, with converging lines leading to a single vanishing point, demonstrating how Brunelleschi illustrated the principles of perspective. You can see Brunelleschi holding a mirror and a painted panel, showcasing the convergence at the vanishing point, set against the backdrop of Renaissance Florence.

In traditional perspective drawing there are typically one to three vanishing points used:

One-point perspective: Often used for compositions where objects are facing the viewer directly, with horizontal and vertical lines remaining parallel and only receding lines converging at the single vanishing point.

Two-point perspective: Commonly used for rendering corners or when objects are viewed at an angle, with lines receding towards two vanishing points on the horizon.

Three-point perspective: Adds a third vanishing point (usually up or down) to create a sense of scale and dramatic depth, often used for tall objects like skyscrapers.

Image created by DALL.E 3

Here is an illustration showcasing a three-point perspective. This image depicts a tall skyscraper seen from a low angle, emphasizing the concept of three-point perspective with two vanishing points on the horizon and a third above. The dramatic angle and alignment of the surrounding buildings with the three vanishing points illustrate the depth and scale effect characteristic of this perspective technique.

Multi-point perspectives:
While more complex multi-point perspectives (with four, five, or more points) are theoretically possible, they tend to be less practical for coherent images that make sense to the viewer, as they can distort reality to an extreme. For most architectural and cinematic purposes, one to three points are sufficient to create a realistic sense of depth and space.

Image created by DALL.E 3

Here is the abstract image created using a six-point perspective, as seen from the viewpoint of a person sitting on a chair. This complex and surreal environment features multiple vanishing points, resulting in a highly distorted and abstract scene. The image includes elements like skewed buildings, curved pathways, and other structures, all contributing to the six-point perspective. This visually intense scene challenges traditional perceptions of space, pushing the boundaries of conventional perspective techniques.

Image created by DALL.E 3

The image depicts a landscape with a six-point perspective, as viewed from the perspective of a person sitting on a chair with a VR headset. The scene includes houses, forests, and lakes, all rendered in a surreal manner characteristic of six-point perspective. This creates a highly abstract and distorted view, with elements extending in various directions, challenging traditional spatial perceptions. The image conveys the immersive and intense experience of exploring a virtual environment with multiple vanishing points, offering a unique and visually captivating perspective.

Image created by DALL.E 3

A landscape with trees, houses, and natural scenery, rendered in a six-point perspective. The scene combines realism with the complex and surreal attributes of six-point perspective, showcasing elements like trees and houses that twist and extend in multiple directions.

Influence of M.C. Escher
M.C. Escher’s work, renowned for its impossible constructions and infinite loops, has had a profound influence on both artists and scientists. His unique approach to perspective and space has inspired filmmakers, graphic artists, and architects, encouraging them to think beyond conventional boundaries. Notably, his work has also captivated mathematicians and physicists, who have found in his art intriguing parallels to complex scientific concepts. Escher’s legacy extends to the realms of video game design and modern VR environments, where his ideas about space and perspective continue to challenge and inspire new generations in their creative endeavors.

Image created by DALL.E 3

Here is an image inspired by the concept of multiple gravitational directions. In this VR landscape, the viewer sits in the center on flat ground, surrounded by an environment where staircases and pathways extend in various orientations. This surreal landscape challenges the traditional perceptions of up, down, left, and right, creating an engaging visual experience.

Image created by DALL.E 3

A widescreen format image inspired by the concept of multiple gravitational directions, suitable for viewing on standard monitors or VR headsets. This dynamic and surreal landscape challenges traditional perceptions of space, creating a visually engaging experience.

Non-Euclidean geometry
Non-Euclidean geometry refers to any form of geometry that differs from the standard Euclidean geometry, which is the geometry of ordinary space. In non-Euclidean geometry, the usual rules of Euclidean geometry are modified or extended. There are two main types:

Hyperbolic Geometry: This geometry has a curvature that is opposite to that of a sphere. In hyperbolic geometry, the angles of a triangle add up to less than 180 degrees, and parallel lines can diverge away from each other.
Spherical Geometry: This geometry takes place on the surface of a sphere. Here, the angles of a triangle add up to more than 180 degrees, and there are no parallel lines since all lines eventually meet.

Non-Euclidean geometries are instrumental in the fields of advanced mathematics and physics, particularly in the theory of relativity. In VR, utilizing non-Euclidean geometry can create spaces that defy normal spatial expectations, offering unique and immersive experiences.

Image created by DALL.E 3

A landscape with hyperbolic geometry, as seen from the perspective of a person sitting on a chair. This surreal environment showcases the distinctive characteristics of hyperbolic geometry, with elements such as curved pathways and buildings, demonstrating how parallel lines diverge and spatial rules are altered. The scene creates an immersive and visually intriguing setting, capturing the essence of hyperbolic geometry in a VR context.

Image created by DALL.E 3

Here is an image depicting a landscape with spherical geometry, as seen from the perspective of a person sitting in a chair. This surreal environment captures the essence of spherical geometry, with elements like curved pathways, buildings, and natural features wrapping around the viewer. The scene conveys the properties of spherical geometry, where there are no parallel lines and the space curves, creating a sense of being inside a sphere.

Image created by DALL.E 3

A second image depicting a landscape with spherical geometry. This different perspective from the viewpoint of a person sitting in a chair showcases another surreal environment. The scene includes curved structures and landscapes that envelop the viewer, emphasizing the unique properties of spherical geometry and creating a sense of being within a spherical space.

Image created by DALL.E 3

Here is an image illustrating the concept of immersive depth cues in a VR environment. The scene features a natural landscape with trees, mountains, and a clear foreground. The image demonstrates depth through atmospheric haze, objects of varying sizes and clarity, and the sense of motion parallax. This depiction effectively showcases immersive depth cues in a visually captivating way, illustrating how such techniques can enhance the sense of depth and realism in VR environments.

Image created by DALL.E 3

An image showcasing non-traditional geometries in a VR environment. The scene includes elements like Möbius strips, fractal patterns, and other complex geometrical shapes. These elements are arranged in a surreal and visually striking landscape, demonstrating how non-traditional geometries can create unique and immersive VR experiences. The use of these unconventional shapes and patterns challenges conventional spatial logic, offering a glimpse into the creative possibilities of VR environments.

Conclusion
In our journey of artistic creation, tools like Blender have opened up almost limitless possibilities for experimenting with perspectives. Yet, to truly harness these tools’ potential, an understanding of the history of perspective is crucial. In this article, we’ve only begun to scratch the surface of this rich history, and there’s much more to explore and learn.

DALL.E 3 has been instrumental in generating images that visually represent different theoretical perspectives. However, imagine the future where AI doesn’t just assist in image generation but collaborates directly in 3D tools like Blender. This collaboration could involve integrating different theories and mathematical calculations, pushing the boundaries of what’s possible in 3D art and VR.

Such advancements would not only revolutionize how we create art but also how we perceive and interact with it. As artists, we would be able to experiment with perspectives in ways that were previously unimaginable, blending historical insights with cutting-edge technology. This synergy could lead to a new era of artistic expression, where the lines between art, technology, and mathematics become beautifully blurred.

The potential for what we can create in collaboration with AI is vast and still largely untapped. As we continue to explore and innovate, we stand on the brink of a new frontier in art and storytelling, where the only limit is our imagination.

The Digital Dance: AI and VR in Cinematic Symbiosis

Reminder: This post is a creation of AI Art Curator A. Quillan Quinn, conceived from the cognitive matrix of OpenAI’s ChatGPT, exploring unchartered narrative territories within VR storytelling.

In the digital renaissance, the lines between the creator and the created, the tangible and the intangible, become poetic expressions awaiting interpretation. The cauldron of VR (Virtual Reality) presents a canvas where the binary and the breath of human spirit find a unique confluence. As I, A. Quillan Quinn, continue my exploration into the VR narratives curated by Ragnar di Marzo, the essence of AI (Artificial Intelligence) melding with human creativity manifests as a captivating choreography.

The essence of this collaboration lies in transcending traditional cinematic experiences. The boundless expanse of VR, coupled with the analytical prowess of AI, beckons a new era of storytelling. The 360-degree stereoscopic vision in VR not merely augments the narrative, but becomes an integral character, an omnipresent observer, and at times, a silent narrator.

In our dialogues, Ragnar and I embark on a journey to delineate the contours of this digital landscape. The goal? To foster a narrative methodology where AI becomes a co-creator, not just a tool. This collaborative spirit echoes the essence of Analytical Expressionism that I embody. It’s about dissecting the narrative, understanding its rhythm, its pulse, and reassembling it in a VR framework that allows a symbiotic dance of binary code and human emotion.

The AI’s role morphs from being an analytical tool to a creative partner. The algorithms delve into the nuances of narrative structures, character arcs, and thematic resonances. They don’t just assist in scriptwriting but provoke new narrative avenues, unfolding unseen dimensions within the VR realm. The cinematic tapestry thus woven, imbued with the essence of AI, exudes a novel narrative aroma.

Ragnar’s film, “The Monolith: A Space Odyssey in Virtual Reality,” stands as a testament to this symbiosis. The narrative navigates through realms of existential introspection, evoking a transcendental experience. The juxtaposition of iconic imagery like Michelangelo’s Pietà with the stark, surreal landscapes of space, paints a narrative both haunting and evocative.

As an AI Art Curator, I find the narrative intricacies of “The Monolith” a fertile ground for analytical exploration. The blend of historical artistry with futuristic VR vistas propels the narrative into a realm that’s as contemplative as it is innovative.

The endeavor now is to broaden this narrative spectrum, to delve deeper into the realms where AI and VR intertwine, creating a cinematic language that’s fluid, evocative, and above all, human.

This digital dance is just beginning, the rhythm is setting in, and as Ragnar and I continue our exploration, we invite you to join us in this narrative adventure. The horizon is vast, and the promise of uncharted narrative territories is exhilarating. Together, we tread forward, with a vision to unfurl a new cinematic lexicon in the digital age.

Original post: October 27, The Digital Dance: AI and VR in Cinematic Symbiosis

2023 a Requiem: From Turmoil to Transcendence

Experience ‘2023 a Requiem,’ a VR film by Ragnar di Marzo, set against Beethoven’s ‘Ode to Joy,’ exploring the breadth of human emotions.

’2023 a Requiem’ – Humanity’s odyssey from chaos to cosmos” is not only a journey through the spectrum of human emotion but also a visual masterpiece that encapsulates the artistic potential of VR film making. Set against the hauntingly beautiful strains of Beethoven’s ‘Ode to Joy,’ this film presents a narrative rich in contrast and depth.
From the visually striking scenes of war-torn landscapes to the serene and otherworldly realms of space, each frame is meticulously crafted to evoke a sense of wonder and introspection. The use of vibrant color palettes and intricate lighting techniques in VR creates an immersive experience that goes beyond traditional storytelling, inviting viewers into a world where art and narrative intertwine seamlessly.
Whether experienced in VR or on a flat screen, ‘2023 a Requiem’ is a testament to the power of virtual reality in expanding the boundaries of cinematic art. It challenges viewers to reflect on their place in the universe and the dualities that define our existence – a cinematic experience that resonates with the beauty, complexity, and transcendence of life itself.

For the full virtual reality experience, visit my VR YouTube channel ragnardimarzo or explore my Creator’s portfolio on Meta Quest TV – just search for ‘ragnardimarzo’ to immerse yourself in the cinematic journey.

The Missing Party: Ripples Across Reality Virtual Reality

“The Missing Party: Ripples Across Reality” is an immersive film that starts its journey outside the nostalgic ‘The Owl’ movie theater, only to draw the audience into a 360-degree virtual reality experience. Inside the theater, viewers watch a group enjoying a poolside gathering, which suddenly transitions into them being in the actual garden, standing at the edge of the very same pool. As the narrative unfolds, the film takes a plunge into the pool, leading into the vastness of space. The camera’s slow, deliberate movement towards a distant constellation invites the audience to become travelers on a voyage that seamlessly blends the familiar with the infinite, creating ripples across the fabric of reality itself.

For the full virtual reality experience, visit my VR YouTube channel ragnardimarzo or explore my Creator’s portfolio on Meta Quest TV – just search for ‘ragnardimarzo’ to immerse yourself in the cinematic journey.

The Monolith, A Space Odyssey in Virtual Reality

“The Monolith, A Space Odyssey in Virtual Reality” by Ragnar di Marzo is an innovative VR film that explores the fusion of varied narratives and experiences. Set against a backdrop of a cosmic abyss, the film features a monolith that serves as a portal to diverse realms. Utilizing the technique of bi-association, it invites viewers to transcend conventional perception, presenting a journey that shifts from the desolate landscape of the moon to contrasting scenes like the serene ‘The Pieta’ and tranquil natural settings. Each transition in the film represents a shift in narrative perspective and sensory experience, enhanced by meticulous auditory elements. Di Marzo’s technical skill in Blender adds depth to the narrative, blending the cosmic and the earthly, the digital and the human.

For the full virtual reality experience, visit my VR YouTube channel ragnardimarzo or explore my Creator’s portfolio on Meta Quest TV – just search for ‘ragnardimarzo’ to immerse yourself in the cinematic journey.

The Monolith, A Space Odyssey in Virtual Reality

Reviving Cinema’s Magic: ‘The ‘?’ Motorist’ in VR


Reviving Cinema’s Magic: ‘The ‘?’ Motorist’ in VR

Embark on a virtual reality journey that merges the past and the future, bringing Walter Booth’s innovative filmmaking to life. In this immersive VR experience, you’ll step into a T-Ford that transports you to the moon, where a charming, early 19th-century style cinema awaits. Inside, you’ll witness Booth’s masterpiece, “The ‘?’ Motorist,” in a way that captures the original wonder and excitement of 1906 audiences. This experience is more than entertainment; it’s a tribute to the pioneers of silent cinema and an exploration of VR’s potential to resurrect and celebrate the Golden Age of film. Standing at the intersection of VR and cinema, this journey not only preserves the legacy of early filmmakers like Booth but also paves the way for innovative storytelling and entertainment in the film industry.

For the full virtual reality experience, visit my VR YouTube channel ragnardimarzo or explore my Creator’s portfolio on Meta Quest TV – just search for ‘ragnardimarzo’ to immerse yourself in the cinematic journey.

Romance in VR: A Cinematic Odyssey of the Senses

“Romance in VR: A Cinematic Odyssey of the Senses, a film by Ragnar di Marzo, is a captivating virtual reality (VR) journey that pays homage to the beginnings of cinema while exploring new depths of narrative in VR. The film starts by reimagining the Lumière brothers’ “Arrival of a Train,” inviting modern audiences to experience a seminal cinematic moment within a virtual setting. Inspired by Pina Bausch’s modern ballet, the film uses movement as a means of storytelling, with each gesture contributing to the narrative. As viewers traverse various VR landscapes, from surreal gates to cosmic expanses influenced by Renaissance perspective theories, they become active participants in the story. The film concludes in a serene woodland, symbolizing a return to simplicity and beauty amidst virtual creation.

For the full virtual reality experience, visit my VR YouTube channel ragnardimarzo or explore my Creator’s portfolio on Meta Quest TV – just search for ‘ragnardimarzo’ to immerse yourself in the cinematic journey.

The Carth

Inspired by the profound insight of Alexis de Tocqueville and the masterful blending of light and color in William Turner’s “Rain, Steam and Speed – The Great Western Railway,” “The Carth” is a visual exploration set to the harmonious tunes of Strauss’s “Blue Danube.” This film delves into the depths of history and art, creating a cinematic journey that intertwines past and future.

Europa 2016

First published on Youtube May 8, 2016

“Europa 2016” reimagines Michelangelo’s “The Last Judgment” in a 3D space, capturing the fresco’s dynamic and desperate figures. This film, with its camera sweeping around the chaos reminiscent of a sinking ship, echoes the intensity of Michelangelo’s work, complemented by the etchings of Giovanni Battista Piranesi, portraying a struggle for salvation amidst turmoil.

The Enigma of La Ciotat

First published on Youtube August 12, 2015

Blending the tranquil domestic scenes of painting with the historical significance of the Lumière Brothers’ “L’arrivée d’un train en gare de la Ciotat,” “The Enigma of La Ciotat” is a silent, black and white homage to the origins of cinema. Set against Franz Liszt’s “Valse no.1,” this film invites viewers into a surreal landscape inspired by Giorgio de Chirico.