In light of my 16th wikiversary today, I'll post some "creators's commentary" on a few of the stuff I created for Wikipedia. I hope you guys find this interesting/helpful!
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One of the reasons I use my own drawing library is to make arrows, surfaces and shapes feel "physical". This is so I can play with our visual/spatial intuition. Here's a good example: the "thick" surface in this animation allows you to instantly "get" the complex 3D shape.pic.twitter.com/XfAgZ496en
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Another great example of this technique to convey physical structure to 3D surfaces is in this animation depicting a "Fourier transform surface", something I never saw fully visualized before. Without this approach, using thin surfaces, this would likely look like garbage.pic.twitter.com/G4kG2g2E0L
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I always try to find a middle ground between flatness/3D. Naive 3D rendering, with shadows & etc, produce unnecessary visual noise. You can convey depth by simply treating flat shapes as actual tridimensional objects, like the arrows here. The grid adds extra information.pic.twitter.com/uofY2nKafr
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This cross product GIF also illustrates how the flat-rendered vectors are always drawn as physical, 3D objects. If I didn't treat the arrowheads as cones, you wouldn't get the same depth effect. Notice that I also don't typically treat the arrow body as cylinders unless needed.pic.twitter.com/V4XO31VLid
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Another way I mix flatness with depth is to smoothly alternate between orthographic and perspective projections. You'd probably never notice it, but I do it all the time. The camera motion in this line integral animation switches from orthographic to perspetive, then back.pic.twitter.com/AyOybRddVk
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I’ll never get over that move.. where you slightly stretched the curved path into a straight line, and conveyed so convincingly that the area under both curves was the same..
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