Curvilinear Perspective Part 1: Cylindrical Perspective
In standard perspective, we tend to draw with a flat picture plane. This is called linear perspective, and is what I have been primarily focusing on up until now. But what would happen if we had a curved picture plane instead?
We get curvilinear perspective:
Most people will use curvilinear perspective solely as a neat visual effect, since there aren’t exactly many other practical applications for it. However, a proper curvilinear perspective setup can create some of the most impressive “looking through a window” effects, because of how it allows you to rotate the camera 360 degrees.
There are two things that you need to keep in mind when you are drawing curvilinear perspective. The first one is the most obvious one. You have way more curved lines than usual.
In linear perspective, when we have a flat picture plane, measuring the light from a straight line as it moves towards the station point will always result in a flat plane intersecting a flat picture plane, giving us a straight intersection. When the picture plane is curved however, we now have a flat plane intersecting a curved plane. Meaning that the intersection is more likely to be curved.
The second difference between linear and curvilinear perspective is the amount of vanishing points.With a flat picture plane, a line drawn from the station point can only ever intersect the picture plane once. With a curved picture plane however, most lines tend to intersect the picture plane twice. Meaning that most sets of parallel lines will have two vanishing points instead of one.
The two most common types of curvilinear perspective are cylindrical and spherical perspective, named after the shapes of their picture planes. In this part, I will focus primarily on cylindrical perspective, since it is typically considered the simpler one.
Even though we are using a curved picture plane, we are typically still only drawing on flat canvases, meaning that we’ll need to figure out how to project a curved surface onto a flat surface. This is where cylindrical perspective makes it easy. All you need to do is cut through the side of the cylinder, and roll it out.
Let's start with vanishing points. One advantage cylindrical perspective has over linear perspective is that vanishing points are way easier to find. Assuming that the station point is perfectly at the center of the cylinder, rotating an object horizontally will always have its vanishing points move to the side at a consistent rate. As opposed to linear perspective, where vanishing points will move slower when they are closer to the center of vision, and faster when they are far away from it.
If you want to find the vanishing points for two perpendicular lines that are parallel with the ground, all you need to do is divide the width of the canvas in four. And if you want to find diagonal vanishing points, just mark down the halfway points between the vanishing points you already have.
This creates an interesting phenomenon where, if you want to rotate an object slightly, all you need to do is draw it slightly to the side first, and then move it back when you're finished.
These advantages only apply when you’re trying to find vanishing points on the horizon. If you need to rotate objects up and down, then you’ll have to find them the old fashioned way: Draw a vertical line across the point on the horizon that you think the vanishing point should be directly above or below of, then use that line the same way you would use an horizon in linear perspective. Just make sure to add a second vanishing point at the opposite side of the cylinder. And if a line is perfectly vertical then it does not need any vanishing points.
Once you’ve found your vanishing points, you’ll need to draw lines between them. This is probably the hardest part. A lot of people will tell you to just use a compass to draw part circles. Putting the center of these circles on a vertical line half way between the two vanishing points.
However, this will not give you the “looking through a window” effect when viewed from the inside of a cylinder. You can probably use this method as an approximation if you only want the aesthetics for a flat drawing. But if you want to do it the “proper” way, then you’ll need to do things a bit differently
To determine the exact curve a line should be in cylindrical perspective, you’ll need to cut the cylinder at an angle through the station point, and then roll it out.
When you do this, you’ll get sinusoidal curves:
Since there aren’t exactly a lot of tools to be able to draw sinusoidal curves either physically or in drawing softwares, you’re probably gonna have to use a perspective grid. I find that the easiest way of making one is with a graph calculator. Just enter a lot of sinusoidal curves, screenshot it, and crop it to the right proportions. Here is the equation:
Here is the grid that I’ve been using:
It’s just a screenshot that's been cropped and stretched to different proportions as I’ve experimented with cylindrical perspective. As a result, the pixels are a bit messy, but it’s not like this will show up on the final product, so I’ve never felt a need to fix it. The different coloured curves represent two different sets of perpendicular lines. One for the main lines, and one for the diagonals. The two black lines mark off what won't be visible on camera. I tried making sure that its proportions are made to fit inside a cylinder with a radius of one, and a height of three, give or take a few pixels.
The beautiful thing about cylindrical perspective grids is how versatile they are. If you need to draw a scene at a different angle, all you need to do is move the grid to the side slightly. I also find that stretching or squashing the grid vertically doesn't make the curves less accurate. Meaning that you can stretch it to different proportions, and still have it work. If you look closely at the image above, you’ll see numbers in the background from the website that I used to make it. You’ll see that these numbers are slightly squat, because these are not the original proportions of the screenshot.
So, when should you use cylindrical perspective? Well, outside of using it for the visuals, or trying to achieve the “looking through a window” effect. There are some advantages that cylindrical perspective has over linear perspective. One is the field of view. When you increase the field of view in linear perspective, the size of the canvas will need to increase exponentially, to the point that having a 180 degree field of view would require you to have an infinitely large canvas. And even then, You’ll get a large amount of distortion way before reaching that FOV. Cylindrical perspective however, will allow you to have a 360 degree FOV on a much more manageable canvas, and without any distortion (at least not horizontally). Distortion only happens when you draw far away from the center of vision, which is found where the picture plane is closest to the station point. And when the picture plane is a cylinder, it effectively makes the entire horizon the center of vision. Meaning that you will never get any noticeable distortion as long as you’re station close to it. A wide center of vision is also useful if you want to make a drawing that has a more ambiguous focal point.