Author Archives: Ashley R Avard

Creating depth

Because one of my passions is art, I constantly relate the things I learn in this class to drawing concepts. At first I was surprised that there was so many similarities and overlaps but the more I thought about it the more sense it made: this class is, essentially, all about seeing. Art is (generally) about looking. In my last blog post I wrote about geons and how they relate to art but in this one I’m interested in the concept of depth. We have pictoral depth cues, which is when 3-D worlds are projected onto 2-D surfaces. How do artists create depth in art? By mimicking the way the eye perceives depth. Occlusion is one of the easiest ways to create depth when drawing or painting. Because the eye automatically perceives the occluded object to be further away or behind, it’s a simple way to create the illusion of depth. A lot of the things artists do in creating depth are less about specific artistic techniques and more about automatic reactions: we don’t consciously think about the fact that smaller objects look farther away or occluded objects look more distant. But as I draw I know that these are essential things to do if I want the picture to make sense spatially.

One of the most important, basic elements of trying to artisitically create the illusion of depth is linear perspective. One of the first things an artist should do when they begin a piece is find their vanishing point. Once those parallel lines are on the paper, it’s a matter of making sure everything you draw follows those lines. While drawing, the diminishing lines guide me in terms of how big or small whatever I draw should be. We learned about anamorphosis, which is purposefully distorting something so it only makes visual sense when viewed at a certain angle. This is something that a lot of artists do and I’ve used this technique a few times myself. But it’s very difficult because before you try to distort depth you have to already know how to create it normally.

Drawing Geons

One of the concepts that we’ve learned about that relates to a lot of my experiences is the concept of geons. Geons are part of a theory about how we recognize objects. The Recognition by Components theory, developed by Biederman in 1987, incorporates the structural description theory and says that there are 36 three dimensional shapes that all objects are made up of. These shapes are called geometrical icons or geons (or primitives). These geons and the idea that all objects are made up of them is very similar to the basic process of learning how to draw. I started drawing when I was really young. Like most kids I started doodling as soon as I was big enough to hold a crayon. But the hobby stuck with me and developed over the years. I was self-taught for almost my entire life and only took an actual art class when I entered high school. It was difficult at first to kind of unlearn the ways I was used to drawing and relearn some of the basics of sketching. Some aspects didn’t help improve my art at all so I didn’t use them as much. But the one important skill I learned that I’ve taken with me throughout the rest of my life was doing your initial sketching by using what are, essentially, geons. Visually, everything, including human figures, is composed of basic 2 and 3 dimensional shapes like squares, cirlces, triangles, and cylinders. Once you can visualize how this works, it makes drawing much easier. Take a human figure: the head is a circle, the shoulders and all the joints are circles, the arms and legs are rectangles or cylinders, the torso is an upside down triangle, the pelvic bone is an upright triangle, the feet and hands are ovals with thin rectangles protruding from them. Although a theory about how we recognize objects is obviously different than a skill used for drawing, the similarities made it easier for me to understand Recognition by Components theory because in a way, I’d been practicing a rudimentary version of it for years.