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An auxiliary view is an angle at which one can view an object that is not one of the primary views for an multiview orthographic projection.[1][2] An auxiliary view is a view at an angle used to give deeper insight into the actual shape of the object.
3/4 perspective
In portraiture and facial recognition, the terms 3/4 perspective or 3/4 view are used to describe a graphical projection which is halfway between a frontal view and a side view.[3]
It is a popular camera perspective in 2D video games, most commonly those released for 16-bit or earlier console or computer games, and handheld games. Instead of using a top-down perspective or side view, the player's point of reference is rotated slightly to reveal other facets of the game environment. The advantage of this perspective is that it combines the visibility and mobility of a top-down game with the character recognizability of a side-scrolling game.
Two of the most consistent examples of 3/4 perspective are in the The Legend of Zelda series of games on the Game Boy, Game Boy Color, and Game Boy Advance and the Pokémon series on Game Boy Color, Game Boy Advance, and Nintendo DS.
Isometric and oblique video games are also frequently referred to as "3/4".
See also
References
- ^ Illustrator Draftsman 3 & 2 - Volume 2 Standard Practices and Theory, pages 3/49-3/50, from tpub.com
- ^ Dorn, Dennis; Mark Shanda (1992). Drafting for the theatre. SIU Press. pp. 90. ISBN 0809315084. http://books.google.com/books?id=xmYdisZPtEQC&pg=PA92&dq=%22auxiliary+view%22#v=onepage&q=%22auxiliary%20view%22&f=false.
- ^ "Reassessing the 3/4 view effect in face recognition". Cognition, Volume 83, Number 1: 31–48(18). February 2002. doi:.
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