In Depth was created on 2000-02-06.
The Message at the Depth was created on 2003-02-11.
Depth Charge - video game - was created in 1978.
Critical Depth - video game - was created on 1997-10-31.
Kinetic depth cues
Perspective Fmot: @AmerisLove
before GOD created the earth was waste and void darkness in immeasurable depth
by two or more objects overlapping
stereoscopic vision. This depth perception is created by the brain combining the slightly different images received by each eye to perceive depth and distance accurately.
The Z-buffer algorithm is a convenient algorithm for rendering images properly according to depth. To begin with, a buffer containing the closest depth at each pixel location is created parallel to the image buffer. Each location in this depth buffer is initialized to negative infinity. Now, the zIntersect and dzPerScanline fields are added to each edge record in the polyfill algorithm. For each point that is to be rendered, the depth of the point against the depth of the point at the desired pixel location. If the point depth is greater than the depth at the current pixel, the pixel is colored with the new color and the depth buffer is updated. Otherwise, the point is not rendered because it is behind another object.
Depth of water
In the Renaissance, paintings began to improve in perspective and the technique of foreshortening (the illusion of depth) was created.
Depth cues created by movements of the body or objects in the environment are known as motion parallax cues. As we move, closer objects appear to move faster across our field of vision than those that are farther away, providing a sense of depth and distance. This relative motion helps our brain interpret spatial relationships and understand the three-dimensional layout of our surroundings.