The above screenshot was taken in Rocket World EMMS, and shows the monocular depth cue of "Size Difference." The first orb is larger than the second (the difference being highlighted with the pen tool in Photoshop), which is demonstrated three-dimensionally by being two-dimensionally larger on the screen. This is one of the elements that give the interactive world depth and a three dimensional feel.
The above screenshot was taken in Rocket World EMMS, and shows the monocular depth cue of Occlusion. The highlighted area shows the shape in the foreground is actually simply superimposed upon the shape in the background given the angle, but due to occlusion it makes the figure in the foreground actually seem closer.
The above screenshot was taken in Rocket World EMMS, and shows the monocular depth cue of "Lighting and Shading." The highlighted area shows what is the precipice of a canyon, which would not be evident were there not different shading along the edge. The dark shading shows that the sun is not hitting that area, which gives the appearance of a shadow casting down into a canyon.
The above screenshots were taken in Rocket World EMMS, and shows the monocular depth cue of "Textural Density." Within the two figures you see the same building, which appears to be made out of wood (highlighted in red). From afar the lines in the "wood" are much closer together, but as one gets nearer the lines get further apart, giving the illusion of distance.
The above screenshot was taken in Rocket World EMMS, and shows the monocular depth cue of "Linear Perspective." The yellow line (highlighted in red) that is used to show the median in the road becomes blurrier and blurrier the further away it is supposed to be. This allows for the eye to perceive the distance, rather than simply seeing a thick yellow line running up the screen.
The above screenshot was taken in Rocket World EMMS, and shows the monocular depth cue of "Atmospheric Perspective." The two areas highlighted above depict two signs, the one on the left meant to be further away, and the one on the right closer. The one on the right is crisp and can be easily read, whereas the one on the left is blurrier and requires a significant amount of focus to read. This allows the virtual world to mimic reality.
This was a study in Monocular Depth Cues that provide a three dimensional sense to two dimensional areas. It is a final exercise from the Immersive Education course that I am taking at Boston College. The course is called Discovering Computer Graphics. For details, visit the immersive BC portal at http://ImmersiveEducation.org/@/bc