The simulation of real world visual phenomena is a carefully staged production, which, like the Karntner Bar, plays in the realm between optical deception and technical certainty. The modelling of architecture on the computer for presentation can be seen as a controlled revelation. Parts of the model are better defined and more detailed than others, and so are articulated in the images of the model, distracting the gaze of the audience from those sections that are not so resolved. Reality has an almost infinite level of detail. To model this would be ridiculous and so reality is approximated.
Enough detail is included to fool the casual glance.
The eye wants to be fooled, and readily accepts the computer generated perspective as reality. Small details add to the illusion, rounded edges on boxes catch the light, defining those edges, ridges are added to better define changes in materials or textures, bolt heads and screw holes are included where they could be seen. Images of the model flip between the experience of the object and the experience of space. The illusion of perspective more readily allows the audience to inhabit the space of the model, images are then read as impressions of space. Parallel projections or unfamiliar perspectives tend to exclude any immediate spatial impression as the mind tries to make sense of what it sees, and is forced into an abstract mode of seeing, where images are interpreted as renderings of objects.