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This document discusses different types of 3D projections, including perspective and parallel projections. Perspective projections involve projecting points from 3D space onto a 2D plane, with projectors converging at a finite center of projection. This results in size varying inversely with distance, giving a realistic look. Parallel projections involve projecting points with parallel projectors onto the plane. Three types of perspective projections are discussed: single-point, two-point, and three-point perspective, determined by the number of vanishing points. Parallel and orthographic projections are also summarized, along with axonometric projections which combine transformations before orthographic projection.

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0% found this document useful (0 votes)
50 views44 pages

Viewing JP

This document discusses different types of 3D projections, including perspective and parallel projections. Perspective projections involve projecting points from 3D space onto a 2D plane, with projectors converging at a finite center of projection. This results in size varying inversely with distance, giving a realistic look. Parallel projections involve projecting points with parallel projectors onto the plane. Three types of perspective projections are discussed: single-point, two-point, and three-point perspective, determined by the number of vanishing points. Parallel and orthographic projections are also summarized, along with axonometric projections which combine transformations before orthographic projection.

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kaneesha
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© © All Rights Reserved
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3D viewing

Projections
• Projections transform points in n-space to m-space, where m < n.
• In 3D, we map points from 3-space to the projection plane (PP) along
projectors emanating from the center of projection (COP).
• There are two basic types of projections:
• Perspective - distance from COP to PP finite
• Parallel - distance from COP to PP infinite
Parallel projection
Perspective projection
Perspective vs. parallel projections

Perspective projections pros and cons: Parallel projection pros and cons:
+Size varies inversely with -Less realistic looking
distance - looks realistic + Good for exact measurements
– Distance and angles are not (in + Parallel lines remain parallel
general) preserved
– Angles not (in general)
– Parallel lines do not (in general) preserved
remain parallel
Perspective projection
Perspective projection
• Projectors converge at a finite
center of projection.
• Parallel lines converge.
• We get non-uniform
foreshortening.
• Shape is not preserved.
• We see in perspective – so
perspective viewing seems
natural and helps in depth
perception.
Perspective projection
• Distance from COP to projection plane is finite.
• The projectors are not parallel & we specify a center of projection (COP).
• Center of Projection is also called the Perspective Reference Point COP=PRP
• Perspective foreshortening:
• The size of the perspective projection of the object varies inversely with the
distance of the object from the center of projection.

A perspective projection of two equal-length line segments at


different distances from the view plane.
Vanishing points
• Under perspective projections, any set of parallel lines that are not
parallel to the PP will converge to a vanishing point.
• Vanishing points of lines parallel to a principal axis x, y, or z are called
principal vanishing points.

• How many of these can there be?


A typical eye space
Types of perspective drawing
• Perspective drawings are often classified by the number of principal
vanishing points.
• One-point perspective — simplest to draw
• Two-point perspective — gives better impression of depth
• Three-point perspective — most difficult to draw
Y

Perspective projection
C’ X
• Centre of projection (0,0,Zc) B’
C
• Point to be projected P(x,y,z) B
• Projection plane : plane on which point P is
projected which is perpendicular to z- A P’
principle axis. P
• Projected point P’ (x’,y’) , z=0
A B’
B

B’

A C’
C
Perspective projection
• First we apply a perspective transform to a point X that takes it to X’

• Now we add projection on the z=0 plane.


Vanishing point
• Vanishing point in the z direction.
• Set of lines not parallel to the projection plane converge at a
vanishing point.
• If we want to know the vanishing point, we can actually take a point
at infinity an apply our perspective transformations.
• Here , to find the vanishing point along the z direction we apply the
perspective transformation to the point at infinity along the z direction.
• Remember that homogenous co-ordinate enable us to represent point at infinity, just by the
homogeneous part of co-ordinate as zero i.e. [0 0 1 0] :This is the point at infinity on positive Z-
axis.
Vanishing point
• apply the perspective transformation we have seen in previous
section, using the value of ‘r’ in the last row, we obtain

• After dividing by the last homogeneous co-ordinate,


Perspective Projection Types
• Single point perspective projection
• Two point perspective projection
Fig a. Single point perspective projection
• Three point perspective projection

Fig b. Two point perspective projection


Fig c. Three point perspective projection
Single point perspective-COP on x-axis
Single point perspective-COP on y-axis
• The first figure represents single-point perspective transformation.
• The lines along X-axis seem to be parallel, the lines along Y axis also seem to
be parallel but the lines along Z-axis seem to converge to a point, thus giving
us single-point perspective transformation.
• The second figure is two-point perspective.
• The lines along the Y-axis seemed to be parallel, but the lines along other
ones seem to converge.
• The third figure is three-point perspective.
• None of the parallel lines seem to remain parallel. They tend to converge at
some point.
Two-point perspective
• After we have seen our single-point perspective transformation, the idea
can be extended to two-point perspective transformations using the same
framework of the matrix.
• Now, instead of having one of the values of last row as non-zero, we can
have two values p and q, as seen in figure below:
1 0 0 0
0 1 0 0
0 0 1 0
𝑝 𝑞 0 1
• which can also be obtained by concatenating the individual matrixes of
one-point perspective as in the matrix above Pp and Pq.
• So this is two-point perspective transformations.
• So this will give us two centre of projections and correspondingly two
principal vanishing points
Three-point perspective
• We can further extend the idea of two-point perspective
transformations where all the three entries of the last row are non-
zero and again this can be obtained by concatenating the three single-
point perspective transformations.
• This gives us, three center projections and three principal vanishing
points.
1 0 0 0
0 1 0 0
0 0 1 0
𝑝 𝑞 𝑟 1
Generation of perspective views : translation
• If we apply the translation offset (l,m,n) to the object, the centre of
projection at zc and the projection plane z = 0 and we just concatenate the
translation matrix and the projection matrix and we get a result is shown in
figure below

• An example of this if we consider figure above, the translation along say y =


x line, an object initially located at the origin point when translated along y
= x line will look like the subsequent figures or objects ,as in above figure
,along that line which adds to the 3D viewing.
• So a simple translation is adding to the process of 3D viewing
• Similarly if we have a translation along z will actually give us the
notion of scaling and that is what we observe what is known as
“zooming-in or zooming-out”.
• As in the figure above an object located far from the centre
of projection(COP) will look small and object located near to the COP
will look bigger.
Generation of perspective views : Rotation
Parallel projections
Parallel projection
Orthographic Projections
• Consider the projection plane perpendicular to one of the co-ordinate
axis(x/y/z axis) or parallel to one of the principal planes(for e.g. xz-
plane/yz- plane/xy-plane are also called principal planes) formed by
any two coordinate axes.
Orthographic Projections
• Let say,we consider a projection
plane is perpendicular to the Y-
axis, then we get a projection
which is referred as the top
view.
• If the projection plane is
perpendicular to the X-axis, then
we get a projection which is
referred as the side view
• if the projection plane is is
perpendicular to the Z-axis, then
we get a projection which is
referred as the front view.
• We observed that the projectors are parallel.
• we may require say x=0, y=0, z=0 planes which generate number of
views and one view is not adequate to represent the 3D aspect.
• the shape and size of an object does not change
• If we want to perform orthographic projection, we want that the
projection should be like transformation matrix, so that we can use
the transformation just in a way we use the geometrical
transformations.
Let us take the orthographic projection on z=0 plane which is

• Similarly, if we need to take an orthographic projection on Y=0 plane,


then the second row entries are zero.
• If we need to take an orthographic projection on X=0 plane, then the
first row entries are zero.
Axonometric Projection
• There is a class of projections called axonometric projections, where
we perform additional rotations , translations and then we perform
projection on Z=0 plane – better representation of a 3D object using 1
view.
• That is, by combining some transformations like rotation and translation
before we perform standard orthographic projection.
• it can actually render 3D aspect of an object.
• Face parallel to projection plane shows true shape and size.
• In axonometric projections when projections are done, there can be
some sort of distortion or foreshorting in each of the dimensions.
Axonometric Projection
• In order to compute these foreshortenings, we take a unit vector in X, a
unit vector in Y and a unit vector in Z in a homogeneous coordinate
system.

• What we see from the above that we take a unit vector along X i.e.
[ 1 0 0 1] , perform transformation T , we get [Xx’ YX’ 0 1].
• Similarly, we take a unit vector along Y i.e. [ 0 1 0 1] , perform
transformation T , we get [Xy’ Yy’ 0 1].
• And we take a unit vector along Z i.e. [ 0 0 1 1] , perform
transformation T , we get [Xz’ Yz’ 0 1]
• The foreshortening ratios for each projected principal axes are then
given by:

• foreshortening means what is the amount of distortion happened in


each dimension. (This is sometimes called scaling )
Types of axonometric projection
• Depending on the relationships of foreshortenings, we have three
types of axonometric projections.
• Trimetric : where no foreshortenings is the same

• Dimetric : where two foreshortenings are same

• Isometric : All foreshortenings are the same.


isometric projections
• We consider two rotations
• a) about Y-axis by an angle, ɸ
b) about X-axis by angle Ɵ
and then the projection on Z = 0 plane.
• The transformation,
• Now we apply this axonometric projection to [T] to unit vector [U]

• So the foreshortening ratios become

• For Isometric projections, if we solve for then we get and f x = f y = f z


θ=35.26 degrees =±45 degrees.
Oblique Projection
• Projectors are parallel
• because we want the center of projection to lie at infinity.
• But they need not be perpendicular to the projection plane.
• This gives us oblique projection.
• With the oblique property, the true shape and size will be preserved only to the faces
parallel to the projection plane.
Oblique Projection
• Mathematically , we observe
• We have a point P given as (x,y,z)
• we have a projection plane (xy-plane)
• PP’’ is the projector
• Now we want to get the value of (Xp,Yp)
• which are the coordinates of point P in XY-plane.
• The projector which is parallel to the z-axis is PP’ where P’(x,y) .
• We can represent (Xp,Yp) in terms of (x,y).
• So

• Where L is P’P’’
• φ is the angle between P’P’’ and x-axis on xy-plane.
• The angle which the projector is making with the projection is α.
• For a given α ,we can get many projectors.
• So we have to restrict the location of projector, which we can do this
using φ ,then PP’P” gives us a cone, which is a set of all projectors.
• Then, α is related to z and L which is given as
tan α = z/L
• Or L = z cot α
Oblique projections :Cavalier and cabinet
projection
• Depending on what α we choose we get a particular type of oblique
matrix for some value of φ.
• The oblique projection is called cavalier projection when α = 45°.
• Here the lines which are perpendicular to the projection plane are not foreshortened.
• The oblique projection is called cabinet when cot α = ½.
• then the lines perpendicular to the plane of projection is foreshortened by
half.
• The value of φ is either 30° or 45° .

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