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Projection

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34 views

Projection

Uploaded by

serienm12
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPT, PDF, TXT or read online on Scribd
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PROJECTION

Projection is the representation of a 3-D object on 2-D plane.

Projectors Projection Plane


Object

Projection
Planar Projection

Parallel Perspective
Projection Projection

Oblique Orthographic 1-point 2-point 3-point

Cavalier Cabinet Axonometric Multiview Orthographic

Isometric Dimetric Trimetri


c
Viewing plane

Parallel Projection transforms the


coordinate position to the view plane
along the parallel lines.
Object

Viewing plane

Perspective Projection transforms the


object position to the view plane along
lines that converge to a point called COP
Object (Center of Projection) or PRP
(Perspective Reference Point).

Center of Projection
Parallel Projection

COP at ∞ COP at ∞

Oblique Parallel Projection Orthographic Parallel Projection

When Projectors are not When Projectors are


perpendicular to the projection perpendicular to the projection
plane, it is called as Oblique plane, it is called as
Parallel Projection. Orthographic Parallel
Projection.
Foreshortening factor is
arbitrary. True size and shape of object is
obtained.
Orthographic Parallel Projection

Multiview Parallel Projection

A Multiview projection is a technique by which a three-


Dimensional object is represented by a series of Orthographic Two-
Dimensional pictures. Up to six pictures of an object are produced
(called primary views), with each projection plane parallel to one of the
coordinate axes of the object.

Six Primary views of Multiview Projection is Front, Top, Right, Rear, Bottom
and Left.
Six Primary
Views
Y

Front and Rear:


Z=0

Right and Left: X=0

Top and Bottom:


Y=0
MultiView Drawing

1. Front View:
2. Top View:
3. Side View:
First Angle and Third Angle Projection

• First Angle Projection –


The object is imagined to be
in first quadrant.

• Third Angle Projection


– The object is imagined to be
in third quadrant.
First Angle Projection:
Object is assumed to be in first
quadrant.

Object is between the plane of


projection and the observer.

Observer
Third Angle Projection:

Object is assumed to be in first


quadrant.

Plane of projection is between the


object and the observer.

Observer
Axonometric Projection
ROTATION MATRIX

We know, in 2D

Anti-clockwise Clockwise
Rotation in 3D
What is axonometric projection?
TYPES OF AXONOMETRIC
PROJECTIONS
 Isometric projections - All foreshortenings are the same

 Dimetric projections - Where two foreshortenings are


same
 Trimetric projections - Where no foreshortenings is the
same
TRIMETRIC PROJECTIONS

The projection plane normal


(projector) makes unequal
angles with each principal
axis i.e, all three axis are
unequally foreshortened.

This projection is formed by arbitrary rotations in


arbitrary order about any or all of the coordinates
axis, followed by parallel projection onto the z-0
plane.
For obtaining foreshortening
factors –

1 0 0 xx ’ y x ’ 0 1
[U][T] =
1
0 1 0 xy ’ y y ’ 0 1
1
0 0 1 1 xz ’ y z ’ 0 1

[u] = Matrix of unit vectors along untransformed x, y and z-axis respectively


[T] = Concatenated trimetric projection matrix

fx 2= (xx’)2 +
(y2x’)2
fy = (xx’)2 + (yx’)2
fz2 = (xz’)2 + (yz’)2
DIMETRIC PROJECTION

In this, the direction of projection is in such a way that the


edges parallel to only two principal axis are equally
shortened.

It is constructed by
1.Rotation about y-axis through an angle
o
2.Rotation about x-axis through an angle
0
3.Projection at infinity onto the z=0 plane
That is,

[T] = [RY] [RX] [RZ]

cos o 0 -sin o 1 0 0 1 0 0 0
0 0 0 1 0 0
0 1 0 0 cos 0 sin 0
0 0
0 -sin 0 cos 0 0 0 0 0
sin o 0 cos o 0
0
0 0 0 0 0 0 0 0 0 1
1 1

cos o sin o cos 0 0


0
0 cos 0 0
0 o -cos o sin 0 0
sin
0
0 0 0
1
cos o sin o cos 0 0
[U][T] = 1 0 0 0
0 cos 0 0
1
0 1 0 0 o -cos o sin 0 0
sin
1 0 1 1 0
0 0 0 0
1
cos o sin o cos 0 0
0
0 cos 0 0
0 o -cos o sin 0 0
sin
0
0 0 0
1
fx2= cos2 o + sin2 o sin2
02
fy = cos2 0 = cos 0
fz2= sin2 o + cos2 o sin2
0
ISOMETRIC PROJECTION

When the direction of


projection makes
equal angles with all
three principal axis
then it is called as
isometric projection.

All three
foreshortening factors
are kept equal.
It is constructed by
1.Rotation about y-axis through an angle o
2.Rotation about x-axis through an angle 0
3.Projection at infinity onto the z=0 plane
[T] = [RY] [RX] [RZ]
cos o 0 -sin o 1 0 0 1 0 0 0
0 0 0 1 0 0
0 1 0 0 cos 0 sin 0
0 0
0 -sin 0 cos 0 0 0 0 0
sin o 0 cos o 0
0
0 0 0 0 0 0 0 0 0 1
1 1

cos o sin o cos 0 0


0
0 cos 0 0
0 o -cos o sin 0 0
sin
0
0 0 0
1
cos o sin o cos 0 0
[U][T] = 1 0 0 0
0 cos 0 0
1
0 1 0 0 o -cos o sin 0 0
sin
1 0 1 1 0
0 0 0 0
1
cos o sin o cos 0 0
0
0 cos 0 0
0 o -cos o sin 0 0
sin
0
0 0 0
1
fx2= cos2 o + sin2 o sin2
02
fy = cos2 0 = cos 0
fz2= sin2 o + cos2 o sin2
0
sin2 o = sin2 0/(1-sin2 0) ---
(1)

sin2 o = (1 – 2 sin2 0)/(1-sin2 0) ---(2)

Solving eqn. 1 and 2, we get,

sin2 0 = (1 – 2 sin2 0)
3 sin2 0 = 1
sin2 0 = 1/3 0 = + 35.36o

sin2 o = ½ o = + 45o
Therefore, four possible projections are :

1. o= -45o 0=
35.26o
2. o= -45o 0=-
35.26o o
3. o= 45 0=
35.26o
4. o= 45o 0=-
35.26o

For each class, the foreshortening factor is

= cos2 0 = 2/3 = 0.01865


Oblique Parallel
Projection
Definition
 A projection in which the angle between
the projectors and projection plane is
not equal to 90◦.

 An oblique projection is formed by


parallel projections from a centre of
projection at infinity that intersects the
plane of projection at an oblique angle.

 Actually, Oblique means slanting.


There are 3 axes-vertical, horizontal and oblique.

An oblique axis is also called as the receding axis


and is either at 30 ◦ or 45 ◦.

In oblique projection, the front face of the object is


placed parallel to the plane of projection.

So we get its true size and shape shadow.

Objects with curves and circular features can be


conveniently shown in oblique projection.
We follow certain rules for selecting the
position of an object for an oblique
projection.

RULE 1: Place the most circular outlines or the


irregular contour parallel to the plane of projection.

RULE 2: Place the largest face of the object


parallel to the projection plane.

RULE 3: For lengthy objects having circular


outlines,place the circular face parallel to the
projection plane.
Types of Oblique
Parallel Projection

Cavalier Oblique Parallel Projection

Cabinet Oblique Parallel Projection


Cavalier Oblique Parallel Projection
 The lines
T
to the projection plane are preserved in
length that is L=1.
 The direction of projection is chosen so that there is
not foreshortening of lines to the plane.
T

In matrix form-
Since, there is no foreshortening 1 0 0 0

Therefore, f=1. 0 1 0 0

fcos fsin 0 0
0 1 0 0
 The vector (0,0,1) maps to (cos , sin ,
0) which has a length of 1.

 The angle between projectors and


projection plane is 45◦.

 The resulting figure is too thick.


Cabinet Oblique Parallel Projection
The lines
T
to the projection plane are ½ of
their true length that is L=1/2.
There is foreshortening of lines
T
to the
projection plane.

1 0 0 0
In matrix form-
0 1 0 0
Since, there is foreshortening
Therefore, f=1/2. fcos fsin 0 0
0 1 0 0
 The vector (0, 0, 1) maps to ((cos )/2,
(sin )/2 , 0) which has a length of 1.

 The angle between projectors and


projection plane is cot-1(1/2)=63.45◦.
Question: Find the transformation for-
a)Cavalier projection with = 45◦.

b)Cabinet projection with = 30◦.

Solution:
a)As we know that in cavalier projection, there is no foreshortening of lines .

Therefore f=1 , = 45◦.

Required transformation is-

1 0 0 0

0 1 0 0

T= fcos fsin 0 0 [f=1]


0 1 0 0
1 0 0 0

0 1 0 0
= [ =45◦]
Cos 45◦ sin 45◦ 0 0
0 1 0 0

1 0 0 0

0 1 0 0
= [ cos 45◦= 1/ 2 and sin 45 ◦ = 1/ 2 ]
1/ 2 1/ 2 0 0
0 1 0 0
b) For, Cabinet projection we know that there is forshortening of lines,
Therefore: f=1/2 , = 30◦

1 0 0 0

0 1 0 0

fcos fsin 0 0
T= 0 1 0 0

1 0 0 0

0 1 0 0

½ .cos ½.sin 0 0
0 1 0 0
1 0 0 0

0 1 0 0
= [ =30◦]
½ .cos 30 ◦ ½.sin 30 ◦ 0 0
0 1 0 0

1 0 0 0

0 1 0 0

= ½ . 3/2 1/2x1/2 0 0 [ cos 30◦= 3/2 and sin 30 ◦ = 1/2 ]


0 1 0 0
1 0 0 0

0 1 0 0

= 3/4 1/4 0 0
0 1 0 0
Perspective Projection
Rays from the object converges at the center of projection.

14
15 Definition:
 In this type of projection, the object is away (very far)
from the viewer and appears to be smaller. It is to be
noted here that farther the object from the viewer, the
smaller it appears.
 To obtain a perspective projection of an object ,we
transform points along projection lines which are not
parallel to each other and converge to meet at a finite
point known as the projection reference point or the
centre of projection. The projection view is obtained
by calculating the intersection lines with the plane.
 In this figure it is clear that the lines of projection
are not parallel. They all converges at a single
point called the centre of projection. It is the
intersection of these converging lines with the
plane of the screen that determines the projected
image. The projection gives the image which
would be seen if the viewer’s eye were located at
the centre of the projection.
Perspective Projection has two
characteristics-
 1-Perspective Forshortening : Perspective
projection produces realistic views but does not
preserve the relative proportions of objects
dimensions. Projection of the distant objects are
smaller that the projection of objects of the name
size that are close to the projection plane or centre
of projection. So it is defined as an illusion that
objects lengths appear smaller as their distance
from the centre of projection increases.
 2- Vanishing Points : The phenomena of illusion
that after projection certain set of parallel lines
appear to meet at some point on the projection
plane is called as fanning and the points are known
as Vanishing Points.
Types of Perspective Projection-

 One-Point Perspective Projection


 Two-Point Perspective Projection
 Three-Point Perspective Projection
One Point Perspective Projection

 Only one principal axis intersects the plane of


projection.
 When the projection plane is parallel to two
principal axis or conversely, when the view
plane is perpendicular to one of the principal
axis.
Important terms
related to Perspective
 View plane: It is an area of world
coordinate system which is projected into
viewing plane.

 Center of Projection: It is the location of


the eye on which projected light rays
converge.

 Projectors: It is also called a projection


vector. These are rays that start from the
object scene and are used to create an
image of the object on viewing or view
Vanishing Point: this
is where all lines appear
to meet

Horizon: The line


where the vanishing
point sits

Smaller in
the
Distance
Larger
Close Up
Two-Point Perspective

It uses two vanishing


points instead of one!

Two-point perspective
shows objects edge- WHY USE IT?
on. It gives a more
realistic view of an
object
A cube in Two-Point
Perspective

Horizo
n

Vanishing
Points
Thick and Thin lines
An enhancement technique used to
improve drawings.

Color Surround
An enhancement technique used to
improve drawings.

Tonal Shading
An enhancement technique used to
improve drawings.
Drawing a room step
by step in Two-Point
Perspective
Two-Point Perspective
Transformation
x’ y’ z’ 1 = x y z 1 1 0 0 p
0 1 0 q
0 0 1 0
0 0 0 1

= x y z px + qy + 1

x y z
= 1
px + qy + 1 px + qy + 1 px + qy + 1
Perform a perspective projection onto the z=0 plane of the unit cube
where center of projection is at xc =10 and yc =10 .

T = 1 0 0 p
0 1 0 q
0 0 1 0
0 0 0 1

Here, p = -1/10 = -0.1


q = -1/10 = -0.1
Now, the new co-ordinates are

1 0 1 1 1 0 0 1.1
1 1 1 1 1 0 0 0.1 1 1 0 1.3
0 1 1 1 0 1 0 0.1 = 0 1 0 1.2
0 0 0 1 0 0 0 0.1 0 0 0 1
1 0 0 1 0 0 0 1 1 0 0 1.1
1 1 0 1 1 1 0 1.2
0 1 0 1 0 1 0 1.1
0 0 0 1 0 0 0 1
OR

0.909 0 0 1
0.769 0.769 0 1
0 0.833 0 1
0 0 0 1
0.909 0 0 1
0.833 0.833 0 1
0 0.909 0 1
0 0 0 1
Hierarchy of 3-Point Perspective Projection

-One Point
-Two Point
-Three Point
3-Point Perspective Projection
Definition
Perspective Projection is more difficult to
draw.
This is use ,less frequently as it add little
extra realism to that object.
Thank You

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