PROJECTIONS
▪ It is the process of converting 3D object into 2D
object. Or Transformation of 3D area into 2D area.
▪ Projection is an image or a process by which we
can create an image of an object on a plane.
▪ There are two basic projection methods
1. Parallel projection
2. Perspective projection
PARALLEL PROJECTION
▪A parallel projection is formed by extending
parallel lines from each vertex of the object until
they intersect the plane of the screen.
▪ The point of intersection is the projection of the
vertex.
▪ Then we connect the projected vertices by line
segments which correspond to connections on the
original object
▪ When the projection lines are normal to the
projection plane, the projection is called
orthographic projection.
▪ This projection is a good approximation of the
actual projection that the human eye makes in the
real world.
▪ Orthographic projections do not change the length
of line segments which are parallel to projection
plane.
Multiview
▪ We can also form orthographic projections in such
a way that more than one face of an object can be
displayed.
▪ Such views are called as axonometric orthographic
projections.
▪ There are three types of axonometric orthographic
projections.
1. Isometric
2. Diametric
3. Trimetric
ISOMETRIC PROJECTION
▪ The most commonly used.
▪ The projections are aligned in such a way that all
the edges will appear shortened by same distance
▪ All three angles are equal.
DIAMETRIC PROJECTION
▪ In these two projectors have equal angles with
respect to two principal axis.
TRIMETRIC PROJECTION
•The direction of projection makes unequal angle with
their principal axis.
▪.
oblique projection
▪ If the projection lines are not normal to view plane,
then it is called as oblique projection
▪ We have two types of oblique projections.
1. Cavalier
2. Cabinet
CAVALIER PROJECTION
▪ Special case of oblique projection.
▪ This occurs when the projection vector forms an
angle of 45° with the z-axis.
▪ The lines which are parallel to z axis are projected
with no change in length.
▪ There is no fore shorting lines which falls on view
plane.
tan 45=1
CABINET PROJECTIONS
▪ In cabinet projection we are having only half the
actual z distance along the projected
axis.(foreshortening of line)
▪ It uses a projection vector that forms an angle of
63.4° with the z-axis.
tan A
tan 63.4=2
Cot A=1/2
63.4
63.4
PERSPECTIVE PROJECTION
•A perspective projection is the one produced by straight lines radiating from a common
point and passing through point on the sphere to the plane of projection.
•Perspective projection is a geometric technique used to produce a three dimensional
graphic image on a plane, corresponding to what person sees.
•Any set of parallel lines of object that are not parallel to the projection plane are
projected into converging lines. A different set of parallel lines will have a separate
vanishing point.
•Coordinate positions are transferred to the view plane along lines that converge to a
point called projection reference point.
•The distance and angles are not preserved and parallel lines do not remain parallel.
Instead, they all converge at a single point called center of projection there are 3 types of
perspective projections.
PERSPECTIVE PROJECTION
▪ There are different types of perspective projections
based on the number of vanishing points.
▪ We can have one point, two point and three point
perspectives.
O N E POINT PERSPECTIVE
▪ When the projection plane
is perpendicular to one of
the principal axis, one point
perspective occurs.
T W O POINT PERSPECTIVE
▪ If the projection plane intersects exactly two
principal axes, a two point perspective occurs.
THREE POINT PERSPECTIVE
▪ If the plane of projection is not parallel to any
principal axis, a three point perspective occurs.
MATRIX REPRESENTATION O F
PROJECTION
▪ They are nothing more than 4x4 matrices, which are d e s i g n e d so that
when you multiply a 3D point in camera s p a ce b y one of these
matrices, you e nd up with a new point which is the projected version
of the original 3D point onto the s cre e n .
▪ More precisely, multiplying a 3D point by a
projection matrix allows you to find the 2D
coordinates of this point onto the screen.