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Projection

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Projection. Projection. Projection. Conceptual model of 3D viewing process. Projection. In general, projections transform points in a coordinate system of dimension n into points in a coordinate system of dimension less than n . - PowerPoint PPT Presentation
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Projection
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Page 1: Projection

Projection

Page 2: Projection

Projection

Page 3: Projection

Projection

Conceptual model of 3D viewing process

Page 4: Projection

In general, projectionsprojections transform points in a coordinate system of dimension n into points in a coordinate system of dimension less than n.

We shall limit ourselves to the projection from 3D to 2D.

We will deal with planar geometric projectionsplanar geometric projections where: The projection is onto a plane rather than a curved surface The projectors are straight lines rather than curves

Projection

Page 5: Projection

key terms… Projection from 3D to 2D is defined by straight projection rays

(projectors) emanating from the 'center of projection', passing through each point of the object, and intersecting the 'projection plane' to form a projection.

Projection

Page 6: Projection

Planer Geometric Projection

2 types of projections perspective and parallel.

Key factor is the center of projection. if distance to center of projection is finite : perspective if infinite : parallel

A

BA'

B'

Center ofprojection

Projectors

Projectionplane

Perspective projectionPerspective projection

A

BA'

B'

Center ofprojectionat infinity

Projectors

Projectionplane

Directionof

projection

Parallel projectionParallel projection

Page 7: Projection

Perspective v Parallel

Perspective: visual effect is similar to human

visual system... has 'perspective foreshortening'

size of object varies inversely with distance from the center of projection.

Parallel lines do not in general project to parallel lines

angles only remain intact for faces parallel to projection plane.

Page 8: Projection

Parallel: less realistic view because of no

foreshortening however, parallel lines remain

parallel. angles only remain intact for faces

parallel to projection plane.

Perspective v Parallel

Page 9: Projection

Perspective projection- anomalies

Perspective foreshorteningPerspective foreshortening The farther an object is from COP the smaller it appears

A

BA'

B'

Center ofprojection

Projectors

Projectionplane

C

D

C'

D'

Perspective foreshorteningPerspective foreshortening

Page 10: Projection

Vanishing Points:Vanishing Points: Any set of parallel lines not parallel to the view plane appear to meet at some point.

There are an infinite number of these, 1 for each of the infinite amount of directions line can be oriented

x

y

z

z-axis vanishing point

Vanishing pointVanishing point

Perspective projection- anomalies

Page 11: Projection

Perspective projection- anomalies

View Confusion:View Confusion: Objects behind the center of projection are projected upside down and backward onto the view-plane

Topological distortion: Topological distortion: A line segment joining a point which lies in front of the viewer to a point in back of the viewer is projected to a

broken line of infinite extent.

P1

P3

P'3

C

Y

X

Z

P2

P'1P'2

View Plane

Plane containingCenter of Projection (C)

Page 12: Projection

Vanishing Point

Vanishing Point

COP

View Plane

Page 13: Projection

Vanishing Point

If a set of lines are parallel to one of the three axes, the vanishing point is called an axis

vanishing point (Principal Vanishing Point).

There are at most 3 such points, corresponding to the number of axes cut by the projection

plane

One-point:

One principle axis cut by projection plane

One axis vanishing point

Two-point:

Two principle axes cut by projection plane

Two axis vanishing points

Three-point:

Three principle axes cut by projection plane

Three axis vanishing points

Page 14: Projection

Vanishing Point

Page 15: Projection

One point perspective projection of a cube X and Y parallel lines do not converge

Vanishing Point

Page 16: Projection

Vanishing Point

Page 17: Projection

Two-point perspective projection:

This is often used in architectural, engineering and industrial design drawings.

Three-point is used less frequently as it adds little extra realism to that offered by two-point perspective projection.

Vanishing Point

Page 18: Projection

Vanishing Point

VPL VPRH

VP1VP2

VP3

Page 19: Projection

Projective Transformation

y

x

z

view direction

center ofprojection

plane ofprojection

d

Settings for perspective projectionSettings for perspective projection

Page 20: Projection

y

P(y,z)y

z

P'(y p ,z p)

d-z

plane ofprojection

1,,,1,,, ddz

y

dz

xzyx

dz

dz

yy

d

y

z

yp

p

Projective Transformation

Page 21: Projection

1

/

/

1????

????

????

????

ddz

ydz

x

z

y

x

d

zz

y

x

z

y

x

1????

????

????

????

d

zz

y

x

z

y

x

d 101

00

0100

0010

0001

1

ddz

ydz

x

d

zz

y

x

divisioneperspectiv

Projective Transformation

Page 22: Projection

Parallel projection

2 principle types: orthographic and

oblique.

Orthographic : direction of projection =

normal to the projection plane.

Oblique : direction of projection !=

normal to the projection plane.

n

n

Page 23: Projection

Orthographic (or orthogonal) projections: front elevation, top-elevation and side-elevation. all have projection plane perpendicular to a principle

axes.

Useful because angle and distance measurements can be made...

However, As only one face of an object is shown, it can be hard to create a mental image of the object, even when several view are available

Orthographic projection

Page 24: Projection

Orthographic projection

Page 25: Projection

Orthogonal Projection Matrix

1

0

11000

0000

0010

0001

y

x

z

y

x

y

x

zview direction

plane ofprojection

direction ofprojection

Page 26: Projection

Axonometric projection

Axonometric ProjectionsAxonometric Projections use projection planes that are not normal to a principal axis.On the basis of projection projection planeplane normalnormal N = (dx, dy, dz N = (dx, dy, dz) subclasses are:

o IsometricIsometric : | dx | = dx | = | dy | = dy | = | dz |dz | i.e. NN makes equal angles with all principal axes.

o Dimetric : | dx | = dx | = | dy |dy |

o Trimetric Trimetric :: | dx | != dx | != | dy | != dy | != | dz |dz |

Page 27: Projection

Axonometric vs Perspective

Axonometric projection shows several faces of an object at once like perspective projection.

But the foreshortening is uniform rather than being related to the distance from the COP.

y

z

x

Projection Plane

Isometric proj

Page 28: Projection

Oblique parallel projection

Oblique parallel projections Objects can be visualized better then with

orthographic projections Can measure distances, but not angles

* Can only measure angles for faces of objects parallel to the plane

2 common oblique parallel projections: Cavalier and Cabinet

Page 29: Projection

Oblique parallel projection

n

Projection Plane Normal

Projector

Projection Plane

x

y

z

Page 30: Projection

Cavalier: The direction of the projection makes a 45 degree

angle with the projection plane. There is no foreshortening

Oblique parallel projection

Page 31: Projection

Oblique parallel projection

Cabinet: The direction of the projection makes a 63.4 degree

angle with the projection plane. This results in foreshortening of the z axis, and provides a more “realistic” view

Page 32: Projection

Oblique parallel projection

Cavalier, cabinet and orthogonal projections can all be specified in terms of (α, β) or (α, λ) since tan(β) = 1/λ

α

β

P=(0, 0, 1)

P׳(λ cos(α), λ sin(α),0)

λ cos(α)

λ sin(α)

λ

Page 33: Projection

Oblique parallel projection

=1 = 45 Cavalier projection = 0 - 360

=0.5 = 63.4 Cabinet projection = 0 – 360

=0 = 90 Orthogonal projection = 0 – 360

Page 34: Projection

Oblique parallel projection

PP‘ = (λ cos(α), λ sin(α),-1) = DOP

Proj(P) = (λ cos(α), λ sin(α),0)

Generally multiply by z and allow for (non-zero) x and y

x ‘ = x + z cos y‘ = y + z sin

1

.

1000

0000

0sin10

0cos01

1

0 z

y

x

y

x

x

y

),( yx

),( pp yx

sin

cos

yy

xx

p

p

Page 35: Projection

Generalized Projection Matrix

x or y

Center of Projection(COP)

z

P = (x, y, z)

P p = (x p , y p , z p)

(d x, d y, d z)

(0, 0, z p)

Q

Plane of Projection

zyxp

p

dddQzCOP

tCOPPtCOPP

,,,0,0

10,

zpzp

yy

xx

QdzztQdzz

QdytQdy

QdxtQdx

zyxP

,,

Page 36: Projection

Generalized Projection Matrix

zp

zpp

zpzpp

Qdzz

Qdzzt

QdzztQdzz

11

1

1

1

2

z

p

z

zpp

z

p

z

p

z

p

pp

z

p

z

yp

z

y

p

z

p

z

xp

z

x

p

Qd

zzQd

Qdzz

Qd

zz

Qd

zzQd

zz

zz

Qd

zzd

dz

d

dzy

y

Qd

zzdd

zdd

zx

x

Page 37: Projection

Generalized Projection Matrix

11

00

00

10

01

2

z

p

z

pz

p

z

p

z

yp

z

y

z

xp

z

x

gen

Qd

z

Qd

zQd

z

Qd

z

d

dz

d

dd

dz

d

d

M

1

1

1

2

z

p

pz

p

z

p

p

z

p

z

yp

z

y

p

z

p

z

xp

z

x

p

Qd

zz

zQd

z

Qd

zz

z

Qd

zzd

dz

d

dzy

y

Qd

zzdd

zdd

zx

x

Page 38: Projection

Generalized Projection Matrix

01

00

0100

0010

0001

1,0,0,,

d

M perddd

dQdz

zyx

p

11

00

00

10

01

2

z

p

z

pz

p

z

p

z

yp

z

y

z

xp

z

x

gen

Qd

z

Qd

zQd

z

Qd

zd

dz

d

dd

dz

d

d

M

Page 39: Projection

Generalized Projection Matrix

1000

0000

0010

0001

1,0,0,,0

parddd

Qz

Mzyx

p

11

00

00

10

01

2

z

p

z

pz

p

z

p

z

yp

z

y

z

xp

z

x

gen

Qd

z

Qd

zQd

z

Qd

zd

dz

d

dd

dz

d

d

M

Page 40: Projection

Taxonomy of Projection

Page 41: Projection

OpenGL’s Perspective Specification

w

h

y

xz

near

far

aspect = w / h

y field-of-view / fovyy field-of-view / fovyaspect ratioaspect ratio

near and far clipping planesnear and far clipping planesviewing frustumviewing frustum

gluPerspective(fovy, aspect, near, far)gluPerspective(fovy, aspect, near, far)

glFrustum(left, right, bottom, top, near, glFrustum(left, right, bottom, top, near, far)far)

Page 42: Projection

Perspective without Depth

d

zz

y

x

z

y

x

d 101

00

0100

0010

0001

1

ddz

ydz

x

d

zz

y

x

divisioneperspectiv

• The depth information is lost as the last two components are same

• But dept information of the projected points is essential for hidden surface removal and other purposes like blending, shading etc.

Page 43: Projection

Perspective without Depth

1

101

00

00

0010

0001

z

zddz

ydz

x

d

zz

y

x

z

y

x

d

divisioneperspectiv

z

ddz

For ß < 0, z’ is a monotonically increasing function of depth.

Page 44: Projection

Canonical View Volume

x

y

z

(-1,1,1)

(-1,-1,1)

(-1,1,-1)

(1,1,-1)

(1,-1,-1)

(-1,-1,-1)

(1,-1,1)

(1,1,1)

far near

11

11

11

z

y

x

Page 45: Projection

Canonical View Volume

There is a reversal of the z- coordinates, in the sense that before the transformation, points further from the viewer have smaller z- coordinates

y

z

z=-far

z=-near

+1

-1+1 -1

y

z viewer

z=-1 (near)z=1 (far)

Page 46: Projection

Perspective Matrix

The matrix to perform perspective perspective transformationtransformation:

1

)/()(

)/(

)/(

10100

00

000

000

zz

zy

zx

z

z

y

x

z

y

x

Page 47: Projection

Perspective Matrix

w

hθ/2

y

xz

a = w / hz = -near

z = -far

zc

z

c

azzyx

c

azyax

y

x

h

wa

c

zy

y

zc

,,,,

2cot

Page 48: Projection

Perspective Matrix

1,1,1,,

1,1,1,,

1,1,1,,

1,1,1,,

nc

n

c

an

nc

n

c

an

nc

n

c

an

nc

n

c

an

1,1,1,,

1,1,1,,

1,1,1,,

1,1,1,,

fc

f

c

af

fc

f

c

af

fc

f

c

af

fc

f

c

af

w

hθ/2

y

xz

a = w / hz = -near

z = -far

Page 49: Projection

Perspective Matrix

1

1

1

1

n

nc

nc

an

nn

ca

c

1

1

1

1

10100

00

000

000

1,1,1,,

nc

nc

an

nc

n

c

an

1

1

1

1

1n

nc

c

a

Page 50: Projection

Perspective Matrix

1

1

1

1

10100

00

000

000

1,1,1,,

fc

fc

af

fc

f

c

af

1

1

1

1

1f

fc

c

a

1

1

1

1

f

fc

fc

af

fn

fn

fn

nf

nn

ff

2

Page 51: Projection

Perspective Matrix

The matrix to perform perspective perspective transformationtransformation:

0100

200

000

000

fn

fn

fn

nfc

a

c

Page 52: Projection

Taxonomy of projection

Page 53: Projection

Generalized Projection

Using the origin as the center of projection, derive the perspective transformation onto the plane passing through the point R0(x0, y0, z0) and having the normal vector N = n1I + n2J + n3K.

x

y

z

P(x, y, z)

P'(x', y', z')

N = n1I + n2J + n3K

R0=x0 ,y0, z0

O

Page 54: Projection

Generalized Projection

znynxn

d

321

0

x

y

z

P(x, y, z)

P'(x', y', z')

N = n1I + n2J + n3K

R0=x0 ,y0, z0

O

P'O = α POx' = αx, y' = αy, z ' = αz

N. R0P' = 0

n1x ' + n2y ' + n3z '

=n1x0 + n2y0 + n3z0 = d0

0

000

000

000

321

0

0

0

nnn

d

d

d

Per

Page 55: Projection

Generalized Projection

Derive the general perspective transformation onto a plane with reference point R0 and normal vector N and using C(a,b,c) as the center of projection.

x

y

z

P(x, y, z)

P'(x', y', z')

N = n1I + n2J + n3K

R0=x0 ,y0, z0

C

Page 56: Projection

Generalized Projection

)()()( 321 cznbynaxn

d

P'C = α PCx' = α(x-a) + a

n1x' + n2y' + n3z‘ = d0

d = (n1x0 + n2y0 + n3z0) – (n1a + n2b + n3c)

= d0 – d1

x

y

z

P(x, y, z)

P'(x', y', z')

N = n1I + n2J + n3K

R0=x0 ,y0, z0

C

Page 57: Projection

Generalized Projection

Follow the steps – Translate so that C lies at the origin Per Translate back

1321

0321

0321

0321

dnnn

cdcndcncn

bdbnbndbn

adananand

Page 58: Projection

Generalized Projection

Find (a) the vanishing points for a given perspective transformation in the direction given by a vector U (b) principal vanishing point.

Family of parallel lines having the direction U(u1,u2,u3) can be written in parametric form as

x = u1t+p, y = u2t+q, z = u3t+r here (p, q, r) is any point on the line

Let, proj(x,y,z,1) = (x‘, y‘, z‘, h) x' = (d+an1)(u1t+p) + an2(u2t+q) + an3(u3t+r) – ad0

y' = bn1(u1t+p) + (d+bn2)(u2t+q) + bn3(u3t+r) – bd0

z' = cn1(u1t+p) + cn2(u2t+q) + (d+cn3)(u3t+r) – cd0

h = n1(u1t+p) + n2(u2t+q) + n3(u3t+r) – d1

Page 59: Projection

Generalized Projection

The vanishing point (xv, yv, zv) is obtained when t=α xu = (x‘/h) at t= α

= a + (du1/k)

yu = b + (du2/k)

zu = c + (du3/k)

k = N.U = n1u1 + n2u2 + n3u3

If k=0 then ? Principal vanishing point when

U = I xu = a + d / n1, yu = b, zu = c,

U = J U = k

Page 60: Projection

Ref.

FV: p. 229-237, 253-258 Sch: prob. 7.1 – 7.15 Perspective Proj.pdf


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