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Projections

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Projections. Projection. Demo. Projections - Outline. 3D Viewing Coordinate System & Transform Process Generalized Projections Taxonomy of Projections Perspective Projections Parallel Projections. 3D Viewing. Inherently more complex than 2D case. Extra dimension to deal with - PowerPoint PPT Presentation
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Page 1: Projections

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Projections

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Demo

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Projections - Outline

• 3D Viewing• Coordinate System & Transform Process• Generalized Projections• Taxonomy of Projections• Perspective Projections• Parallel Projections

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3D Viewing• Inherently more complex than 2D case.

– Extra dimension to deal with– Most display devices are only 2D

• Need to use a projection to transform 3D object or scene to 2D display device.

• Need to clip against a 3D view volume.– Six planes.– View volume probably truncated pyramid

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Coordinate Systems & Transform Process

Object coordinate systems.

World coordinates.

View Volume

Screen coordinates.

Raster

Transform

Project

Clip

Rasterize

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Viewing Coordinate System

yw

zw

xw

world

P0

xv

yv

zv

Viewing plane

Viewer System

Body System

Front-Wheel System

View Window

View Plane

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Specifying the Viewing Coordinate System

• Viewing Coordinates system, [xv, yv, zv], describes 3D objects with respect to a viewer.

• A viewing plane (projection plane) is set up perpendicular to zv and aligned with (xv,yv).

• In order to set a viewing plane we have to specify:

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ywxw

zw

LN

v

• P=(Px,Py,Pz) is a point where a camera is located.

• L - is a point to look-at.• V - is the view up vector, whose projection

onto the view-plane is directed up.

P

xv

yv

zv

Viewing plane

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Viewing Window• After objects were projected onto the viewing plane,

an image is taken from a Viewing Window.• A viewing window can be placed anywhere on the

view plane.• In general the view window is aligned with the

viewing coordinates and is defined by its extreme points: (l,b) and (r,t)

yv

xv

zv

View plane

View window

(l,b)

(r,t)

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Viewing Volume• Given the specification of the viewing window, we can

set up a Viewing Volume.• Only objects inside the viewing volume will appear in

the display, the rest are clipped.

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• In order to limit the infinite viewing volume we define two additional planes: Near Plane and Far Plane.

• Only objects in the bounded viewing volume will appear.

• The near and far planes are parallel to the viewing plane and specified by znear and zfar.

• A limited viewing volume is defined:

– For orthographic: a rectangular parallelpiped.

– For oblique: an oblique parallelpiped.

– For perspective: a frustum.zv

NearPlane

FarPlane

window

windowzv

NearPlane

FarPlane

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• The Viewing Plane can be placed anywhere along the Zv axis, as long it does not contain the center of projection.

window

zv

NearPlane

FarPlane

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Defining the viewing Volume

zv

far

near

yv

xv

left

righttop

bottom

zv

far

near

yv

xv

left

righttop

bottom

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Generalised Projections.

• Transforms points in a coordinate system of dimension n into points in one of less than n (ie 3D to 2D)

• The projection is defined by straight lines called projectors.

• Projectors emanate from a centre of projection, pass through every point in the object and intersect a projection surface to form the 2D projection.

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Projections.

• In graphics we are generally only interested in planar projections – where the projection surface is a plane.– Most cameras employ a planar film plane.

We will only deal with geometric projections – the projectors are straight lines.

• Whether rays coming form object converges to COP or not

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Projections.• Henceforth refer to planar geometric projections as just:

projections.• Two classes of projections :

– Perspective.– Parallel.

A

B

A

B

A

B

A

B

Centre ofProjection.

Centre of Projectionat infinity

Parallel

Perspective

Parallel

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Projections• Viewing 3D objects on a 2D display requires a

mapping from 3D to 2D.

• Projectors are lines from the center of projection through each point in the object.

• A projection is formed by the intersection of the projectors with a viewing plane.

Center of Projection

Projectors

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• Center of projection at infinity results with a parallel projection.( projection lines are parallel)

• A center of projection at a finite distance results with a perspective projection. (projection lines converges to COP)

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• A parallel projection preserves relative proportions of objects, but does not give realistic appearance (commonly used in engineering drawing).

• A perspective projection produces realistic appearance, but does not preserve relative proportions.

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A Taxonomy of ProjectionsPlanar geometric projections.

Parallel Perspective

Orthographic Oblique 1 point

2 point

3 point

Axonometric

Isometric

CavalierCabinet

Multi View

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• Parallel Projection

Projection lines (projectors) are parallel not converges

Converges at infinity, COP is infinity

Preserve the shape not used for realistic images

Parallel line intersect perpendicularly to projection plane-Orthographic Projection

When parallel line intersect plane at some angle not perpendicular –Oblique

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• When parallel line perpendicularly intersect and View plane is parallel to principal plane (perpendicular to axies ) of object space-Multi view projection (shows one face of object-top, bottom, left, right, front, rear) it includes 2 dimensions(Lxb, bxh, hXL)

• When parallel line perpendicularly intersect and View plane is not parallel to principal Plane( not perpendicular to principal axies) of object space-Axonometric projection (isometric, diametric, trimetric) it includes 3 dimensions(Lxbxh) projectors makes equal angel with all three principal axies –isometric

• Multi view and orthographic combination provide 3 faces can be seen TFRi, BLRe

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• In oblique projection only the face of object is parallel to view plane are shown, their shape, size, length, angle are preserved for these faces only, phases not parallel discarded. In oblique projection Line which is perpendicular to plane is shorter in length of actual line (projection rays )change in length of projected line is –foreshortening factor f

• When f=0 projection is orthographic (cot 90=0) angle between projector and plane is 90

• When f=1 then oblique projection is Cavalier projection(cot45=1) angle between projector and plane is 45

• When f=1/2 then oblique projection is cabinet projection or break front or cupboard (cot63.435=1/2) angle is 63.435

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Parallel Projections

• Specified by a direction to the centre of projection, rather than a point.– Centre of projection at infinity.

• Orthographic– The normal to the projection plane is the same as the

direction to the centre of projection.• Oblique

– Directions are different.

A

B

A

BCentre of Projectionat infinity

Parallel

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Parallel Projection• Projectors are all parallel.

• Orthographic: Projectors are perpendicular to the projection plane.

• Oblique: Projectors are not necessarily perpendicular to the projection plane.

Orthographic Oblique

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• Since the viewing plane is aligned with (xv,yv), orthographic projection is performed by:

Orthographic Projection

11000

0000

0010

0001

1

0

1

0 v

v

v

v

v

p

p

z

y

x

y

x

y

x

P0

xv

yv

zv

(x,y,z) (x,y)

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• Lengths and angles of faces parallel to the viewing planes are preserved (Plan View).

• Problem: 3D nature of projected objects is difficult to deduce.

Front view

Top View

Side View

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• Orthographic: Projector is perpendicular to view plane

• Oblique: projector is not perpendicular to view plane

• Multi view: View plan parallel to principal planes

• Axonometric : View plane not parallel to principal planes

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Orthographic Projections

Most common orthographicProjection :

Front-elevation,Side-elevation,Plan-elevation.

Angle of projection parallel to principal axis; projection plane is perpendicular to axis.

Commonly used in technical drawings

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Orthographic Projection

1000

0000

0010

0001

orthM

Orthographic Projection onto a plane at z = 0.

xp = x , yp = y , z = 0.

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Axonometric Orthographic Projections

• Projection plane not parallel to principal Plane (not perpendicular to principal axis) normal of plane makes various angle axies

• Show several faces of the object at once• Foreshortening is uniform rather than being

related to distance(shortening factor f )• Parallelism of lines is preserved• Distances can be measured along each principal

axis ( with scale factors )

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Isometric Projection• Most common axonometric projection• Projection plane normal makes equal

angles with each axis.• i.e normal is (dx,dy,dz), |dx| = |dy|=|dz|

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Isometric Projection

Normal

x

z

y

ProjectionPlane

y

z x

120º

120º

120º

All 3 axes equally foreshortened- measurements can be made- Hence the name iso-metric

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Oblique projections.

• Projection plane normal differs from the direction of projection.

• Usually the projection plane is parallel to a principal axis.– Other faces can measure distance, but not

angles.– Parallel rays intersect view plane at angle β

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• cavalier projection :– Preserves lengths of lines perpendicular to the

viewing plane.– 3D nature can be captured but shape seems

distorted.– Can display a combination of front, side, and top

views.

Cabinet projection:– lines perpendicular to the viewing plane project at

1/2 of their length.– A more realistic view than the cavalier projection.– Can display a combination of front, side, and top

views.

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Oblique projection

x

z

y

ProjectionPlane

NormalParallel to x axis

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Geometry of Oblique Projections

Projection plane is x,y plane

L=1/tan()

b - angle between plane and projection direction

- Determines the type of projection

is choice of horizontal angle.

Given a desired L and ,Direction of projection is

(L.cos, L.sin,-1)

z

y

x

L

P=(0,0,1)

L.sin

L.cos

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Geometry of Oblique Projections

• Point P=(0,0,1) maps to:

P’=(l.cosa, l.sina, 0) on xy plane,

and P(x,y,z) onto P’(xp,yp,0)

)sin(

)cos(

lzyy

lzxx

p

p

1000

0000

0sin10

0cos01

l

l

M oband

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Oblique Projection• Projectors are not perpendicular to the viewing plane.

• Angles and lengths are preserved for faces parallel to the plane of projection.

• preserves 3D nature of an object.

yv

(x,y,z)

(x,y)

xv

(xp,yp)

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=45o =30o

=45o =30o

cavalier Projections (=45o) of a cube for two values of angle

Cabinet Projections (= 63.4o) of a cube for two values of angle

1

1

11

1

1

1

1

0.5 1

1

0.5

Several Oblique Projections

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Perspective Projections.• Defined by projection plane and centre of projection.

• Visual effect is termed perspective foreshortening. – The size of the projection of an object varies

inversely with distance from the centre of projection.

– Similar to a camera - Looks realistic !• Not useful for metric information

– Angles only preserved on faces parallel to the projection plane.

– Distances not preserved

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Perspective Projections

• A set of lines not parallel to the projection plane converge at a vanishing point.– point at infinity.– Homogeneous coordinate is 0

(x,y,0)

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Perspective Projections

z

x

y

Projection plane

xz

y

• Lines parallel to a principal axis converge at an axis vanishing point. – Categorized according to the number of such points – Corresponds to the number of axes cut by the projection plane.

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Painless Perspective

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Why do parallel lines seem to converge?

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The eye as a camera

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The eye as a camera

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Equal distances appear smaller

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Simplified camera

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View planeView plane

Simplified camera

Z-axisZ-axis

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Perspective

The first ever painting (Trinity with the Virgin, St. John and Donors) done in perspective by Masaccio, in 1427.

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1-Point Projection

Projection plane cuts 1 axis only.

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1-Point Perspective

A painting (The Piazza of St. Mark, Venice) done by Canaletto in 1735-45 in one-point perspective

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2-Point Perspective

y

z x

Projection plane

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2-Point Perspective

Painting in two point perspective by Edward Hopper The Mansard Roof 1923 (240 Kb); Watercolor on paper, 13 3/4 x 19 inches; The Brooklyn Museum, New York

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3-Point PerspectiveGenerally held to add little beyond 2-point perspective.

y

z x

Projection plane

A painting (City Night, 1926) by Georgia O'Keefe, that is approximately in three-point perspective.

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Vanishing Points• There are infinitely many general vanishing

points.

• There can be up to three principal vanishing points (axis vanishing points).

• Perspective projections are categorized by the number of principal vanishing points, equal to the number of principal axes intersected by the viewing plane.

• Most commonly used: one-point and two-points perspective.

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x

y

z

One point (z axis) perspective projection

Two pointsperspective projection

z axis vanishing point.

x axis vanishing point.

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• Using similar triangles it follows: consider xz plane

xy

z

(x,y,z)

(xp,yp,0)

center of projection

d

dz

y

d

y

dz

x

d

x pp

;

d

x

-z

(x,y,z)

xp

0;;

ppp zdz

ydy

dz

xdx

Preserve the angle

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• Thus, a perspective projection matrix is defined:

11

00

0000

0010

0001

d

M per

d

dz

y

x

z

y

x

d

PM per 0

111

00

0000

0010

0001

0;;

ppp zdz

ydy

dz

xdx

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Finding Vanishing Points

• Recall : An axis vanishing point is the point where the axis intercepts the projection plane point at infinity.

Tvpxp 0001

:point by themultiply

point, vanishingaxis x find toE.g

e.perspectivpoint 1 a have weSo

00

01/d00

0100

0010

0001

:n formulatio For this

dP

P

P

M

zvp

yvp

xvp

per

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Mathematics of Viewing

• Need to generate the transformation matrices for perspective and parallel projections

• Should be 4x4 matrices to allow general concatenation

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Perspective Projection – Simplest Case

d

x

y

z

ProjectionPlane.

P(x,y,z)

Pp(xp,yp,d)

Centre of projection at the origin,Projection plane at z=d.

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Perspective Projection – Simplest Case

d

x

y

z

P(x,y,z)

Pp(xp,yp,d)

z

P(x,y,z)

d

z

P(x,y,z)

d

y

x

xp

yp

dz

y

z

ydy

dz

x

z

xdx

z

y

d

y

z

x

d

x

pp

pp

/ ;

/

;

:trianglessimilarFrom

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Perspective Projection

01/d00

0100

0010

0001

:matrix 4x4 a as drepresente becan ation transformThe

perM

TTT

pp dzzyxdz

ydz

xddyx

1..1

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Perspective Projection

TT

perp

Tp

dzzyxWZYX

z

y

x

PMP

WZYXP

/

101/d00

0100

0010

0001

point projected general theRepresent

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Perspective Projection

ddz

y

dz

x

W

Z

W

Y

W

X

dzzyxP Tp

,/

,/

,,

: 3D back to come W toDropping

/Trouble with this formulation :

Centre of projection fixed at the origin.

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Alternative Formulation

z

P(x,y,z)

d

x

xp

z

P(x,y,z)

d

y

yp

Projection plane at z = 0Centre of projection at z = -d

1)/( ;

1)/(

dby Multiply

;

:trianglessimilarFrom

dz

y

dz

ydy

dz

x

dz

xdx

dz

y

d

y

dz

x

d

x

pp

pp

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Alternative Formulation

11/d00

0000

0010

0001

perM

z

P(x,y,z)

d

x

xp

z

P(x,y,z)

d

y

yp

Projection plane at z = 0,Centre of projection at z = -d

Now we can allow d

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Perspective Projection• In a perspective projection, the center of projection is

at a finite distance from the viewing plane.• The size of a projected object is inversely proportional

to its distance from the viewing plane.• Parallel lines that are not parallel to the viewing plane,

converge to a vanishing point. • A vanishing point is the projection of a point at

infinity.

Z-axis vanishing pointy

x

z

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Page 73: Projections

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Observations• Mper is singular (|Mper|=0), thus Mper is a many to one

mapping.

• Points on the viewing plane (z=0) do not change.

• The homogeneous coordinates of a point at infinity directed to (Ux,Uy,Uz) are (Ux,Uy,Uz,0). Thus, The vanishing point of parallel lines directed to (Ux,Uy,Uz) is at [dUx/Uz, dUy/Uz].

• When d, Mper Mort

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What is the difference between moving the center of projection and moving the projection plane?

Center of Projection

zProjectionplane

Center of Projection

zProjectionplane

Center of Projection

zProjectionplane

Original

Moving the Center of Projection

Moving the Projection Plane


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