Computer
Graphics
Lecture 19
PROJECTIONS
     I
 Taqdees A. Siddiqi
cs602@vu.edu.pk
    Reflection
A reflection can be
performed relative to a
selected reflection axis or
with respect to a selected
reflection plane.
In general, three-dimensional
reflection matrices are set up
similarly to those for two
dimensions. Reflections relative
to a given axis are equivalent to
180 degree rotations.
 Reflection of points
relative to the X axis
    1 0     0 0
    0  1      
             0 0
    
    0 0     1 0
               
    0 0     0 1
 Reflection of points
relative to the Y axis
     1   0 0 0
    0          
           1 0 0
    
    0     0 1 0
               
    0     0 0 1
Reflection of points
 relative to the xy
        plane
    1 0 0 0   
    0 1 0 0 
              
    0 0  1 0 
              
    0 0 0 1 
Shears
• Shearing transformations
  can be used to modify object
  shapes
• As an example of three-
  dimensional shearing, the
  following transformation
  produces a z-axis shear:
         1 0 a 0
         0 1 b 0 
                   
         0 0 1 0 
                   
         0 0 0 1 
Y-axis shear
 1   a   0   0
 0   1   0    
              0
 
 0   c   1   0
              
 0   0   0   1
X-axis shear
 1   0 0 0
 b        
      1 0 0
 
 c   0 1 0
          
 0   0 0 1
How can we display 3D
 point on 2D Screen?
    PROJECTION
Projection can be defined as
a mapping of point P(x,y,z)
onto its image P`(x`,y`,z`) in
the projection plane or view
plane, which constitutes the
display surface
 What is mapping ?
The mapping is determined
 by a projection line called
 the projector that passes
 through P and intersects
 the view plane
Methods of Projection
1.Parallel Projection
2.Perspective Projection
• These methods are
  used to solve the basic
  problems of pictorial
  representations
• We      can     construct
  different     projections
  according to the view
  that is desired
Parallel Projection
 Parallel Projection
In parallel projection, image
points are found as the
intersection of the view plane
with a projector drawn from the
object point and having a fixed
direction. The direction of
projection is the prescribed
direction for all projections
Parallel projection methods
 are used by drafters and
 engineers      to    create
 working drawings of an
 object which preserve its
 scale and shape
  Mathematical
 Description of a
Parallel Projection
Projection rays (projectors)
emanate from a point called
Center of Projection (COP) and
intersect Projection Plane (PP).
The COP for parallel projectors
is at infinity. The length of a
line on the projection plane is
the same as the "true Length"
There are two different
   types of parallel
     projections
1.Orthographic
2.Oblique
1) Orthographic
   Projection
If the direction of
projection is
perpendicular to the
projection plane then it is
an orthographic
projection.
     Axonometric
     Orthographic
      Projection
Orthographic projections that
show more than one side of
an object are called
axonometric orthographic
projections.
Here are three orthographic views of
             an object.
There are three axonometric
   projections:
    1. Isometric
    2. Dimetric
    3. Trimetric
       1. Isometric
The projection plane intersects
 each coordinate axis in the
 model coordinate system at an
 equal distance or the direction
 of projection makes equal
 angles with all of the three
 principal axes
Isometric Projection for the cube
       2. Dimetric
The direction of projection
 makes equal angles with
 exactly two of the principal
 axes
      3. Trimetric
The direction of projection
 makes unequal angles with
 the three principal axes
2) Oblique
 Projection
If the direction of projection
  is not perpendicular to the
  projection plane then it is
  an oblique projection
The projectors are   not
perpendicular to     the
projection plane     but
are parallel from    the
object      to       the
projection plane
   Transformation
  equations for an
orthographic parallel
     projection
• If the view plane is placed at
  position Zvp along the Z axis.
  Then any point (x,y,z) in
  viewing     coordinates     is
  transformed to projection
  coordinates as:
•      Xp = x
•      Yp = y
• Where the original Z-
  coordinate     value      is
  preserved for the depth
  information needed in depth
  cueing and visible-surface
  determination procedures.
• Point (x,y,z) is projected to
  position(Xp,Yp) on the view
  plane
• Orthographic projection
  coordinates on the plane are
  (x,y)
• The oblique projection line
  from (x,y,z) to (Xp,Yp) makes
  an angle ‘α’ with the line on
  the projection plane that joins
  (Xp,Yp) and (x, y).
• This line, of length L, is at an
  angle Ф with the horizontal
  direction in the projection
  plane.
• We can express the
  projection coordinates in
  terms of x, y, L, and Ф as
• cos(Ф) = Xp – x / L
• sin(Ф) = Yp – y / L
• Xp = x + L cos(Ф)
• Yp = y + L sin(Ф)
• Length L depends on the
  angle ‘α’ and the z coordinate
  of the point to be projected:
•     tan (α) = z / L
Thus,
•     L = z * 1/ tan (α)
•    L = z * L1
• Where L1 is the inverse of
  tan(α), which is also the
  value of L when z = 1
• we can then write
 the oblique
 projection equations
 as:
• Xp = x + z ( L1 cos (Ф) )
• Yp = y + z ( L1 sin (Ф) )
The transformation
 matrix for parallel
    projection
• The transformation matrix
  for producing any parallel
  projection onto the xy
  plane can be written as:
• Now if α = 90° (projection
  line is perpendicular to
  Projection Plane) then
• tan (α) = infinity => L1 = 0,
  so we have an
  orthographic projection
Two special cases of
  oblique projection:
      1. Cavalier
      2. Cabinet
       1) Cavalier
• α = 45°
• tan (α) = 1 => L1 = 1
• This is a Cavalier
  projection such that all
  lines perpendicular to the
  projection plane are
  projected with no change
  in length.
        2) Cabinet
• tan (Alpha) = 2
• Alpha= 63.40°, L1 = 1 / 2
• Lines which are perpendicular
  to the projection plane are
  projected at 1 / 2 length. This
  is a Cabinet projection
Computer
Graphics
Lecture 19