Projection Principles
Purpose
This page presents the basic principles of representing a three-dimensional
(3-D) object as a two-dimensional (2-D) image through projection. These
principles can be used in choosing how you represent real or virtual 3-D
objects on your computer screen or on paper. The goal will always be to
present the object in the most understandable, least confusing way possible.
Overview
Students will review the basic projection concepts presented on this page
and explore them through a series of exercises.
Topics
Scientific Visualization: Projection Principles
Mathematics: Applied Geometry
NC Scientific and Technical Visualization Objectives
Level I: Objective: 4.02 (F and G) Explain
the fundamental concepts of shape description.
Tools
Students will need pencils, plain tracing paper, square grid paper, and
isometric grid paper. Optionally, a 12" x 12" square clear plastic (e.g.,
Plexiglas) and washable markers can be used to explore projection concepts.
Also, 3-D modeling software such as 3-D Studio Max or TrueSpace can be
used to explore different types of projections.
Teacher Background
Projections of 3-D objects is something that we experience everyday. Anytime
we see a photo or drawing of a 3-D object on the computer, TV, or paper,
we are seeing the object in projection. Only when we see the object 'in
the flesh' are we not seeing a projected representation of it. (You could
argue that even in this case, we are seeing a projection of it on our retinas
in our eyes, but we won't get into that....). However, in Scientific Visualization,
when we are trying to apply graphics in a conscious and precise manner,
we need to develop an understanding of the different kinds of projections
and the differences between them.
Key Terms
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Projection
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Projection lines
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Parallel projection
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Line of sight
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Multiview
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Principle axes
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Orthogonal
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True size
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Pictorial
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Axonometric pictorial projection
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Foreshortened
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Isometric projection
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Perspective projection
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Horizon line
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Perspective angle
Introduction
When you represent a 3-D object on the computer or on paper, you should
be aware of what type of projection method you are using in representing
the object. Your goal should always be to represent the object with the
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least amount of distortion
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critical features most visible
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highest degree of realism
You will find that these requirements are in most cases mutually exclusive.
Instead you will have to decide which are the most important and which
projection method will best achieve those goals.
Projection
Projection, as we refer to it here, is when you reduce the three
dimensions of a real or virtual (computer) object to two dimensions. This
is necessary to represent the object on a computer screen or a flat piece
of paper. Different projection methods will collapse these three dimensions
to two in different ways, creating differing representations of the object.
One way of thinking of this process of projecting is to use projection
lines to 'map' the three dimensions onto a sheet of paper (see Figure
1). You would 'see' this projection if you oriented your line of sight
parallel to the projection lines. Projection lines are a way of mimicking
how you might see the object with your eyes.
The orientation of these projection lines to:
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the object
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the paper
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each other
will determine the type of projection it is.
Figure 1. Lines of projection from an object to the projection
surface.
Parallel Projection
With parallel projection, all of the projection lines are parallel
to each other. The parallel projection lines means that edges that are
parallel on the real object are also parallel in the projection. This allows
for the least amount of distortion of features within the object. It also
allows for, under some circumstances, measurements of the object to be
taken off the projection. With most types of parallel projection, the projection
lines are perpendicular to the projection surface. Different types of parallel
projections are created by orienting the object differently relative to
the projection surface and, thus, the lines of projection. Parallel
projections include multiview and pictorial projections.
Multiview Projection
With a multiview projection, the projection lines are oriented parallel
to one of the principle axes of the object. This is the case in
Figure 1. Notice that the projection lines are following a large number
of edges on the object. These edges define one of the principle axes which,
in turn, defines one of the primary dimensions of the object. By projecting
along one of the primary dimensions, this dimension is collapsed completely
into the projection. Another way of stating this is that when you orient
a principle axis perpendicular to a projection surface, it is not seen
at all. Notice in the projection, all of the features represented along
that primary dimension are completely missing on the projection. How do
you determine what are the principle axes? Objects don't come predefined
this way, so you end up having to decide what orientation of three mutually
perpendicular (orthogonal) axes follows a majority of the key edges
of the object. These axes can also be thought of as the Cartesian coordinate
axes, X, Y, and Z. One way of thinking of this is imagine putting the object
in the smallest box possible. How is the object oriented in the box? The
corners of the box now represent the primary axes relative to the object.
Multiview projection gets its name because only two dimensions of the
object are shown in each projection. These two principle dimensions displayed
are shown in true size, there is no distortion. This is the case
because these principle axes are both parallel to the surface it is being
projected onto. If you are going to describe all three dimensions of the
object, you must have two or more (multi) views. Multiple multiview projections
brought together into a single drawing is the standard format for technical
drawings used in engineering and architecture. Figure 2 shows the three
most common multiview projections:
Figure 2. The most common parallel projections.
The 3-D arrow shows the direction you would view the object to see this
particular multiview projection. Note that each of these views is parallel
to one of the principle axes. In addition to the three multiview projections,
there is also another parallel projection (the isometric pictorial)
that will be discussed later. The next set of figures show what these different
multiviews would look like if viewed along the 3-D arrows:
Figure 3. Front View
Figure 4. Side view
Figure 5. Top view.
Pictorial Projection
Pictorial projection, unlike multiview projection, is designed to
allow the viewer to see all three primary dimensions of the object in the
projection. The degree to which a dimension gets 'collapsed' in the projection
depends on the orientation of the line of sight relative to the object.
Whereas a multiview is designed to focus in on only two of the three dimensions
of the object, a pictorial provides a holistic view of the object. The
tradeoff is that a multiview allows, in general, a more undistorted view
of the features in the two dimensions displayed while lacking a holistic
view of the object (thus needing multiple views to fully describe the object).
Axonometric Pictorial Projections
When parallel projection is used to create a view showing all three
dimensions of an object, this is called an axonometric pictorial projection.
Axonometric projections are classified according to the orientation of
the principle axes relative to the projected surface. This orientation
of axes determines how much each principle dimension is distorted. When
a principle axis is oriented at something other than parallel to the projected
surface, then the lengths of features in that dimension are shown shorter
than their true length. This is called foreshortening. The closer
the axis comes to being perpendicular to the projection surface, the more
foreshortened it becomes, until it finally collapses to zero length.
The most common type of axonometric projection is called an isometric
pictorial projection. With this pictorial, all three principle axes
are oriented at the same angle to the projection plane, creating an equal
amount of foreshortening in all three dimensions. Figure 6 shows an example
of an isometric projection. Notice that the three principle axes overdrawn
on the object make an angle of 120 degrees to each other on the projected
surface. In the real object, these axes would actually be 90 degrees to
each other.
Figure 6. Isometric pictorial projection with the three principle
axes highlighted.
Figure 7 shows another axonometric projection. In this case none of
the three axes are oriented the same relative to the projection surface.
They also make different angles relative to each other on the projection
surface. This type of projection is called a trimetric pictorial projection.
Trimetric projections are considered more realistic than isometric projections.
Since there are no restrictions on the orientation of the principle axes
relative to the projection surface, you can orient the object to emphasize
one or two dimensions over others. Just be careful not to foreshorten (thus
distort) one dimension too much. If a dimension becomes too foreshortened,
it is probably better to simply show it as a multiview rather than a pictorial.
Figure 7. Trimetric pictorial projection
It is important to remember that all axonometric pictorials are parallel
projections. This means that edges that are parallel on the object are
also parallel in the pictorial (Figure 8).
Figure 8. Parallel edges on the object are also parallel in an
axonometric projection
Perspective Projection
If parallel projection provides the least of amount of distortion, why
would you want to do anything else? In fact, parallel projection does not
do a very good job of mimicking how we see the real world around us. When
looking around us, objects that are farther away look as though they are
smaller. Similarly, single objects that span a great distance, such as
roads or railroad tracks, look as though parallel edges are getting closer
together as they recede into the distance. Finally, when an object gets
to a theoretical 'far point', they disappear all together. This happens
at what we call the horizon line. We mimic this effect by allowing
edges that are parallel on the object to converge as they move towards
the theoretical horizon line on the projection surface. This technique
uses perspective projection, which has lines of site which are not parallel
to each other nor perpendicular to the projection surface. The rate at
which parallel edges converge is called the perspective angle (Figure
9). This angle is determined by the distance an imaginary viewer is from
the object being represented.
Parallel project mimics the case were the 'viewer' is infinitely far
away from the object. In this case, the perspective angle is zero and the
lines of projection are parallel. As the viewer gets nearer to object,
the angle increases and the rate of convergence of edges grows (Figure
9).
Figure 9. Medium angle perspective projection. Notice that compared
to figure 8, the parallel edges are beginning to converge to the right,
left, and down. (This is very difficult to see in the projection of a small
object but is much more obvious in the drawing of a large object such as
an apartment building.)
As the angle increases, the degree of convergence and distortion increases
(Figure 10). The perspective angle you choose will be determined by the
size of the object and the distance of your imaginary viewer you want to
simulate.
Figure 10. Wide angle perspective projection. Notice that compared
to figures 8 and 9, the parallel edges are strongly converging to the right,
left, and down.
Summary
So what type of projection should you use? Here are some general rules
of thumb:
If the object is essentially two-dimensional in nature (e.g., a leaf,
a snowflake) or you want to show certain features in their true size and
shape, use a multiview.
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If you want to only use a single image to capture all three dimensions
of the object, use a pictorial projection.
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If you want to create a pictorial with the least amount of distortion,
use an axonometric projection.
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If all three dimensions have an equal number of important features, use
isometric projection.
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If you want to create a more 'realistic' orientation and/or emphasize one
or two dimensions, use trimetric projection.
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If you want to simulate the most realistic projection of an object, use
perspective projection.
Note that there are always exceptions to these rules. Ultimately, the choice
of projection depends on the capabilities of your software/hand tools and
what best conveys your message you are trying to communicate.
Student Assignment Sheet
1. Collect images of objects from magazines, newspapers, etc. or take your
own images with a camera. Collect a range of sizes of objects, ranging
from buildings and bridges to cups and pencils. Tape tracing paper over
the images.
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Try and identify what you think are the principle axes of the objects.
Are all three principle axes visible? What are their orientation relative
to each other?
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Trace more edges of the object, including those that would/should be parallel
to each other in the real object. Are they parallel in the image? If not,
how much are they converging? Can you find where the edges converge at
the horizon line?
2. If you have a piece of Plexiglas, set a small object on a counter and
place the Plexiglas between you and the object. Move around the object
until you think you've identified the principle axes of the object. Orient
the Plexiglas perpendicular to these axes and sketch the object on the
Plexiglas with washable marker. These are multiviews of the object. Now
orient the Plexiglas to create pictorial projections that capture key features.
Sketch these on the Plexiglas
3. Do what you did in Exercise 2, but don't use the Plexiglas. Simply
sketch the objects on plane paper as you see them.
4. Repeat Exercise 2, but now use square grid paper for creating the
multiviews. Pay attention to preserving the proportion of features and
the parallelism of edges. Now create an isometric sketch using isometric
grid paper. Tracing paper can be taped over an isometric grid to preserve
grid paper.
5. Go outside and sketch your school building from 30' away from the
building and from as far away as you can easily get (no more than 500').
Orient yourself so that you are looking at the same corner of the building
at both locations. Compare the degree of convergence in the two images.
Try and identify the convergence points at the horizon in both sketches.
6. Use a 3-D modeling software package to recreate the object used in
the figures in this lesson. Create the following projections:
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Front, side, and top multiviews
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Isometric pictorial
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Trimetric pictorial
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Medium angle perspective pictorial
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Wide angle perspective pictorial
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