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3D projection is any method of mapping three- orthographically projected image are of the same scale
dimensional points to a two-dimensional plane. As most regardless of whether they are far away or near to the vir-
current methods for displaying graphical data are based tual viewer. As a result, lengths near to the viewer are not
on planar (pixel information from several bitplanes) two- foreshortened as they would be in a perspective projec-
dimensional media, the use of this type of projection is tion.
widespread, especially in computer graphics, engineering
and drafting.
2 Weak perspective projection
1 Orthographic projection
A weak perspective projection uses the same principles
of an orthographic projection, but requires the scaling
Main article: Orthographic projection factor to be specied, thus ensuring that closer objects
appear bigger in the projection, and vice versa. It can
When the human eye looks at a scene, objects in the dis- be seen as a hybrid between an orthographic and a per-
tance appear smaller than objects close by. Orthographic spective projection, and described either as a perspective
projection ignores this eect to allow the creation of to- projection with individual point depths Zi replaced by
scale drawings for construction and engineering. an average constant depth Zave ,[1] or simply as an ortho-
graphic projection plus a scaling.[2]
Orthographic projections are a small set of transforms of-
ten used to show prole, detail or precise measurements The weak-perspective model thus approximates perspec-
of a three dimensional object. Common names for ortho- tive projection while using a simpler model, similar to the
graphic projections include plane, cross-section, birds- pure (unscaled) orthographic perspective. It is a reason-
eye, and elevation. able approximation when the depth of the object along
the line of sight is small compared to the distance from
If the normal of the viewing plane (the camera direction)
the camera, and the eld of view is small. With these con-
is parallel to one of the primary axes (which is the x, y, or
ditions, it can be assumed that all points on a 3D object
z axis), the mathematical transformation is as follows; To
are at the same distance Zave from the camera without
project the 3D point ax , ay , az onto the 2D point bx ,
signicant errors in the projection (compared to the full
by using an orthographic projection parallel to the y axis
perspective model).
(prole view), the following equations can be used:
Equation
bx = sx ax + cx
X
Px = Zave
by = sz az + cz Y
Py = Zave
1
2 3 PERSPECTIVE PROJECTION
4 Diagram Homography
Homogeneous coordinates
Perspective (graphical)
Texture mapping
Virtual globe
6 References
Bz Az
[1] Subhashis Banerjee (2002-02-18). The Weak-
Perspective Camera.
To determine which screen x-coordinate corresponds to a [5] Goldstein, Herbert (1980). Classical Mechanics (2nd ed.).
point at Ax , Az multiply the point coordinates by: Reading, Mass.: Addison-Wesley Pub. Co. pp. 146148.
ISBN 0-201-02918-9.
3D computer graphics
Camera matrix
Computer graphics
Graphics card
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