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TERM PAPER

ENGINEERING GRAPHICS MEC103 Topic: What are various 3D projections available? Which 3D projection is used in industry?

DOA: 09/17/2010 DOS: 11/11/2010

Submitted to: Mr.: S. Nagaraju

Submitted by: Mr. Saiful Islam Roll. No. RG5001A64 Reg.No.11003754 Section:-G5001 (B.TechM.tech-civil)

Acknowledgement

I am fortunate enough to have a topic of my choice. I wish to thank my teacher (MR.S.NAGARAJU) for her constant encouragement and continuous involvement and assistance rendered during the preparation of this term paper. I offer my thanks to our Liberian sir for his support and co-operation. I also acknowledge valuable contribution of my friends for their suggestion.

Abstract of Work undertaken

I declare that this term paper is my individual work. I have not copied it from any other students work or from any other source except where due acknowledgment is made explicitly in the text, nor has any part been written for me by other person.

NAME: SAIFUL ISLAM COURSE CODE: MEC103 COURSE INSTRUCTER: S.NAGARAJU


SECTION: G5001 ROLL NO: RG5001A64 REG NO: 11OO3754

Table of Contents

Introduction The three stages of the viewing transformation Parallel Viewing Projections Oblique Projection Perspective Viewing Projection Computing the Perspective Projection 3d projection used in industry Reference

Introduction

3D projection is any method of mapping three-dimensional points to a two-dimensional plane. As most current methods for displaying graphical data are based on planar twodimensional media, the use of this type of projection is widespread, especially in computer graphics, engineering and drafting.

A three dimension object is expressed mostly using a mathematical model; so, it is topical the question how we will represent it? Essentially, for this we have two methods: First is the representation by a volume model where the object has a parametric representation. This method is suitable for subsequent processing and arrangements of a given object. It is used mainly in mechanical engineering production because it enables the subsequent physical simulation of the product features. A disadvantage of this method is that model designing is limited only for the use of basic geometric forms. The second method is area representation. Here we do not depend on geometric forms because the object is constructed only using polygons of its surface. The surface of an object comprises vertexes (points) interconnected by abscissas into polygons. In this way we can represent practically any object using a polygonal network, which from the point of view of universality is almost ideal. The most advantageous representation is if there are given polygons - triangles because calculations with these are the simplest.

The three stages of the viewing transformation


There are three conceptual stages in the 3D viewing process: clipping, projection and the transformation to 2D screen coordinates. This tutorial will cover the projection process. Projection is the transformation of an n-dimensional coordinate system to an mdimensional system (where m is less than n). In computer graphics applications (such as CAD and virtual reality) the most common type of projection is the transformation of 3D dimensional data to 2D data. This involves defining straight lines or `rays' called projectors which through points on the object being projected and through the projection plane to form the 2D image. The most commonly used projections are the parallel projection and the perspective projection.

Parallel projection In this, the projection lines are all parallel to each other. This means that the image formed on the projection plane has the same relative dimensions as that of the original object (i.e. there is no concept of distance from the viewer). This feature is important in applications such as CAD where relative size must be apparent in the projected image. Perspective projection This type of projection includes the concept of distance from the viewer by scaling the projected image of objects by an amount relative to their distance from the view reference point.

Parallel Viewing Projections


Projection rays (projectors) emanate from a 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: If the direction of projection is perpendicular to the projection plane then it is an orthographic projection. If the direction of projection is not perpendicular to the projection plane then it is an oblique projection. Look at the parallel projection of a point (x, y, z). (Note the left handed coordinate system). The projection plane is at z = 0. x, y are the orthographic projection values and xp, yp are the oblique projection values (at angle a with the projection plane)

Look at orthographic projection: it is simple, just discard the z coordinates. Engineering drawings frequently use front, side, top orthographic views of an object. Here are three orthographic views of an object.

Orthographic projections that show more than 1 side of an object are called axonometric orthographic projections. The most common axonometric projection is an isometric projection where the projection plane intersects each coordinate axis in the model coordinate system at an equal distance.

Isometric Projection

The projection plane intersects the x, y, z axes at equal distances and the projection plane Normal makes an equal angle with the three axes. To form an orthographic projection xp = x, yp= y , zp = 0. To form different types e.g., Isometric, just manipulate object with 3D transformations.

Oblique Projection

The projectors are not perpendicular to the projection plane but are parallel from the object to the projection plane The projectors are defined by two angles A and d where: A = angle of line (x,y,xp,yp) with projection plane, d = angle of line (x, y, xp, yp) with x axis in projection plane L = Length of Line (x,y,xp,yp).

Then: cos d = sin d = tan A = z / L

(xp (yp

x) / L ------> xp = x + Lcos d y) / L ------> yp = y + Lsin d ,


----> L= L1 z , L1 ; xp = x + z(L1cos d) ; yp = y + z(L1sin d) | | | |

Now define L1 = L / z so tan A = z / L = 1 / |1 0 0 0 P = |0 1 0 0 |L1cosq L1sinq 1 0 |0 0 0 1

Now if A = 90 (projection line is perpendicular to PP) then tanA = infinity => L1 = 0, so have an rthographic projection. Two special cases of oblique projection A) A = 45 , tanA = 1 => L1 = 1 This is a Cavalier projection such that all lines perpendicular to the projection planeare projected with no change in length.

B) tanA = 2, A= 63.40, L1 = 1 / 2 Lines which are perpendicular to the projection planeare projected at 1 / 2 length . This is a Cabinet projection.

Perspective Viewing Projection


The Perspective viewing projection has a Center of Projection ("eye") at a finite distance from the projection plane (PP).

So the distance of a line from the projection plane determines its size on the projection plane, i.e. the farther the line is from the projection plane, the smaller its image on the projection plane. In the two images above, the projections of L1 = L2 but the actual length of L1 <> L2. Perspective projection is more realistic since distant objects appear smaller.

Computing the Perspective Projection

Look at above diagram from y axis

Now x / (z+d) = xp/d xp = x[d / (z+d)] xp = x / (z / d + 1) Do same for y (look down the x axis) and get y p = y / (z / d+1) zp = 0

Note that we can increase the perspective effect by decreasing d (moving closer). We can represent this in matrix form by using homogeneous coordinates as follows:
[xh yh zh w]=[x y z 1] |1 |0 |0 |0 0 1 0 0 0 0 | 0 0 | 01/d| 0 1 |

Where: xh = x yh= y zh = 0 w = (z/d) + 1 And Points on the projection plane are [xp yp zp 1] = [xh/w yh/w zh/w 1] This leads to the same xp, yp as before.

A problem with a perspective transformation is that it does not preserve straight lines or planes, i.e., straight lines are not transformed into straight lines and planes are no longer planar after the transformation. Look at example of a 3D line in object space from: P1 (x1 = 2.0, y1 = 5.0, z1 = 6.0) to P2 (x2 = 8.0, y2 = 7.0, z2 = 12.0) In parametric form this line is represented as: x(t) = 2 + 6 t y(t) = 5 + 2 t z(t) = 6 + 6 t Let us choose an arbitrary value of t (t = 0.4) and compute the x, y, z values) x = 2 + 2 0.4 = 4.4 y = 5 + 2 0.4 = 5.8 so Pi(t = 0.4) = (4.4, 5.8, 8.4) z = 6 + 6 0.4 = 8.4 Now perform the perspective transformation (assume d = 10.0) for P1, Pi, P2. Then we get for the transformed points:

P1(x = 1.25, y = 3.125, z = 6); Pi(x = 2.39, y = 3.15, z = 8.4); P2(x = 3.64, y = 3.18, z = 12) If this is still a straight line then all three coordinates of point Pi must have the same value of the parameter t.

So for x we get 2.39 = 1.25 + t (2.39) =>t = 0.48 for y we get 3.15 = 3.12 + t (0.57) => t = 0.48 for z we get t = 0.40 since unchanged => therefore the points are not collinear.

To maintain linearity we can do a perspective depth transformation: Zp = Z / (D + Z) Then for point 1 Zp = 6 / (10+6) = .375 point 2 Zp = 12 / (10+12) = .545 point i Zp = 8.4 / (10+8.4) = .457 Now check with t value for point i 0.457 = 0.375 + t * (0.170) = .48. This is the same t value we got for point i x and y. Therefore points 1, 2, and i are still colinear after the perspective depth transformation.. Note that the relative z depth values remain unchanged, i.e. if Z1 < Z2 then Z1 / (Z1+d) < Z2 / (Z2+d) as shown below: Z1 < Z2 Z1 d < Z2 d multiply both sides by d (Z1 Z2 + Z1 d) < (Z1 Z2 + Z2 d) add Z1 Z2 to both sides Z1 (Z2 + d) < Z2 (Z1 + d) Z1 / (Z1 + d) < Z2 / (Z2 + d) Note that for Zp = Z / (Z+d) => 0 if d >> Z and => 1.0 if Z >> d therefore 0.0 <= Zp <= 1.0 So to maintain linearity (or planarity) we must transform Z as well as X and

3d projection used in industry


Isometric projection is used in industries. Orthographic Views Isometric Views

Isometric means "equal measurement". The true dimension of the object is used to construct the drawing. You get the true dimension from either orthographic views or by measuring the object. Because of the convenience of using actual measurements to create the isometric image, it has become the industry standard for parts manuals, technical proposals, patent illustrations and maintenance publications. The height of the object is measured along vertical lines. The width and depth of the object are measured along the 30 degree to the horizontal plane.

REFERANCE: 1. http://www.tech-faq.com/3d-graphics

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