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3D projection

3D projection is a fundamental technique in computer graphics and descriptive geometry that transforms three-dimensional coordinates into a two-dimensional representation, allowing the depiction of 3D scenes on flat surfaces like screens or paper. The two primary categories of 3D projection are perspective projection and parallel projection.[https://www.geeksforgeeks.org/computer-graphics/projections-in-computer-graphics/) Perspective projection simulates the way the human eye perceives depth, where objects farther from the viewer appear smaller, and parallel lines converge at vanishing points, providing a realistic visual effect essential for immersive applications like video games and virtual reality. A common form of parallel projection is the orthographic projection, which projects points orthogonally onto the viewing plane without perspective distortion, preserving the actual sizes and angles of objects, which makes it ideal for technical drawings, engineering blueprints, and isometric views in architecture. Mathematically, 3D projections are implemented using 4x4 transformation matrices in , which map world coordinates through a series of steps in the : modeling, viewing, , and clipping. For perspective projection, the matrix incorporates the field of view and to create depth scaling, often represented as: \begin{pmatrix} \frac{2n}{r-l} & 0 & \frac{r+l}{r-l} & 0 \\ 0 & \frac{2n}{t-b} & \frac{t+b}{t-b} & 0 \\ 0 & 0 & -\frac{f+n}{f-n} & -\frac{2fn}{f-n} \\ 0 & 0 & -1 & 0 \end{pmatrix} where n, f, l, r, t, and b denote near plane, far plane, left, right, top, and bottom clipping boundaries, respectively. Orthographic projections use simpler matrices that uniformly scale and translate without depth division. These projections play a crucial role in the rendering by converting eye-space coordinates to clip-space, enabling efficient rasterization and display of complex models in fields ranging from and to scientific .

Fundamentals

Definition and Principles

is the process of mapping points from a onto a two-dimensional surface, typically representing a 3D scene or object on media such as paper, screens, or displays by extending lines of sight from a defined viewpoint through the 3D points to intersect a . This technique simulates how human vision or a camera captures depth and spatial relationships, converting volumetric data into a flat image while preserving essential geometric properties. The core principles revolve around the viewpoint, often modeled as an eye or camera position, and the , which acts as the 2D canvas where the image forms. Rays emanate from the viewpoint through each point in the object; in parallel projections, these rays remain non-converging for uniform scaling, whereas in converging projections, they meet at vanishing points to mimic realistic depth cues like foreshortening. A object, composed of vertices (points), edges (lines connecting vertices), and faces (polygonal surfaces bounded by edges), maps to corresponding points, lines, and polygons on the through this ray intersection process, akin to a simple ray-tracing where each traces a path from viewpoint to projection surface. This method plays a vital role in visualization across disciplines: in engineering, it facilitates precise communication of object dimensions and assemblies via technical drawings; in art, it enables the illusion of depth through techniques like linear perspective; and in computing, it underpins rendering in graphics software for simulations and virtual environments. By conveying spatial relationships, relative depths, and proportional scaling on a 2D medium, 3D projection bridges the gap between physical or virtual three-dimensionality and accessible two-dimensional representation, with parallel and perspective serving as the two broad categories.

Historical Development

The origins of 3D projection techniques can be traced to , where early attempts at representing depth and spatial relationships in art emerged around the fifth century BCE, laying groundwork for geometric approaches to visualization. Euclid of advanced these ideas in his treatise , composed around 300 BCE, which provided the first systematic Greek exploration of the geometry of and , treating sight as rays emanating from the eye to form visual cones. During the , pioneered linear in 1415 through experiments in , using mirrors and painted panels of the to demonstrate how converging lines could realistically depict on a flat surface, rediscovering principles lost since . further integrated mathematics and art in the late , employing geometric in sketches and paintings to achieve accurate spatial depth, as seen in works like The where architectural elements converge to a . popularized these methods in northern Europe with his 1525 treatise Underweysung der Messung, which detailed practical tools and constructions for linear , including devices to aid artists in drawing accurate projections. In the late 18th century, formalized descriptive geometry in the , developing as a method to represent three-dimensional objects through multiple two-dimensional views, essential for and . This approach shifted focus from artistic illusion to precise mechanical representation, influencing throughout the . The brought computational advancements, beginning with Ivan Sutherland's 1963 system, the first interactive program that enabled real-time manipulation of 2D drawings using a , laying the groundwork for digital 3D projection in subsequent developments like III. In the , ray tracing emerged in (CGI), with Turner Whitted's 1980 algorithm simulating light rays for realistic reflections and shadows, revolutionizing film visuals in productions like those from . advanced real-time 3D projection in game engines during the , optimizing techniques like in Doom (1993) and (1996) to render complex scenes efficiently on consumer hardware. Post-2010, integrations of 3D projection in (VR) and (AR) have proliferated, with head-mounted displays like (2012) and (2015) employing stereoscopic projections to overlay virtual 3D elements onto real environments, driving immersive applications in training and simulation. In the , advancements continued with the release of Apple's Vision Pro in February 2024, a device that employs high-resolution stereoscopic projections to blend digital and physical environments, further popularizing immersive AR/VR applications.

Projection Techniques

Parallel Projection

Parallel projection is a fundamental technique in three-dimensional () visualization and graphics, characterized by projection lines that are all parallel to one another and directed toward the projection plane at a fixed , often or . This approach positions the viewpoint conceptually at , ensuring that the apparent size of objects remains constant regardless of their distance from the projection plane, thereby achieving uniform scale across the entire image. Unlike methods that simulate human vision, parallel projection produces no vanishing points, as parallel lines in space retain their parallelism in the 2D projection. The core mechanism relies on rays emanating in a consistent from each point on a object, intersecting the without convergence, which preserves certain distances and angles along the projection . This uniform treatment of depth eliminates foreshortening effects, allowing for consistent of shapes and dimensions. In the general , coordinates (x, y, z) are transformed by projecting along a specified —typically or ignoring the z-component uniformly—to map onto coordinates, facilitating the creation of flat representations suitable for technical documentation. Key advantages of parallel projection include its capacity for accurate measurement of dimensions directly from the projected view, with no introduced by depth variations, making it essential for and tasks requiring precision. It excels in maintaining parallelism, which supports clear multiview representations without the optical illusions of . Subtypes such as orthographic, , and axonometric projections fall under this category, each adapting the fixed-angle principle for specific representational needs. In contrast to perspective projection, which introduces through converging rays and depth-based scaling to replicate natural viewing, parallel projection prioritizes technical fidelity over visual depth cues, resulting in a more abstract but measurably reliable output ideal for blueprints and schematic drawings in (CAD) systems.

Perspective Projection

Perspective projection is a method of representing three-dimensional objects on a two-dimensional plane by simulating the way the human eye or a camera perceives depth, where lines of sight converge from a fixed viewpoint toward the scene. This technique creates a realistic illusion of depth by making objects farther from the viewer appear smaller and parallel lines in three-dimensional space appear to converge at vanishing points on the projection plane. The core mechanism involves rays emanating from a center of projection—analogous to the eye or camera lens—passing through points on the 3D object and intersecting the image plane, resulting in a central perspective with a single vanishing point for lines parallel to the line of sight, or multiple vanishing points in multi-point perspectives for more complex scenes. In the general process, the acts as the picture surface, and the represents the , where vanishing points lie to depict the of elements like roads or building edges in the third . This introduces foreshortening, where the projected size of an object diminishes with increasing distance from the viewer, enhancing spatial . Perspective projection has been foundational in art since the early , pioneered by through experiments with peephole views of Florentine architecture, and formalized in Leon Battista Alberti's treatise Della pittura (1435), which described systematic rules for depth representation in painting. It remains essential in architecture for accurate renderings and in , where camera lenses inherently produce perspective views to capture natural visual scenes. The advantages of perspective projection include its ability to convey natural and relative sizes, making it superior for immersive visualizations compared to parallel projections. It effectively handles the scaling of distant objects, providing a more intuitive sense of scale and distance in representations. A variant known as weak perspective projection approximates full perspective for scenes where objects are relatively far from the viewer and depth variations are small compared to the average distance, treating the projection as a scaled orthographic one; this simplification is commonly used in tasks to reduce while retaining approximate depth cues.

Specific Projection Methods

Orthographic Projection

is a specific type of in which the projection lines, or rays of sight, are perpendicular to the , resulting in a two-dimensional representation that preserves the true size and shape of the object's features parallel to that plane. This method positions the projection plane between the observer and the object, ensuring that all lines of sight are parallel and orthogonal to the plane, which eliminates the convergence of lines seen in views. As a subset of , it focuses on accurate scaling without angular distortion for purposes. In , an object is depicted through up to six principal views, each obtained by projecting the object onto a parallel to one of its principal faces: front, rear, , , left, and right. These views are typically arranged in a standardized layout, often using the "glass box" method where the object is imagined inside a transparent , and each face unfolds to form the , with the front view serving as the central reference. While all six views provide a complete description, practical drawings commonly employ three—front, , and right side—for sufficient detail, ensuring that corresponding features align vertically and horizontally across views. The arrangement of these views follows either first-angle or third-angle conventions, which differ in their spatial orientation relative to the object. In first-angle projection, adopted by ISO standards and common in and , the views are placed as if the object is in the first quadrant, with the top view below the front view, the right view to the left of the front, and so on, simulating the object projecting through the plane toward the observer. Conversely, third-angle projection, used in ANSI/ASME standards and prevalent in the United States, positions views as if observed from outside the object in the third quadrant, placing the top view above the front, the right view to the right, and others accordingly for intuitive alignment. Projection symbols, such as truncated cones, are included in drawings to indicate the method and prevent misinterpretation. This projection technique is a standard in for creating dimensioned technical drawings, where precise measurements and tolerances are applied directly to the views for and . Hidden lines, represented as dashed lines, indicate internal features like holes or edges not visible in a given view, while or sectioning may be used to convey depth and material properties without altering the flat representation. Key properties of include the preservation of parallelism, where lines in the object remain in the projection, and the absence of , allowing for exact scaling of surfaces aligned with the . These characteristics make it ideal for applications requiring high accuracy in dimensioning, such as specifying tolerances, as features to the plane appear in their true proportions without foreshortening or .

Oblique Projection

Oblique projection is a type of in where the projection lines are not perpendicular to the but instead meet it at an , typically 45 degrees, allowing the representation of three-dimensional objects in two dimensions while preserving the true proportions of the front face. In this method, the front face of the object is depicted in its actual size and shape, with depth lines receding at the chosen angle to convey spatial extent without convergence. This approach balances simplicity with a partial of depth, making it suitable for illustrations where one primary view needs to remain undistorted. Several variants of oblique projection exist, distinguished primarily by the scaling of the receding depth lines and the specific angles employed. The cavalier projection uses full-scale depth lines at a 45-degree angle, resulting in a straightforward but potentially exaggerated representation of depth. In contrast, the cabinet projection reduces the depth lines to half their true length, also at 45 degrees, to minimize distortion and provide a more balanced appearance. A related variant, the military projection—also known as plan oblique—employs 45-degree angles for both x-z and y-z axes while keeping the x-y plane perpendicular, often with full or foreshortened depth; it was historically used by French military artists in the 18th century for tactical sketches and maps, emphasizing clear floor plans. One key advantage of oblique projection is its ease of compared to drawing, as it requires only basic geometric tools and avoids complex vanishing points, enabling quick sketches in fields like and . It also ensures that the front face remains true to , facilitating accurate measurement and instructions in illustrations. This method finds practical use in plans and product illustrations, where undistorted frontal views aid in visualizing details without the need for multiple orthographic projections. In terms of properties, oblique projection renders circles and curves on the front face as true shapes, but those on receding planes appear as ellipses due to the angular skew, which can introduce foreshortening effects. While effective for rapid conceptualization, it may distort the proportions of rear and side faces, particularly in cavalier variants, making it less ideal for precise multi-angle representations when compared to axonometric methods that equalize all axes.

Axonometric Projection

Axonometric projection is a type of technique used to represent objects on a two-dimensional plane, where the object's coordinate axes are inclined to the at equal or specified angles, ensuring that lines parallel in remain parallel in the projection. This method allows for a single view that simultaneously displays three faces of an object, providing a pictorial representation without the convergence of lines to vanishing points, as all projectors are parallel. Unlike , which shows only one or two faces, rotates the object relative to the viewing plane to reveal depth in a balanced manner. The primary variants of axonometric projection are , dimetric, and trimetric, distinguished by the scaling and angular relationships among the three axes. In , all three axes are scaled equally (typically with a foreshortening factor of about 0.816) and projected at angles of approximately 120 degrees to each other, resulting in a symmetric ideal for objects with cubic . Dimetric projection features two axes with identical scales and angles (such as 105 degrees each), while the third axis has a different scale and angle (e.g., 150 degrees), allowing for views where two dimensions are emphasized equally. Trimetric projection generalizes this further, with all three axes having distinct scales and angles, enabling highly customized orientations for specific needs. Axonometric projections are widely used in technical illustrations, such as exploded diagrams and isometrics in , where preserving accurate measurements along the projected axes is essential for clarity and dimensioning. A key property is the uniform application of foreshortening to the axes based on their angles to the , which maintains proportional relationships without . To optimize the view, the object is often rotated so that its principal axes align with the projection directions, maximizing visibility and minimizing .

Mathematical Foundations

Formulas for Parallel Projection

Parallel projections map three-dimensional points onto a two-dimensional plane using parallel rays, resulting in an affine transformation that preserves parallelism and ratios along parallel lines. The general coordinate transformation for a point (x, y, z) in oblique parallel projection is given by x' = x + z \cdot \cos \theta \cdot s, \quad y' = y + z \cdot \sin \theta \cdot s, where \theta is the angle of the projectors relative to the projection plane (often 45°), and s is the foreshortening scale factor. In cavalier projection, s = 1, preserving full depth, while in cabinet projection, s = 0.5, reducing depth to half scale to minimize distortion. Orthographic projection, a special case of parallel projection with projectors perpendicular to the plane (\theta = 0^\circ), simply discards the z-coordinate, yielding (x', y') = (x, y) for the front view. Multiview orthographic projections require rotating the object to align principal faces with the before applying this. For the top view, a 90° around the x-axis transforms (x, y, z) to (x, -z, y), represented by the matrix \begin{pmatrix} 1 & 0 & 0 \\ 0 & 0 & -1 \\ 0 & 1 & 0 \end{pmatrix}, followed by dropping the new z-coordinate to obtain (x', y') = (x, -z). Similar rotations apply for side views, such as a 90° around the y-axis for the right view. Axonometric projections extend orthographic methods by rotating the object to equalize or specify axis foreshortenings. For isometric projection, the object is first rotated 45° around the y-axis and then \arctan(1/\sqrt{2}) \approx 35.264^\circ around the x-axis, with uniform scaling by $1/\sqrt{2} along the projected axes to ensure equal lengths. The combined transformation matrix is the product of these rotation matrices followed by orthographic projection, often expressed in homogeneous coordinates as a 4×4 matrix: M = \frac{1}{\sqrt{2}} \begin{pmatrix} 1 & 0 & 0 \\ 0 & \cos 35.264^\circ & \sin 35.264^\circ \\ 0 & -\sin 35.264^\circ & \cos 35.264^\circ \end{pmatrix} \begin{pmatrix} \cos 45^\circ & 0 & \sin 45^\circ \\ 0 & 1 & 0 \\ -\sin 45^\circ & 0 & \cos 45^\circ \end{pmatrix} \begin{pmatrix} 1 & 0 & 0 & 0 \\ 0 & 1 & 0 & 0 \\ 0 & 0 & 0 & 0 \\ 0 & 0 & 0 & 1 \end{pmatrix}. Dimetric projections use two equal scales with unequal third, while trimetric uses three distinct scales, adjusting the rotation angles and factors accordingly (e.g., different \cos and \sin values for each axis). In implementation, parallel projections use for efficient edge rendering, where object edges are transformed linearly without depth division. As affine transformations, they inherently preserve and parallelism, ensuring straight lines remain straight and do not converge, which is ideal for technical illustrations and CAD systems.

Formulas for Perspective Projection

Perspective projection, also known as central projection, models the way light rays from a converge through a point (the camera or viewpoint) onto a image , mimicking the or a . In a simple setup, consider the viewpoint at the origin (0,0,0) and the image at z = d, where d is the or distance to the . A point (X, Y, Z) in the , with Z > 0 facing the camera, projects to the image coordinates () on the z = d via similar triangles: the from the viewpoint through (X, Y, Z) intersects the at x = d \cdot \frac{X}{Z} and y = d \cdot \frac{Y}{Z}. This nonlinear division by depth Z ensures that objects farther away appear smaller, creating realistic depth cues. To handle this projection computationally, homogeneous coordinates are employed, representing 3D points as 4-vectors [X, Y, Z, 1] and 2D image points as [x, y, 1] after . The perspective transformation can then be expressed as a 3x4 followed by division by the third coordinate: if \mathbf{m} = P \begin{pmatrix} X \ Y \ Z \ 1 \end{pmatrix} = \begin{pmatrix} m_1 \ m_2 \ m_3 \end{pmatrix}, the projected point is (x, y) = (m_1 / m_3, m_2 / m_3). For the canonical case with viewpoint at (0,0,0) and plane at z = d, this simplifies to the dehomogenized form [X/Z \cdot d, Y/Z \cdot d, 1], aligning with the earlier equations. A key feature of projection is the convergence of to s, which occur because in correspond to rays that meet at a . For a set of in vector (a, b, c), their projections intersect at the (x_v, y_v) = \left( d \cdot \frac{a}{c}, d \cdot \frac{b}{c} \right) on the z = d, assuming c \neq 0 (i.e., the is not to the ). If the is or to the (c = 0), multiple s may arise, one for each set of parallels not aligned with the , as seen in multi- drawings. When objects lie at roughly similar depths relative to the camera (small depth variation compared to average distance), the full model can be approximated by weak projection to simplify computations, particularly in pose tasks. Here, the is treated as a scaled : let Z_0 be the average depth, and s = d / Z_0 the uniform scale factor; then a point (X, Y, Z) projects approximately to (x, y) = (s X + u_0, s Y + v_0), where the depth Z is ignored in the lateral coordinates but the scale accounts for average distance. This is derived from linearizing the division: x \approx s X \left(1 - \frac{Z - Z_0}{Z_0}\right) for small deviations, though the basic form omits the higher-order term for approximation. This model reduces nonlinearity while retaining some depth scaling, making it suitable for scenarios like human pose from video where depth variations are limited. In , the full perspective projection is formalized through the using a 3x4 P that combines intrinsic and extrinsic parameters. The intrinsics are captured by the 3x3 upper-triangular matrix K = \begin{pmatrix} f_x & s & u_0 \ 0 & f_y & v_0 \ 0 & 0 & 1 \end{pmatrix}, where f_x, f_y are focal lengths in pixel units, s is skew, and (u_0, v_0) is the principal point; the extrinsics are the R (3x3) and t = -R C (3x1), with C the camera center. Thus, P = K [R | t], and the projection is \begin{pmatrix} x \ y \ w \end{pmatrix} = P \begin{pmatrix} X \ Y \ Z \ 1 \end{pmatrix}, followed by (x/w, y/w). This derives from the pinhole geometry: first, transform world coordinates to camera frame via [R | t], yielding (X_c, Y_c, Z_c) = R (X_w - C); then apply as x = f_x X_c / Z_c + u_0, y = f_y Y_c / Z_c + v_0, which in matrix form incorporates the division via .

Applications and Limitations

Applications in Various Fields

In and , serves as the standard for creating precise blueprints and multiview representations of three-dimensional objects, enabling accurate dimensioning and fabrication. This method adheres to ASME Y14.3 standards, which define requirements for orthographic and pictorial views on engineering drawings to ensure consistency in and processes. , particularly variants, is widely employed in instructions for , providing a clear, undistorted pictorial overview of component relationships without convergence, as seen in exploded views for machinery and product . In art and architecture, perspective projection revolutionized visual representation during the , allowing artists to depict spatial depth realistically in paintings and . Filippo Brunelleschi's early 1400s experiments with linear perspective laid the groundwork, influencing works like Masaccio's The Holy Trinity , where converging lines create an illusion of on flat surfaces. finds practical use in architectural interior sketches, where the plan is rotated at 45 degrees to illustrate room layouts and furniture placement while maintaining true dimensions on horizontal surfaces, facilitating quick conceptual designs. Computer graphics and gaming rely heavily on perspective projection for rendering immersive three-dimensional scenes, as implemented in APIs like , where it simulates human vision by scaling objects based on distance from the viewpoint. Parallel projections, such as orthographic views, are commonly applied to elements like minimaps in , ensuring consistent scaling and navigation aids without depth distortion, as exemplified in titles using top-down overviews for strategic . In , orthographic projection underpins the reconstruction of computed tomography (CT) scans, where parallel slices generate cross-sectional views of anatomy, enabling precise volumetric analysis without perspective artifacts. utilizes various azimuthal projections, including perspective types like gnomonic and parallel types like orthographic, to represent polar regions or hemispheric data accurately, preserving directions and distances for applications like charts and exploration maps. In (VR) and (AR), real-time perspective projection enhances immersion by dynamically rendering environments that align with user head movements, with post-2010 advancements in head-mounted displays enabling low-latency 3D overlays on the real world. Modern software tools integrate these projections seamlessly; employs parallel orthographic views for engineering drafting and precise 2D/3D modeling in construction projects. supports both perspective and parallel projections through configurable cameras, facilitating artistic rendering and animation workflows. Recent integrations with in visualization software, such as AI-driven segmentation in Amira and Avizo, automate the generation and projection of 3D models from imaging data, streamlining analysis in fields like .

Limitations and Comparisons

Parallel projections, while preserving parallelism and measurements along projection directions, suffer from a lack of depth , causing objects to appear uniformly sized regardless of their distance from the viewer, which results in a flat, unrealistic representation. In orthographic projections specifically, the absence of depth cues can obscure overlaps between objects, making it difficult to discern spatial relationships that would be evident in more realistic views. Oblique and axonometric projections within the parallel family introduce distortions in non-axial measurements, where receding lines appear foreshortened or elongated, potentially misrepresenting object proportions unless compensated for during creation. Perspective projections, in contrast, introduce depth particularly for objects near the viewer, where proximity causes disproportionate and nonlinear that alters relative sizes and shapes. They are computationally more intensive than parallel methods due to the need for division operations and handling of converging rays, increasing processing demands in rendering pipelines. Additionally, the presence of vanishing points, where converge, complicates uniform and alignment in multi-object scenes, as each set of parallels requires individual handling to maintain consistency. Comparisons between projection types highlight key trade-offs: parallel projections prioritize measurement accuracy and simplicity, ideal for technical drawings where exact dimensions are critical, whereas perspective projections emphasize visual realism at the expense of proportional fidelity. Orthographic projections excel in multiview precision for analysis, providing unambiguous planar representations, while axonometric projections offer intuitive single-view overviews but with added foreshortening that aids spatial comprehension in design reviews. Selection depends on context; and CAD applications favor methods for their distortion-free metrics, whereas , , and prioritize for immersive, human-like . To address these limitations, hybrid approaches like weak perspective projection approximate full perspective by scaling an orthographic base, mitigating nonlinearity for stable computations in tasks while introducing minimal inaccuracy for distant objects. Software corrections, such as filters, counteract distortions like jagged edges in digital projections, a longstanding issue in where sampling artifacts can appear in rendered perspective views.

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