MeU/CS/CG/Chapter-3 3-D Transformations & 3-D Viewing
3.1. 3-D TRANSFORMATIONS
3.1.1. INTRODUCTION
The three-dimensional transformations are extensions of two-dimensional transformation. In 2D
two coordinates are used, i.e., x and y whereas in 3D three co-ordinates x, y, and z are used.
For three dimensional images and objects, three-dimensional transformations are needed. These
are translations, scaling, and rotation
The 2D can show two-dimensional objects. Like the Bar chart, pie chart, graphs. But some more
natural objects can be represented using 3D. Using 3D, we can see different shapes of the object
in different sections.
In 3D when a translation is done, we need three factors for rotation also, it is a component of three
rotations. Each can be performed along any three Cartesian axis. In 3D also we can represent a
sequence of transformations as a single matrix.
Computer Graphics uses CAD. CAD allows manipulation of machine components which are 3
Dimensional. It also provides automobile bodies, aircraft parts study. All these activities require
realism. For realism 3D is required. In the production of a realistic 3D scene from 2D is tough. It
requires three dimensions, i.e., depth.
3.1.2. 3-D TRANSFORMATIONS
The geometric transformations play a vital role in generating images of three-Dimensional objects
with the help of these transformations. The location of objects relative to others can be easily
expressed. Sometimes viewpoint changes rapidly, or sometimes objects move in relation to each
other. For this number of transformations can be carried out repeatedly.
3.1.2.1. 3-D TRANLATION
t is the movement of an object from one position to another position. Translation is done using
translation vectors. There are three vectors in 3D instead of two. These vectors are in x, y, and z
directions. Translation in the x-direction is represented using Tx. The translation is y-direction is
represented using Ty. The translation in the z- direction is represented using Tz.
If P is a point having co-ordinates in three directions (x, y, z) is translated, then after translation its
coordinates will be (x1 y1 z1) after translation. Tx Ty Tz are translation vectors in x, y, and z
directions respectively.
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x1= x + Tx
y1= y +Ty
z1= z + Tz
3.1.2.2. 3-D SCALING
Scaling is used to change the size of an object. The size can be increased or decreased. The scaling
three factors are required Sx Sy and Sz.
Sx=Scaling factor in x- direction
Sy=Scaling factor in y-direction
Sz=Scaling factor in z-direction
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Scaling of the object relative to a fixed point:
Following are steps performed when scaling of objects with fixed point (a, b, c). It can be
represented as below:
1. Translate fixed point to the origin
2. Scale the object relative to the origin
3. Translate object back to its original position.
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3.1.2.3. 3-D ROTATION
It is moving of an object about an angle. Movement can be anticlockwise or clockwise. 3D rotation
is complex as compared to the 2D rotation. For 2D we describe the angle of rotation, but for a 3D
angle of rotation and axis of rotation are required. The axis can be either x or y or z.
3.2. 3-D VIEWING (OR) PROJECTION
The three-dimensional objects are made using computer graphics. The technique used for two
Dimensional displays of three-Dimensional objects is called projection. Several types of projection
are available
There are two types of Projections
1. Parallel Projection
2. Perspective Projection
1. Parallel Projection: In this projection point on the screen is identified within a point in the
three-dimensional object by a line perpendicular to the display screen. The architect Drawing, i.e.,
plan, front view, side view, elevation are nothing but lines of parallel projections.
2. Perspective Projection: This projection has a property that it provides idea about depth. Farther
the object from the viewer, smaller it will appear. All lines in perspective projection converge at a
center point called as the center of projection.
3.2.1. Parallel Projection
Parallel Projection use to display picture in its true shape and size. When projectors are
perpendicular to view plane then is called orthographic projection. The parallel projection is
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formed by extending parallel lines from each vertex on the object until they intersect the plane of
the screen. The point of intersection is the projection of vertex. Parallel projections are used by
architects and engineers for creating working drawing of the object, for complete representations
require two or more views of an object using different planes.
3.2.1.1. Orthographic Projection
In orthographic projection the direction of projection is normal to the projection of the plane. There
are three types of orthographic projections −
1. Front Projection
2. Top Projection
3. Side Projection
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3.2.1.2. Oblique Projection
In oblique projection, the direction of projection is not normal to the projection of plane. In oblique
projection, we can view the object better than orthographic projection.
There are two types of oblique projections − Cavalier and Cabinet.
The Cavalier projection makes 45° angle with the projection plane. The projection of a line
perpendicular to the view plane has the same length as the line itself in Cavalier projection. In a
cavalier projection, the foreshortening factors for all three principal directions are equal.
The Cabinet projection makes 63.4° angle with the projection plane. In Cabinet projection, lines
perpendicular to the viewing surface are projected at ½ their actual length.
Both the projections are shown in the following figure
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3.2.2. Perspective Projection
In perspective projection farther away object from the viewer, small it appears. This property of
projection gives an idea about depth. The artist use perspective projection from drawing three-
dimensional scenes.
Two main characteristics of perspective are
1. Vanishing points
2. Perspective foreshortening
Due to foreshortening object and lengths appear smaller from the center of projection. More we
increase the distance from the center of projection, smaller will be the object appear.
Vanishing Point
It is the point where all lines will appear to meet. There can be one point, two point, and three point
perspectives.
One Point: There is only one vanishing point as shown in fig (a)
Two Points: There are two vanishing points. One is the x-direction and other in the y -
direction as shown in fig (b)
Three Points: There are three vanishing points. One is x second in y and third in two
directions.
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In Perspective projection lines of projection do not remain parallel. The lines converge at a single
point called a center of projection. The projected image on the screen is obtained by points of
intersection of converging lines with the plane of the screen. The image on the screen is seen as of
viewer's eye were located at the centre of projection, lines of projection would correspond to path
travel by light beam originating from object.
Important terms related to perspective:
1. View plane: It is an area of world coordinate system which is projected into
viewing plane.
2. Center of Projection: It is the location of the eye on which projected light rays
converge.
3. Projectors: It is also called a projection vector. These are rays start from the object
scene and are used to create an image of the object on viewing or view plane.
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Perspective foreshortening: The size of the object will be small of its distance from the center of
projection increases.
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