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Chapter 1 - INTRODUCTION

3D projection is any method of mapping three-dimensional points to a twodimensional plane. As most current methods for displaying graphical data are based on planar two-dimensional 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.

Chapter 2 PROJECTION
Projection in computer graphics means the transformation of a threedimensional (3D) area into a two-dimensional (2D) area. The plane in the area into which we transform (project) objects is called the 'Table'. The most frequently used projections are:

Parallel projection Perspective projection Axonometric projection

Viewing in 3D

How to project?
Display device (a screen) is 2D How do we map 3D objects to 2D space? 2D to 2D is straight forward 2D window to world coordinate and a viewport on the 2D surface. Clip what won't be shown in the 2D window, and map the remainder to the viewport. 3D to 2D is more complicated Solution : Transform 3D objects on to a 2D plane using projections In 3D View volume in the world Projection onto the 2D projection plane A viewport to the view surface Process 1 clip against the view volume, 2 project to 2D plane, or window, 3 map to viewport.

Conceptual Model of the 3D viewing process :-

Projections: The key terms used here are Projection from 3D to 2D is defined by straight projection rays (projectors) emanating from the 'center of projection', passing through each point of the object, and intersecting the 'projection plane' to form a projection.

Types of projections can be represented as :-

Chapter 3 Parallel Projection


Parallel projection is the transformation of a three-dimension area into a plane. In this projection, all projection rays are parallel. It is determined by a table (plane) and by a projection direction (vector), which cannot be parallel with the table. In accordance with the projection direction, we can split parallel projection into the following types:

vertical orthogonal projection oblique (slant)

Most frequently used is the orthogonal projection where the projection trays are orthogonal to the table. The method of orthogonal projection neglects one of coordinates.

The orthogonal parallel projection into the plane xy neglects zcoordinate. To the point P=(x,y,z) corresponding to in the projection the point P' = (x, y). The matrix representation of this transformation is: |1000| Tkxy = | 0 1 0 0 | |0000| |0001|

The projects obtained in this way (meaning what we receive on the table) represents the ground plan of a projected object. In the case of projecting into the plane xz , so then neglecting the y-coordinate of the given object we obtain the elevation of an object, and in the case of projecting in the plane yz it is the side elevation of an object. Orthographic projection (or orthogonal projection) is a means of representing a three-dimensional object in two dimensions. It is a form ofparallel projection, where all the projection lines are orthogonal to the projection plane,[1] resulting in every plane of the scene appearing in affine transformation on the viewing surface. It is further divided into multiview orthographic projections and axonometric projections. A lens providing an orthographic projection is known as an (object-space) telecentric lens.

The term orthographic is also sometimes reserved specifically for depictions of objects where the axis or plane of the object is also parallel with the projection plane,[1] as in multiview orthographic projections. With multiview orthographic projections, up to six pictures of an object are produced, with each projection plane parallel to one of the coordinate axes of the object. The views are positioned relative to each other according to either of two schemes: first-angle or third-angle projection. In each, the appearances of views may be thought of as being projected onto planes that form a 6-sided box around the object. Although six different sides can be drawn, usually three views of a drawing give enough information to make a 3D object. These views are known as front view, top view and right side view. Pictorial representation of orthogonal parallel projection is:

Assume view plane at zvp (perpendicular to the zv-axis) and (xv,yv,zv) an arbitrary point in VC.. Then xp = xv yp = yv zp = zvp (zv is kept for depth purposes only)

Oblique parallel projection :We can express the oblique parallel projection of the point (x, y, z) to the plane xy as follows: x' = x + z. (a.cos(a)), y' = y + z. (a.sin(a)), where the parameter a determines elongation for the axis z and the angle a is deviation from the axis x. If the parameter a=0 , then it is a case of an orthogonal projection. The oblique projection to the plane xy can be expressed in the following matrix | 1 0 0 0| Tkxy = | 0 1 0 0 | | a.cosa a.sina 0 0 | | 0 0 0 1|

In Oblique parallel projections: Objects can be visualised better then with orthographic projections
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Can measure distances, but not angles (Can only measure angles for faces of objects parallel to the plane). An oblique parallel projection is often specified with two angles, (090) och (0-360), as shown below

Oblique formula (from the above fig.) :Assume (x,y,z) any point in VC (cp. xv,yv,zv) cos =(xp-x)/L => xp=x+L.cos sin =(yp-y)/L => yp=y+L. sin Also tan =(zvp-z)/L, thus L=(zvp-z)/tan = =L1(zvp-z), where L1=cot Hence xp = x + L1(zvp - z).cos yp = y + L1(zvp - z).sin Observe: if orthographic projection, then L1=0. Oblique projection is a type of parallel projection: it projects an image by intersecting parallel rays (projectors) from the three-dimensional source object with the drawing surface (projection plane). In both oblique projection and orthographic projection, parallel lines of the source object produce parallel lines in the projected image. The projectors in oblique projection intersect the projection plane at an oblique angle to produce the projected image, as opposed to the perpendicular angle used in orthographic projection.

Mathematically, the parallel projection of the point on the -plane gives . The constants and uniquely specify a parallel projection. When , the projection is said to be "orthographic" or "orthogonal". Otherwise, it is "oblique". The constants and are not necessarily less than 1, and as a consequence lengths measured on an oblique projection may be either larger or shorter than they were in space. In a general oblique projection, spheres of the space are projected as ellipses on the drawing plane, and not as circles as you would expect them from an orthogonal projection. Oblique drawing is also the crudest "3D" drawing method but the easiest to master. Oblique is not really a 3D system but a 2 dimensional view of an object with 'forced depth'. One way to draw using an oblique view is to draw the side of the object you are looking at in two dimensions, i.e. flat, and then draw the other sides at an angle of 45 degrees, but instead of drawing the sides full size they are only drawn with half the depth creating 'forced depth' - adding an element of realism to the object. Even with this 'forced depth', oblique drawings look very unconvincing to the eye. For this reason oblique is rarely used by professional designers and engineers.

Example of Oblique parallel projection: -

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There are 2 common oblique parallel projections: Cavalier oblique parallel projection Cabinet oblique parallel projection

Cavalier oblique parallel projection :- The direction of the projection makes a 45 degree angle with the projection plane. Because there is no foreshortening, this causes an exaggeration of the z axes.

Cabinet oblique parallel projection :- The direction of the projection makes a 63.4 degree angle with the projection plane. This results in foreshortening of the z axis, and provides a more realistic view.

When tan = 1 then the projection is called Cavalier ( = 45) tan = 2 then the projection is called Cabinet ( 63) usually takes the value 30 or 45.

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Advantages of orthogonal parallel projection:Preserves both distances and angles Shapes preserved Can be used for measurements Building plans Manuals Disadvantages of orthogonal parallel projection:Cannot see what object really looks like because many surfaces hidden from view. Advantages of oblique parallel projection:Can pick the angles to emphasize a particular face. Architecture: plan oblique, elevation oblique. Angles in faces parallel to projection plane are preserved while we can still see around side . Disadvantages of oblique parallel projection :In physical world, cannot create with simple camera. possible with bellows camera or special lens (architectural) .

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Axonometric Parallel Projection :- It is a type of parallel projection, more specifically a type of orthographic projection, used to create a pictorial drawing of an object, where the object is rotated along one or more of its axes relative to the plane of projection.[1]There are three main types of axonometric projection: isometric, dimetric, and trimetric projection."Axonometric" means "to measure along axes". Axonometric projection shows an image of an object as viewed from a skew direction in order to reveal more than one side in the same picture.Whereas the term orthographic is sometimes reserved specifically for depictions of objects where the axis or plane of the object is parallel with the projection plane,[2] in axonometric projection the plane or axis of the object is always drawn not parallel to the projection plane.With axonometric projections the scale of distant features is the same as for near features, so such pictures will look distorted, as it is not how our eyes or photography work. This distortion is especially evident if the object to view is mostly composed of rectangular features. Despite this limitation, axonometric projection can be useful for purposes of illustration. The three types of axonometric projections are isometric projection, dimetric projection, and trimetric projection, depending on the exact angle at which the view deviates from the orthogonal. Typically in axonometric drawing, one axis of space is shown as the vertical.

In isometric projection, the most commonly-used form of axonometric projection in engineering drawing,[9] the direction of viewing is such that the three axes of space appear equally foreshortened, of which the displayed angles among them and also the scale of foreshortening are universally known. However in creating a final, isometric instrument drawing, in most cases a full-size scale, i.e., without using a foreshortening factor, is employed to good effect because the resultant distortion is difficult to perceive.] Another advantage is that, in engineering drawings, 60 angles are more easily constructed using only a compass and straightedge. In dimetric projection, the direction of viewing is such that two of the three axes of space appear equally foreshortened, of which the attendant scale and angles of presentation are determined according to the angle of viewing; the scale of the third direction (vertical) is determined separately.

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In trimetric projection, the direction of viewing is such that all of the three axes of space appear unequally foreshortened. The scale along each of the three axes and the angles among them are determined separately as dictated by the angle of viewing. Trimetric perspective is seldom used and is found in only a few video games. Approximations are common in dimetric and trimetric drawings.

Limitations of axonometric projections :As with all types of parallel projection, objects drawn with axonometric projection do not appear larger or smaller as they extend closer to or away from the viewer. While advantageous for architectural drawings, where measurements must be taken directly from the image, the result is a perceived distortion, since unlike perspective projection, this is not how our eyes or photography normally work. It also can easily result in situations where depth and altitude are difficult to gauge, as is shown in the illustration to the right. In this isometric drawing, the blue sphere is two units higher than the red one. However, this difference in elevation is not apparent if one covers the right half of the picture, as the boxes (which serve as clues suggesting height) are then obscured. This visual ambiguity has been exploited in op art, including "impossible object" drawings. M. C. Escher's Waterfall (1961) is a well-known example, in which a channel of water seems to travel unaided along a downward path, only to then paradoxically fall once again as it returns to its source. The water thus appears to disobey the law of conservation of energy.

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Chapter 4 Perspective Projection


Perspective Projection - Any parallel lines not parallel to the projection plane, converge at a vanishing point. There are an infinite number of these, 1 for each of the infinite amount of directions line can be oriented. If a set of lines are parallel to one of the three principle axes, the vanishing point is called an axis vanishing point. There are at most 3 such points, corresponding to the number of axes cut by the projection plane. Example: if z projection plane cuts the z axis: normal to it, so only z has a principle vanishing point, as x and y are parallel and have none. Can categorise perspective projections by the number of principle vanishing points, and the number of axes the projection plane cuts.

The different types of perspectivre projections are :One-point perspective Two-point perspective Three- point perspective

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One-point perspective projection :-

One vanishing point is typically used for roads, railway tracks, hallways, or buildings viewed so that the front is directly facing the viewer. Any objects that are made up of lines either directly parallel with the viewer's line of sight or directly perpendicular (the railroad slats) can be represented with one-point perspective. One-point perspective exists when the painting plate (also known as the picture plane) is parallel to two axes of a rectilinear (or Cartesian) scene a scene which is composed entirely of linear elements that intersect only at right angles. If one axis is parallel with the picture plane, then all elements are either parallel to the painting plate (either horizontally or vertically) or perpendicular to it. All elements that are parallel to the painting plate are drawn as parallel lines. All elements that are perpendicular to the painting plate converge at a single point (a vanishing point) on the horizon.

Two-point perspective projection :-

Two-point perspective can be used to draw the same objects as one-point perspective, rotated: looking at the corner of a house, or looking at two forked roads shrink into the distance, for example. One point represents one set of parallel lines, the other point represents the other. Looking at a house from the corner, one wall would recede towards one vanishing point, the other wall would recede towards the opposite vanishing point. Two-point perspective exists when the painting plate is parallel to a Cartesian scene in one axis (usually the z-axis) but not to the other two axes. If the scene being viewed consists solely of a cylinder sitting on a horizontal plane, no difference exists in the image of the cylinder between a one-point and two-point perspective. Two-point perspective has one set of lines parallel to the picture plane and two sets oblique to it. Parallel lines oblique to the picture plane converge to a vanishing point,which means that this set-up will require two vanishing points.
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Three-point perspective projection :-

Three-point perspective is usually used for buildings seen from above (or below). In addition to the two vanishing points from before, one for each wall, there is now one for how those walls recede into the ground. This third vanishing point will be below the ground. Looking up at a tall building is another common example of the third vanishing point. This time the third vanishing point is high in space. Three-point perspective exists when the perspective is a view of a Cartesian scene where the picture plane is not parallel to any of the scene's three axes. Each of the three vanishing points corresponds with one of the three axes of the scene. Image constructed using multiple vanishing points. One-point, two-point, and three-point perspectives appear to embody different forms of calculated perspective. The methods required to generate these perspectives by hand are different. Mathematically, however, all three are identical: The difference is simply in the relative orientation of the rectilinear scene to the viewer.

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Advantages and Disadvantages of perspective projection:Objects further from viewer are projected smaller than the same sized objects closer to the viewer (diminution) Looks realistic Equal distances along a line are not projected into equal distances (non-uniform foreshortening). Angles preserved only in planes parallel to the projection plane. More difficult to construct by hand than parallel projections (but not more difficult by computer).

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Chapter 5 Implementation
How To Project On 3D Geometry? Find the pose (position, orientation) of an object or the pose and lens characteristics (field of view, shift) of a camera viewing that object. In cinematography with 3d visual effects the terms "match moving" or "camera tracking" are used to describe the problem of matching a real world scene with its virtual counterpart in order to mix them together seamlessly. For this task a list of software exists (boujou, 3d equalizer, ...) that makes the live of visual effects people easier. For real time computer graphics the ARToolKit provides a way that works for certain situations and companies like dome projection offer projector autocalibration services. Projection on a flat surface :Manually matching a static virtual projector with a real projector When projecting onto an arbitratry 3d surface, no matter how the projector is positioned and oriented towards the surface the resulting image will mostly look distorted. Note though that there is one point from which the projected image looks perfectly aligned, that is: the position of the projector. The photos below show a simple sculpture of 2 boxes with a windows-desktop projected flat on it. While in the left photo the projected image is distorted, in the right photo, taken from the projectors point of view, the projected image looks correctly.

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So in order to achieve an undistorted look on an arbitrary surface you simply have to provide the projector with an image that depicts a view onto that surface from its own (the projectors) position. Or in other words: consider the real projector being a camera in virtual space, viewing a virtual replica of the real projection surface. If you project the image this virtual camera sees with the real projector, it would fit exactly and look undistorted on the real surface. Note that this works perfectly only in theory, as chances are that your virtual scenes parameters will never exactly match your real world parameters, as some of them, like the projectors orientation, are hard to measure precisely. But never mind, there begins the manual tweaking of those parameters and with some patience and practice you'll get quite good results. Virtual replica of the real scene :Creating a virtual copy of your real world setup includes three steps:

define the origin for your real worlds coordinate system

create the target projection surface as a 3d model and place it correctly in your virtual scene regarding the coordinate systems origin: you can do this using an external 3d modelling tool or using vvvvs geometric primitivs. Anyway its best to have a mesh which you can finetune manually using PointEditor (3D Persistent) during the matching process. measure the position, orientation and lens-characteristics of the projector: use the Projector (EX9) module and specify all parameters this node offers. Look for sketches like the following in the projectors manual that provide you with the information for lens-shift and field of view of the lens. At this point you have a basic setup where the virtual scene matches the real world. Take your time to fiddle with the parameters of the
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Projector (EX9) module or slightly adapt your mesh using the PointEditor (3D Persistent) module until you are satisfied with the overlapping of your virtual and real world scene. Flat textures aligned to the surface :With this basic setup it is now simple to achieve an effect like in dotdotdot's Valcucines skyscraper project. Here it is the goal to project images in a way that they feel like a property of the target surface, ie. like they where a texture of the object. The textures should look exactly the same, from whatever position you view the surface/sculpture and certainly independent of the projectors position.

By rendering the 3d model from the same viewpoint and using the same lenscharacteristics as the real projector has for the virtual camera, the resulting image will perfectly fit the projected surface. Any flat textures you give the 3d model (in the above example a simple black cross on white) will look undistorted on the real surface and therefore look and behave naturally like flat textures that look the same independent of the spectators point of view. Lights and Shadows :Any shading (including lighting and shadowing) you apply to the virtual model is a surface oriented effect and as such behaves like a flat texture on the model. Effects like seen in our own Lightstrive and Pablo Valbuena's Augmented Sculpture Series can be realized just like this.
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3d illusion :Fake 3d effects like seen in Pablo Valbuena's The Hague City Hall projection, AntiVJs Nuit Blanche Bruxelles projection and some of easyweb's projections contain an additional quirk you should be aware of. While with the above setup those effects are quite easy to achieve, by simply adding 3d extensions to your virtual model, for a spectator they really only work from the one point in real world that corresponds to the virtual cameras position. Like this simple example shows, when viewed from about the projectors perspective the text seems to be extruded from the little box. When viewing the same projection from a completely different point, the illusion is gone.

Virtual Camera's perspective is different to real world projector position With some setups it is just not possible to have the real projector's position match the virtual camera's/projector's position:

You may want the virtual scene to be viewed from a position where you cannot place the projector in real world You may want several real world projectors to share one virtual perspective.

In those situations you need 2 render-passes:


the first pass renders the scene from the desired perspective the second pass renders the scene from the desired real world position of the projectors WHILE the result of the first pass is being projected onto the 3d models surface from the perspective of the virtual camera.

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Examples: Projecting on two sides of a house with one perspective

The above picture demonstrates that the 3d-illusion only works from the specified virtual camera/spectator position. 360 projection setup :In a 360 projection the virtual cameras all need to be placed in the same position, with only different rotations. While this is possible in a virtual scene you cannot put several physical projectors at exactly the same place in the real world.

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Chapter 6 Conclusion
This paper gives the overall view of the 3D projection and mapping and its application. There is a huge scope of this technology in near future with advancement of technology especially in the field of film marketing and advertising. Generating extra buzz around marketing campaigns worldwide is 3D projection mapping, a relatively new technology that animates stationary objects with 3D video. With added sound effects and music, the result is a remarkable and immersive experience. As marketing firms continue to discover new and inventive ways to use 3D technology in their campaigns, one area that has garnered notable attention within the past year is 3D projection mapping. 3D projection mapping has recently emerged as one of the coolest forms of advertising, with big companies like Nokia, Samsung and BMW projecting beautiful 3D video displays on buildings around the world and sharing their campaigns on the web. 3D projection mapping has become something of a recent obsession for me, as well as for the advertising world. The great thing about these campaigns is that they really get the attention of passersby, but they also capture the attention of people on the web.

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Chapter 7 Refrences
http://en.wikipedia.org/wiki/Oblique_projection http://www.netgraphics.sk/projection http://courses.cs.vt.edu/~cs4204/lectures/3D_projection.pdf http://articles.projectorpeople.com/home-theater-tech-news/3d-projectortechnology-the-good-the-less-good-the-backstory/ http://createdigitalmotion.com/2009/01/projection-mapping-resourceand-tutorial-how-to-project-on-3d-geometry-with-vvvv/ http://www.weltlighting.com/3d-video-mapping-projection-tutorial/ http://www.movieviral.com/2011/04/25/does-3d-projection-mappinghave-a-future-in-film-marketing/ http://www.scribd.com/doc/41759378/Orthographic-Projection-I http://socialtimes.com/3d-projection-mapping-taking-the-advertisingworld-by-storm_b14971

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Chapter 8- Bibliography
Ingrid Carlbom, Joseph Paciorek (1978) Riley, K F (2006). Mathematical Methods for Physics and Engineering. Goldstein, Herbert (1980). Classical Mechanics (2nd ed.). Sonka, M; Hlavac, V; Boyle, R (1995). Image Processing, Analysis & Machine Vision (2nd ed.). Maynard, Patric (2005). Drawing distinctions: the varieties of graphic expression Snyder, John P. (1993). Flattening the Earth: Two Thousand Years of Map Projections pp. 1618. Chicago and London: The University of Chicago Press. Mitchell, William; Malcolm McCullough (1994). Maynard, Patric (2005). Drawing distinctions: the varieties of graphic expression. Desai, Apurva A.. Computer Graphics Godse, A. P. (1980). Computer graphics McReynolds, Tom; David Blythe (2005). Advanced graphics programming using openGL. Mitchell, William; Malcolm McCullough (1994). Digital design media

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