Isometric Projections
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CHAPTER 6 PICTORIAL SKETCHING 6-1Four Types of Projections
CHAPTER 6 PICTORIAL SKETCHING 6-1Four Types of Projections Types of Projections 6-2 Axonometric Projection As shown in figure below, axonometric projections are classified as isometric projection (all axes equally foreshortened), dimetric projection (two axes equally shortened), and trimetric projection (all three axes foreshortened differently, requiring different scales for each axis). (cont) Figures below show the contrast between an isometric sketch (i.e., drawing) and an isometric projection. The isometric projection is about 25% larger than the isometric projection, but the pictorial value is obviously the same. When you create isometric sketches, you do not always have to make accurate measurements locating each point in the sketch exactly. Instead, keep your sketch in proportion. Isometric pictorials are great for showing piping layouts and structural designs. Step by Step 6.1. Isometric Sketching 6-4 Normal and Inclined Surfaces in Isometric View Making an isometric sketch of an object having normal surfaces is shown in figure below. Notice that all measurements are made parallel to the main edges of the enclosing box – that is, parallel to the isometric axes. (cont) Making an isometric sketch of an object that has inclined surfaces (and oblique edges) is shown below. Notice that inclined surfaces are located by offset, or coordinate measurements along the isometric lines. For example, distances E and F are used to locate the inclined surface M, and distances A and B are used to locate surface N. 6-5 Oblique Surfaces in Isometric View Oblique surfaces in isometric view may be drawn by finding the intersections of the oblique surfaces with isometric planes. -
Alvar Aalto's Associative Geometries
Alvar Aalto Researchers’ Network Seminar – Why Aalto? 9-10 June 2017, Jyväskylä, Finland Alvar Aalto’s associative geometries Holger Hoffmann Prof. Dipl.-Ing., Architekt BDA Fay Jones School of Architecture and Design Why Aalto?, 3rd Alvar Aalto Researchers Network Seminar, Jyväskylä 2017 Prof. Holger Hoffmann, Bergische Universität Wuppertal, April 30th, 2017 Paper Proposal ALVAR AALTO‘S ASSOCIATIVE GEOMETRIES This paper, written from a practitioner’s point of view, aims at describing Alvar Aalto’s use of associative geometries as an inspiration for contemporary computational design techniques and his potential influence on a place-specific version of today’s digital modernism. In architecture the introduction of digital design and communication techniques during the 1990s has established a global discourse on complexity and the relation between the universal and the specific. And however the great potential of computer technology lies in the differentiation and specification of architectural solutions, ‘place’ and especially ‘place-form’ has not been of greatest interest since. Therefore I will try to build a narrative that describes the possibilities of Aalto’s “elastic standardization” as a method of well-structured differentiation in relation to historical and contemporary methods of constructing complexity. I will then use a brief geometrical analysis of Aalto’s “Neue Vahr”-building to hint at a potential relation of his work to the concept of ‘difference and repetition’ that is one of the cornerstones of contemporary ‘parametric design’. With the help of two projects (one academic, one professional) I will furthermore try to show the capability of such an approach to open the merely generic formal vocabulary of so-called “parametricism” to contextual or regional necessities in a ‘beyond-digital’ way. -
CS 543: Computer Graphics Lecture 7 (Part I): Projection Emmanuel
CS 543: Computer Graphics Lecture 7 (Part I): Projection Emmanuel Agu 3D Viewing and View Volume n Recall: 3D viewing set up Projection Transformation n View volume can have different shapes (different looks) n Different types of projection: parallel, perspective, orthographic, etc n Important to control n Projection type: perspective or orthographic, etc. n Field of view and image aspect ratio n Near and far clipping planes Perspective Projection n Similar to real world n Characterized by object foreshortening n Objects appear larger if they are closer to camera n Need: n Projection center n Projection plane n Projection: Connecting the object to the projection center camera projection plane Projection? Projectors Object in 3 space Projected image VRP COP Orthographic Projection n No foreshortening effect – distance from camera does not matter n The projection center is at infinite n Projection calculation – just drop z coordinates Field of View n Determine how much of the world is taken into the picture n Larger field of view = smaller object projection size center of projection field of view (view angle) y y z q z x Near and Far Clipping Planes n Only objects between near and far planes are drawn n Near plane + far plane + field of view = Viewing Frustum Near plane Far plane y z x Viewing Frustrum n 3D counterpart of 2D world clip window n Objects outside the frustum are clipped Near plane Far plane y z x Viewing Frustum Projection Transformation n In OpenGL: n Set the matrix mode to GL_PROJECTION n Perspective projection: use • gluPerspective(fovy, -
Viewing in 3D
Viewing in 3D Viewing in 3D Foley & Van Dam, Chapter 6 • Transformation Pipeline • Viewing Plane • Viewing Coordinate System • Projections • Orthographic • Perspective OpenGL Transformation Pipeline Viewing Coordinate System Homogeneous coordinates in World System zw world yw ModelViewModelView Matrix Matrix xw Tractor Viewing System Viewer Coordinates System ProjectionProjection Matrix Matrix Clip y Coordinates v Front- xv ClippingClipping Wheel System P0 zv ViewportViewport Transformation Transformation ne pla ing Window Coordinates View Specifying the Viewing Coordinates Specifying the Viewing Coordinates • Viewing Coordinates system, [xv, yv, zv], describes 3D objects with respect to a viewer zw y v P v xv •A viewing plane (projection plane) is set up N P0 zv perpendicular to zv and aligned with (xv,yv) yw xw ne pla ing • In order to specify a viewing plane we have View to specify: •P0=(x0,y0,z0) is the point where a camera is located •a vector N normal to the plane • P is a point to look-at •N=(P-P)/|P -P| is the view-plane normal vector •a viewing-up vector V 0 0 •V=zw is the view up vector, whose projection onto • a point on the viewing plane the view-plane is directed up Viewing Coordinate System Projections V u N z N ; x ; y z u x • Viewing 3D objects on a 2D display requires a v v V u N v v v mapping from 3D to 2D • The transformation M, from world-coordinate into viewing-coordinates is: • A projection is formed by the intersection of certain lines (projectors) with the view plane 1 2 3 ª x v x v x v 0 º ª 1 0 0 x 0 º « » « -
Implementation of Projections
CS488 Implementation of projections Luc RENAMBOT 1 3D Graphics • Convert a set of polygons in a 3D world into an image on a 2D screen • After theoretical view • Implementation 2 Transformations P(X,Y,Z) 3D Object Coordinates Modeling Transformation 3D World Coordinates Viewing Transformation 3D Camera Coordinates Projection Transformation 2D Screen Coordinates Window-to-Viewport Transformation 2D Image Coordinates P’(X’,Y’) 3 3D Rendering Pipeline 3D Geometric Primitives Modeling Transform into 3D world coordinate system Transformation Lighting Illuminate according to lighting and reflectance Viewing Transform into 3D camera coordinate system Transformation Projection Transform into 2D camera coordinate system Transformation Clipping Clip primitives outside camera’s view Scan Draw pixels (including texturing, hidden surface, etc.) Conversion Image 4 Orthographic Projection 5 Perspective Projection B F 6 Viewing Reference Coordinate system 7 Projection Reference Point Projection Reference Point (PRP) Center of Window (CW) View Reference Point (VRP) View-Plane Normal (VPN) 8 Implementation • Lots of Matrices • Orthographic matrix • Perspective matrix • 3D World → Normalize to the canonical view volume → Clip against canonical view volume → Project onto projection plane → Translate into viewport 9 Canonical View Volumes • Used because easy to clip against and calculate intersections • Strategies: convert view volumes into “easy” canonical view volumes • Transformations called Npar and Nper 10 Parallel Canonical Volume X or Y Defined by 6 planes -
1938-1939 Undergraduate Catalogue
^ BULLETIN OF THE ^ UNIVERSITY OF VERMONT AND STATE AGRICULTURAL COLLEGE BURLINGTON ------- VERMONT VOLUME XXXVI — MARCH, 1939 — NUMBER 3 sofias 17SI THE CATALOGUE 19 3 8 -1 9 3 9 ANNOUNCEMENTS 19 3 9 -1 9 40 Published by the University of Vermont and State Agricultural College, Burlington, Vermont, four times a year; in January, February, March and October, and entered as second-class matter under Act of Congress of August 24, 1912 r 1 L Contents PAGE CALENDAR 5 UNIVERSITY CALENDAR 6-7 ADMINISTRATION 8-3 8 Board of Trustees 8—10 Office Hours 10 Officers of Instruction and Administration; Employees 11—27 Committees of the University Senate 27—28 Experiment Station Staff 28—30 Extension Service Staff 30—3 3 Summer School Faculty, 1938 34—3 8 GENERAL INFORMATION 39-98 Location 39 Charters, Corporations, History of the Colleges 39-44 Buildings and Grounds 44—5 6 Fees and Expenses 5 6-61 Employment, Loan Funds and Scholarships 61-73 Prizes 74-79 Honors 79-80 Degrees , 81 Graduate Study 82—86 University Extension 87-88 The Summer Session 8 8—89 Educational Conferences 89 Military Training 90 Physical Education and Athletics 90—92 Religious Life 92—93 Organizations 93—95 University Lectures 96 Publications 96 Regulations 97-98 ADMISSION 99-126 The Academic Colleges . 99—107 Methods of Admission . 107—110 Entrance Subjects 111—123 Special and Unclassified Students 123 Admission to Advanced Standing 123—124 Preliminary Registration and Enrollment 124 The College of Medicine, Requirements for Admission 125—126 COURSES OF INSTRUCTION 127-222 The -
EX NIHILO – Dahlgren 1
EX NIHILO – Dahlgren 1 EX NIHILO: A STUDY OF CREATIVITY AND INTERDISCIPLINARY THOUGHT-SYMMETRY IN THE ARTS AND SCIENCES By DAVID F. DAHLGREN Integrated Studies Project submitted to Dr. Patricia Hughes-Fuller in partial fulfillment of the requirements for the degree of Master of Arts – Integrated Studies Athabasca, Alberta August, 2008 EX NIHILO – Dahlgren 2 Waterfall by M. C. Escher EX NIHILO – Dahlgren 3 Contents Page LIST OF ILLUSTRATIONS 4 INTRODUCTION 6 FORMS OF SIMILARITY 8 Surface Connections 9 Mechanistic or Syntagmatic Structure 9 Organic or Paradigmatic Structure 12 Melding Mechanical and Organic Structure 14 FORMS OF FEELING 16 Generative Idea 16 Traits 16 Background Control 17 Simulacrum Effect and Aura 18 The Science of Creativity 19 FORMS OF ART IN SCIENTIFIC THOUGHT 21 Interdisciplinary Concept Similarities 21 Concept Glossary 23 Art as an Aid to Communicating Concepts 27 Interdisciplinary Concept Translation 30 Literature to Science 30 Music to Science 33 Art to Science 35 Reversing the Process 38 Thought Energy 39 FORMS OF THOUGHT ENERGY 41 Zero Point Energy 41 Schools of Fish – Flocks of Birds 41 Encapsulating Aura in Language 42 Encapsulating Aura in Art Forms 50 FORMS OF INNER SPACE 53 Shapes of Sound 53 Soundscapes 54 Musical Topography 57 Drawing Inner Space 58 Exploring Inner Space 66 SUMMARY 70 REFERENCES 71 APPENDICES 78 EX NIHILO – Dahlgren 4 LIST OF ILLUSTRATIONS Page Fig. 1 - Hofstadter’s Lettering 8 Fig. 2 - Stravinsky by Picasso 9 Fig. 3 - Symphony No. 40 in G minor by Mozart 10 Fig. 4 - Bird Pattern – Alhambra palace 10 Fig. 5 - A Tree Graph of the Creative Process 11 Fig. -
The Three-Dimensional User Interface
32 The Three-Dimensional User Interface Hou Wenjun Beijing University of Posts and Telecommunications China 1. Introduction This chapter introduced the three-dimensional user interface (3D UI). With the emergence of Virtual Environment (VE), augmented reality, pervasive computing, and other "desktop disengage" technology, 3D UI is constantly exploiting an important area. However, for most users, the 3D UI based on desktop is still a part that can not be ignored. This chapter interprets what is 3D UI, the importance of 3D UI and analyses some 3D UI application. At the same time, according to human-computer interaction strategy and research methods and conclusions of WIMP, it focus on desktop 3D UI, sums up some design principles of 3D UI. From the principle of spatial perception of people, spatial cognition, this chapter explained the depth clues and other theoretical knowledge, and introduced Hierarchical Semantic model of “UE”, Scenario-based User Behavior Model and Screen Layout for Information Minimization which can instruct the design and development of 3D UI. This chapter focuses on basic elements of 3D Interaction Behavior: Manipulation, Navigation, and System Control. It described in 3D UI, how to use manipulate the virtual objects effectively by using Manipulation which is the most fundamental task, how to reduce the user's cognitive load and enhance the user's space knowledge in use of exploration technology by using navigation, and how to issue an order and how to request the system for the implementation of a specific function and how to change the system status or change the interactive pattern by using System Control. -
Architectural Drawing (TE 8437) Grades 10 - 12 One Credit, One Year Counselors Are Available to Assist Parents and Students with Course Selections and Career Planning
Department of Teaching & Learning Parent/Student Course Information Technical Design and Illustration Program Architectural Drawing (TE 8437) Grades 10 - 12 One Credit, One Year Counselors are available to assist parents and students with course selections and career planning. Parents may arrange to meet with the counselor by calling the school's guidance department. COURSE DESCRIPTION The courses in engineering and technology provide opportunities for students to acquire skills and knowledge necessary for technological literacy, entry-level careers, and lifelong learning. Students learn Virginia’s 21 Workplace Readiness Skills within the content area. Those who are completing a two-year sequence have the opportunity to verify their knowledge of the workplace readiness skills through an industry assessment. This course provides students with the opportunity to learn more about the principles of architecture and related drafting practices and techniques. It provides helpful information for the homeowner and is beneficial to the future architect, interior designer, or homebuilder. Students use resource materials, standard books, and computers as they learn the general principles, practices and techniques of architectural drawing. The course includes designing residential structures and drawing plot plans, elevations, schedules and renderings. PREREQUISITE Basic Technical Drawing CERTIFICATION Students successfully completing the Technical Design and Illustration Program of Study will be prepared for the AutoCAD REVIT and or AutoCAD Architecture industry credential. STUDENT ORGANIZATION Technology Student Association (TSA) is a co-curricular organization for all students enrolled in engineering and technology courses. Students are encouraged to be active members of their youth organization to develop leadership and teamwork skills and to receive recognition for their participation in local, regional, state and national activities. -
CS 4204 Computer Graphics 3D Views and Projection
CS 4204 Computer Graphics 3D views and projection Adapted from notes by Yong Cao 1 Overview of 3D rendering Modeling: * Topic we’ve already discussed • *Define object in local coordinates • *Place object in world coordinates (modeling transformation) Viewing: • Define camera parameters • Find object location in camera coordinates (viewing transformation) Projection: project object to the viewplane Clipping: clip object to the view volume *Viewport transformation *Rasterization: rasterize object Simple teapot demo 3D rendering pipeline Vertices as input Series of operations/transformations to obtain 2D vertices in screen coordinates These can then be rasterized 3D rendering pipeline We’ve already discussed: • Viewport transformation • 3D modeling transformations We’ll talk about remaining topics in reverse order: • 3D clipping (simple extension of 2D clipping) • 3D projection • 3D viewing Clipping: 3D Cohen-Sutherland Use 6-bit outcodes When needed, clip line segment against planes Viewing and Projection Camera Analogy: 1. Set up your tripod and point the camera at the scene (viewing transformation). 2. Arrange the scene to be photographed into the desired composition (modeling transformation). 3. Choose a camera lens or adjust the zoom (projection transformation). 4. Determine how large you want the final photograph to be - for example, you might want it enlarged (viewport transformation). Projection transformations Introduction to Projection Transformations Mapping: f : Rn Rm Projection: n > m Planar Projection: Projection on a plane. -
1931–32 General Catalog
`University ' of California Bulletin THIRD SERIES, Vol. XXV, No. 4 CIRCULAR OF INFORMATION UNIVERSITYOF CALIFORNIA AT LOS ANGELES SEPTEMBER, 1931 UNIVERSITY OF CALIFORNIAPRESS BERKELEY, CALIFORNIA For Sale by the Students' Cooperative Book Store, 405 Hilgard Avenue, Los Angeles Price Five Cents Administrative Bulletins of the University of California 1931-32. No.4 The bulletins concerning the colleges , schools, and departments of the University are listed below. For copies of these circulars, and for further. information, address the University of California Press, Berkeley, except in those cases where Los Angeles and San Francisco are indicated. The circulars are sent free except those for which a price (which includes postage) isgiven. The Circular of Information, with reference primarily to the Under- graduate Division at Berkeley: containing general information about the University, its organization , requirements for admission to under- graduate status, and for the bachelor's degree in the colleges of Letters and Science, Agriculture, Commerce, and Engineering; students' fees and expenses. Sent free by mail by the University Press on request. A charge of 5 cents is made for copies distributed on the University Campus. The Annual Announcement of Courses of Instruction in the Departments at Berkeley. Price, 30 cents. The Circular of Information of the University of California at Los Angeles: containing general information about the University, requirements for admission to undergraduate status, and for the bachelor' s degree in the College of Letters and Science, in the Teachers College, and in the Branch of the College of Agriculture in Southern California; students' fees and expenses. Sent free by mail by the University Press on request. -
Features and Design Intent in Engineering Sketches
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Repositori Institucional de la Universitat Jaume I Features and Design Intent in Engineering Sketches Raquel Plumed1, Peter Varley2, Pedro Company2 1 Department of Mechanical Engineering and Construction [email protected] 2 Institute of New Imaging Technologies [email protected], [email protected] Universitat Jaume I, Castellón de la Plana, Spain Abstract We investigate the problem of determining design intent from engineering sketches: what did the designer have in mind when sketching a component? Specifically, we consider the unidirectional reverse mapping from form features, as determined from an input sketch, to design features, representing the design intent present in the designer’s mind. We introduce a list of com- mon engineering form features. For each, we list which geometrical cues may be helpful in identifying these features in design sketches, and we list the design features which such form features commonly imply. We show that a reductionist approach which decomposes a diagram into form features can be used to deduce the design intent of the object portrayed in a drawing. We supply experimental results in support of this idea. 1 Introduction We aim to provide tools for design engineers who are already familiar with (and make good use of) the various features of state- of-the-art CAD packages, but who want the additional freedom offered by sketching when in the creative phase of designing a new product. Hence, we are interested in the interpretation of sketches of engineering components, both singly and in assemblies.