CHAPTER 6 PICTORIAL SKETCHING 6-1Four Types of Projections
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Technical Drawing School of Art, Design and Architecture Sarah Adeel | Nust – Spring 2011 the Ability to ’Document Imagination’
technical drawing school of art, design and architecture sarah adeel | nust – spring 2011 the ability to ’document imagination’. a mean to design reasoning spring 2011 perspective drawings technical drawing - perspective What is perspective drawing? Perspective originally comes from Latin word per meaning “through” and specere which means “to look.” These are combined to mean “to look through” or “to look at.” Intro to technical drawing perspective technical drawing - perspective What is perspective drawing? The “art definition” of perspective specifically describes creating the appearance of distance into our art. With time, the most typical “art definition” of perspective has evolved into “the technique of representing a three-dimensional image on a two-dimensional Intro to technical drawing surface.” perspective technical drawing - perspective What is perspective drawing? Perspective is about establishing “an eye” in art through which the audience sees. By introducing a sense of depth, space and an extension of reality into art is created, enhancing audience’s participation with it. When things appear more real, they become real to the senses. Intro to technical drawing perspective technical drawing - perspective What are the ingredients of perspective drawing? Any form consists of only three basic things: • it has size or amount • it covers distance • it extends in different directions Intro to technical drawing perspective technical drawing - perspective Everyday examples of perspective drawing Photography is an example of perspectives. In photos scenes are captured having depth, height and distance. Intro to technical drawing perspective technical drawing - perspective What is linear perspective drawing? Linear Perspective: Based on the way the human eye sees the world. -
Orthographic and Perspective Projection—Part 1 Drawing As
I N T R O D U C T I O N T O C O M P U T E R G R A P H I C S I N T R O D U C T I O N T O C O M P U T E R G R A P H I C S From 3D to 2D: Orthographic and Perspective Projection—Part 1 •History • Geometrical Constructions 3D Viewing I • Types of Projection • Projection in Computer Graphics Andries van Dam September 15, 2005 3D Viewing I Andries van Dam September 15, 2005 3D Viewing I 1/38 I N T R O D U C T I O N T O C O M P U T E R G R A P H I C S I N T R O D U C T I O N T O C O M P U T E R G R A P H I C S Drawing as Projection Early Examples of Projection • Plan view (orthographic projection) from Mesopotamia, 2150 BC: earliest known technical • Painting based on mythical tale as told by Pliny the drawing in existence Elder: Corinthian man traces shadow of departing lover Carlbom Fig. 1-1 • Greek vases from late 6th century BC show perspective(!) detail from The Invention of Drawing, 1830: Karl Friedrich • Roman architect Vitruvius published specifications of plan / elevation drawings, perspective. Illustrations Schinkle (Mitchell p.1) for these writings have been lost Andries van Dam September 15, 2005 3D Viewing I 2/38 Andries van Dam September 15, 2005 3D Viewing I 3/38 1 I N T R O D U C T I O N T O C O M P U T E R G R A P H I C S I N T R O D U C T I O N T O C O M P U T E R G R A P H I C S Most Striking Features of Linear Early Perspective Perspective • Ways of invoking three dimensional space: shading • || lines converge (in 1, 2, or 3 axes) to vanishing point suggests rounded, volumetric forms; converging lines suggest spatial depth -
Cylindrical Anamorphic Images –A Digital Method of Generation
ANDRZEJ ZDZIARSKI, MARCIN JONAK* CYLINDRICAL ANAMORPHIC IMAGES –A DIGITAL METHOD OF GENERATION CYFROWA METODA GENEROWANIA ANAMORFICZNYCH OBRAZÓW WALCOWYCH Abstract The aim of this paper is to present a practical construction for some cylindrical anamorphic images. The method is based on the analytic properties of reflective anamorphic image construction – topics which have been discussed in previous papers. This time, the authors deal with the analytical analysis of a transformation that is applied in order to obtain an anamorphic image, and provide an innovative digital notation of the reflective transformation discussed. The analytical model described here allows us to generate a cylindrical anamorphic image of any object that is represented in the form of a set of parametric equations. Some example anamorphic images together with their counter-images reflected in the surface of a cylindrical mirror will be presented here. The method of construction described enables the development of any design project of an anamorphic image in the urban planning environment and within the interiors of public spaces. Keywords: transformation, anamorphic image, visualization of an anamorphic image, reflective cylinder Streszczenie Niniejszy artykuł przedstawia praktyczną metodę konstruowania obrazów anamorficznych w oparciu o własności analityczne dla anamorf refleksyjnych. Praca jest kontynuacją zagadnień związanych z okre- śleniem geometrycznych zasad powstawania obrazów anamorficznych na bazie obrazu rzeczywistego, na- tomiast prezentuje ona analityczne przekształcenie oraz innowacyjny cyfrowy zapis takich obrazów. Tak więc opracowany model analityczny pozwala generować obrazy anamorficzne dowolnych projektowanych obiektów zapisanych w formie równań parametrycznych. Przykładowe anamorfy zaprezentowano wraz z ich obrazami restytuowanymi za pomocą prototypowego zwierciadła walcowego. Powyższe rozwiązania dają możliwość precyzyjnego projektowania obrazów anamorficznych w zurbanizowanej przestrzeni miej- skiej oraz architektonicznych wnętrzach przestrzeni publicznej. -
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. -
From 3D to 2D: Orthographic and Perspective Projection—Part 1
INTRODUCTION TO COMPUTER GRAPHICS INTRODUCTION TO COMPUTER GRAPHICS From 3D to 2D: Orthographic and Perspective Projection—Part 1 Drawing as Projection • A painting based on a mythical tale as told by Pliny the Elder: a Corinthian maiden traces the shadow of her departing lover. • History • Geometrical Constructions • Types of Projection • Projection in Computer Graphics detail from The Invention of Drawing, 1830: Karl Friedrich Schinkle (Mitchell p.1) Andries van Dam September 17, 1998 3D Viewing I 1/31 Andries van Dam September 17, 1998 3D Viewing I 2/31 INTRODUCTION TO COMPUTER GRAPHICS INTRODUCTION TO COMPUTER GRAPHICS Early Examples of Projection Early Perspective • Plan from Mesopotamia, 2150BC is earliest • Ways of invoking three dimensional space: known technical drawing in existence. rounded, volumetric forms suggested by shading, spatial depth of room suggested by • Greek vases from late 6th century BC show converging lines. perspective(!) • Not systematic—lines do not converge to a • Vitruvius, a Roman architect published single “vanishing” point. specifications of plan and elevation drawings, and perspective. Illustrations for these writings have been lost. Giotto, Confirmation of the rule of Saint Francis, c.1325 (Kemp p.8) Carlbom Fig. 1-1 Andries van Dam September 17, 1998 3D Viewing I 3/31 Andries van Dam September 17, 1998 3D Viewing I 4/31 INTRODUCTION TO COMPUTER GRAPHICS INTRODUCTION TO COMPUTER GRAPHICS Setting for “Invention” of Brunelleschi Perspective Projection • Invented systematic method of determining perspective projections in early 1400’s. • The Renaissance: new emphasis on Evidence that he created demonstration importance of individual point of view and panels, with specific viewing constraints for interpretation of world, power of complete accuracy of reproduction. -
The Baroque in Games: a Case Study of Remediation
San Jose State University SJSU ScholarWorks Master's Theses Master's Theses and Graduate Research Spring 2020 The Baroque in Games: A Case Study of Remediation Stephanie Elaine Thornton San Jose State University Follow this and additional works at: https://scholarworks.sjsu.edu/etd_theses Recommended Citation Thornton, Stephanie Elaine, "The Baroque in Games: A Case Study of Remediation" (2020). Master's Theses. 5113. DOI: https://doi.org/10.31979/etd.n9dx-r265 https://scholarworks.sjsu.edu/etd_theses/5113 This Thesis is brought to you for free and open access by the Master's Theses and Graduate Research at SJSU ScholarWorks. It has been accepted for inclusion in Master's Theses by an authorized administrator of SJSU ScholarWorks. For more information, please contact [email protected]. THE BAROQUE IN GAMES: A CASE STUDY OF REMEDIATION A Thesis Presented to The Faculty of the Department of Art History and Visual Culture San José State University In Partial Fulfillment of the Requirements for the Degree Masters of Arts By Stephanie E. Thornton May 2020 © 2020 Stephanie E. Thornton ALL RIGHTS RESERVED The Designated Thesis Committee Approves the Thesis Titled THE BAROQUE IN GAMES: A CASE STUDY OF REMEDIATION by Stephanie E. Thornton APPROVED FOR THE DEPARTMENT OF ART HISTORY AND VISUAL CULTURE SAN JOSÉ STATE UNIVERSITY May 2020 Dore Bowen, Ph.D. Department of Art History and Visual Culture Anthony Raynsford, Ph.D. Department of Art History and Visual Culture Anne Simonson, Ph.D. Emerita Professor, Department of Art History and Visual Culture Christy Junkerman, Ph. D. Emerita Professor, Department of Art History and Visual Culture ABSTRACT THE BAROQUE IN GAMES: A CASE STUDY OF REMEDIATION by Stephanie E. -
Perpective Presentation2.Pdf
Projections transform points in n-space to m-space, where m<n. Projection is 'formed' on the view plane (planar geometric projection) rays (projectors) projected from the center of projection pass through each point of the models and intersect projection plane. In 3-D, we map points from 3-space to the projection plane (PP) (image plane) along projectors (viewing rays) emanating from the center of projection (COP): TYPES OF PROJECTION There are two basic types of projections: Perspective – center of projection is located at a finite point in three space Parallel – center of projection is located at infinity, all the projectors are parallel Plane geometric projection Parallel Perspective Orthographic Axonometric Oblique Cavalier Cabinet Trimetric Dimetric Single-point Two-point Three-point Isometric PARALLEL PROJECTION • center of projection infinitely far from view plane • projectors will be parallel to each other • need to define the direction of projection (vector) • 3 sub-types Orthographic - direction of projection is normal to view plane Axonometric – constructed by manipulating object using rotations and translations Oblique - direction of projection not normal to view plane • better for drafting / CAD applications ORTHOGRAPHIC PROJECTIONS Orthographic projections are drawings where the projectors, the observer or station point remain parallel to each other and perpendicular to the plane of projection. Orthographic projections are further subdivided into axonom etric projections and multi-view projections. Effective in technical representation of objects AXONOMETRIC The observer is at infinity & the projectors are parallel to each other and perpendicular to the plane of projection. A key feature of axonometric projections is that the object is inclined toward the plane of projection showing all three surfaces in one view. -
Have You Ever Used Two Picture Planes to Draw a Single Perspective View?
G e n e r a l a r t i c l e have you ever used Two Picture Planes to Draw a Single Perspective View? T o m á S G arc í A S A l gad o Apparently, the use of two picture planes to draw a single view has be a more versatile plane that in addition to representing not been attempted before. Most perspective methods, after Alberti, the appearance of 3D objects would also serve to measure take for granted the use of a single picture plane, disregarding its likely real dimensions? Such a plane, in Modular Perspective [3], use in dual positions. What if two picture planes are necessary to ABSTRACT draw a single view—for example, given a lack of spatial references at can be called the perspective plane (PPL). On the PPL one can ground level to estimate the distance between two objects? This article measure and draw directly the three modular coordinates of demonstrates that to draw the interior of a building from which another all points of interest of any given object in space. In other building can be seen about 190 m away, where the projection of such words, the PPL is a true three-dimensional plane, despite building on the first picture plane would be imprecise, it may be wise to actually being two-dimensional. use a second picture plane. This leads to consideration of how objects In addition, the PPL can be of any size, since all points are change shape as they move away from the viewer. -
From 3D to 2D: Orthographic and Perspective Projection—Part 1
I N T R O D U C T I O N T O C O M P U T E R G R A P H I C S From 3D to 2D: Orthographic and Perspective Projection—Part 1 • History • Geometrical Constructions • Types of Projection • Projection in Computer Graphics Andries van Dam September 13, 2001 3D Viewing I 1/34 I N T R O D U C T I O N T O C O M P U T E R G R A P H I C S Drawing as Projection • A painting based on a mythical tale as told by Pliny the Elder: a Corinthian man traces the shadow of his departing lover detail from The Invention of Drawing, 1830: Karl Friedrich Schinkle (Mitchell p.1) Andries van Dam September 13, 2001 3D Viewing I 2/34 I N T R O D U C T I O N T O C O M P U T E R G R A P H I C S Early Examples of Projection • Plan view (orthographic projection) from Mesopotamia, 2150 BC is earliest known technical drawing in existence Carlbom Fig. 1-1 • Greek vases from late 6th century BC show perspective(!) • Vitruvius, a Roman architect, published specifications of plan and elevation drawings, and perspective. Illustrations for these writings have been lost Andries van Dam September 13, 2001 3D Viewing I 3/34 I N T R O D U C T I O N T O C O M P U T E R G R A P H I C S Most Striking Features of Linear Perspective • || lines converge (in 1, 2, or 3 axes) to a vanishing point • Objects farther away are more foreshortened (i.e., smaller) than closer ones • Example: perspective cube edges same size, with farther ones smaller parallel edges converging Andries van Dam September 13, 2001 3D Viewing I 4/34 I N T R O D U C T I O N T O C O M P U T E R G R A P H I C S Early Perspective -
Chapter 4 Drawing a Square and Inverse Problems
Chapter 4 Drawing a square and inverse problems Math 4520, Fall 2017 4.1 Artistic definitions Let us return to our artist painting some object in the picture plane. There is more to the picture than incidence properties such as Desargues' Theorem. In fact, if the artist draws accurately what is seen, things such as Desargues' Theorem will take care of themselves. On the other hand, the picture is a very distorted representation of the object. How distorted can it be? What are some properties that we can measure in the picture that will give us information about the object and how it was painted? We make a few definitions that every artist uses whether he knows it or not. The artist's eye, or center of projection, is called the station point. All the points in the object plane are projected along a straight line through the station point into the picture plane. The line from the station point perpendicular to the picture plane is called the line of sight. The unique point on the line of light in the picture plane is called the center of vision. Note that the center of vision is the nearest point on the picture plane to the station point. Normally one tries to to keep the center of vision near the center of the actual physical painting. The distance between the station point and the center of vision is called the viewing distance. See Figure 4.1 It is usually desirable to keep the viewing distance within some reasonable range. For me 14 inches seems about right. -
Engineering Drawing
LECTURE NOTES For Environmental Health Science Students Engineering Drawing Wuttet Taffesse, Laikemariam Kassa Haramaya University In collaboration with the Ethiopia Public Health Training Initiative, The Carter Center, the Ethiopia Ministry of Health, and the Ethiopia Ministry of Education 2005 Funded under USAID Cooperative Agreement No. 663-A-00-00-0358-00. Produced in collaboration with the Ethiopia Public Health Training Initiative, The Carter Center, the Ethiopia Ministry of Health, and the Ethiopia Ministry of Education. Important Guidelines for Printing and Photocopying Limited permission is granted free of charge to print or photocopy all pages of this publication for educational, not-for-profit use by health care workers, students or faculty. All copies must retain all author credits and copyright notices included in the original document. Under no circumstances is it permissible to sell or distribute on a commercial basis, or to claim authorship of, copies of material reproduced from this publication. ©2005 by Wuttet Taffesse, Laikemariam Kassa All rights reserved. Except as expressly provided above, no part of this publication may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or by any information storage and retrieval system, without written permission of the author or authors. This material is intended for educational use only by practicing health care workers or students and faculty in a health care field. PREFACE The problem faced today in the learning and teaching of engineering drawing for Environmental Health Sciences students in universities, colleges, health institutions, training of health center emanates primarily from the unavailability of text books that focus on the needs and scope of Ethiopian environmental students. -
Summary Orthographic Projection: Projectors Orthog
Projections Perspective projection n Projecting: mapping from 3D viewing coordinates to 2D coordinates in projection plane. In homogeneous coordinates it is a map from 4D viewing coordinates to 3D. n Projections n Parallel: orthogonal and oblique n Perspective n Canonical views: orthographic and perspective projections Projectors intersect at COP Viewing, projections Hofstra University 16 Viewing, projections Hofstra University 17 Parallel Projections Parallel projections: summary n Center of projection is at infinity. n Projectors are parallel. n Parallel lines stay parallel n There is no forshorthening n Distances and angles are transformed consistently n Used most often in engineering design, CAD systems. Used for top and side drawings from Projectors parallel. which measurements could be made. COP at infinity. Viewing, projections Hofstra University 18 Viewing, projections Hofstra University 19 Orthographic Projection: projectors orthogonal to projection plane Orthographic Projections same for all points DOP (direction of projectors) DOP is perpendicular to the view plane Viewing, projections Hofstra University 20 Viewing, projections Hofstra University 21 1 Multiview Parallel Projection Isometric Projection Projector makes equal angles with all three principal axes Faces are parallel to the projection plane All three axes are equally foreshortened Viewing, projections Hofstra University 22 Viewing, projections Hofstra University 23 Oblique Parallel Projections Mechanical Drawing n Most general parallel views n Projectors make an arbitrary angle with the projection plane n Angles in planes parallel to the projection plane are preserved isometric Viewing, projections Hofstra University 24 Viewing, projections Hofstra University 25 Oblique Projections: projectors are not Perspective Projection orthogonal to image plane n Most natural for people Cavalier n In human vision, perspective projection of the world is Angle between projectors and projection plane is 45°.