Parallel projection in the context of 3D projection


Parallel projection in the context of 3D projection

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⭐ Core Definition: Parallel projection

In three-dimensional geometry, a parallel projection (or axonometric projection) is a projection of an object in three-dimensional space onto a fixed plane, known as the projection plane or image plane, where the rays, known as lines of sight or projection lines, are parallel to each other. It is a basic tool in descriptive geometry. The projection is called orthographic if the rays are perpendicular (orthogonal) to the image plane, and oblique or skew if they are not.

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Parallel projection in the context of Perspective (graphical)

Linear or point-projection perspective (from Latin perspicere 'to see through') is one of two types of graphical projection perspective in the graphic arts; the other is parallel projection. Linear perspective is an approximate representation, generally on a flat surface, of an image as it is seen by the eye. Perspective drawing is useful for representing a three-dimensional scene in a two-dimensional medium, like paper. It is based on the optical fact that for a person an object looks N times (linearly) smaller if it has been moved N times further from the eye than the original distance was.

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Parallel projection in the context of Orthographic projection

Orthographic projection, or orthogonal projection (also analemma), is a means of representing three-dimensional objects in two dimensions. Orthographic projection is a form of parallel projection in which all the projection lines are orthogonal to the projection plane, resulting in every plane of the scene appearing in affine transformation on the viewing surface. The obverse of an orthographic projection is an oblique projection, which is a parallel projection in which the projection lines are not orthogonal to the projection plane.

The term orthographic sometimes means a technique in multiview projection in which principal axes or the planes of the subject are also parallel with the projection plane to create the primary views. If the principal planes or axes of an object in an orthographic projection are not parallel with the projection plane, the depiction is called axonometric or an auxiliary views. (Axonometric projection is synonymous with parallel projection.) Sub-types of primary views include plans, elevations, and sections; sub-types of auxiliary views include isometric, dimetric, and trimetric projections.

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Parallel projection in the context of Projection plane

A projection plane, or plane of projection, is a type of view in which graphical projections from an object intersect. Projection planes are used often in descriptive geometry and graphical representation. A picture plane in perspective drawing is a type of projection plane.

With perspective drawing, the lines of sight, or projection lines, between an object and a picture plane return to a vanishing point and are not parallel. With parallel projection the lines of sight from the object to the projection plane are parallel.

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Parallel projection in the context of Video games with isometric graphics

Isometric video game graphics are graphics employed in video games and pixel art that use a parallel projection, but which angle the viewpoint to reveal facets of the environment that would otherwise not be visible from a top-down perspective or side view, thereby producing a three-dimensional (3D) effect. Despite the name, isometric computer graphics are not necessarily truly isometric—i.e., the x, y, and z axes are not necessarily oriented 120° to each other. Instead, a variety of angles are used, with dimetric projection and a 2:1 pixel ratio being the most common. The terms "3/4 perspective", "3/4 view", "2.5D", and "pseudo 3D" are also sometimes used, although these terms can bear slightly different meanings in other contexts.

Once common, isometric projection became less so with the advent of more powerful 3D graphics systems, and as video games began to focus more on action and individual characters. However, video games using isometric projection—especially computer role-playing games—have seen a resurgence in recent years within the indie gaming scene.

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