Geometric Concepts for Geometric Design, W.Boehm & H.Prautzsch, 1994
Back |
Any perspective projection can be obtained by first moving the object, than projecting it, and finally translating the image (see [Boehm94, fig.6.2, p.51]).
Let the eye (camera lens) be the origin of the reference coordinate frame [0 0 0]. Let also the image system (image plane) be parallel to x- and z-axes so that its origin is at [0 f 0] . The number f is the eye distance (focal length). It controls the size of the image (on the image plane).
Neutral plane: Plane y = 0 for which all points have images (in the image plane) at infinity, except the eye whose image is not defined (in the image plane); however the eye lies in the neutral plane.
Principal direction : Normal to the neutral and image planes.
Principal ray : Principal direction from the eye.
Principal point h : Vanishing point of the principal ray (in the image plane).
Vanishing Plane Þ : Plane defined by the three vanishing points. It is parallel to the image plane.
The three vanishing points are at infinity. The mapping matrix represents a parallel projection.
Only one vanishing point is finite, say a² (see fig. 7.3 on p.63; only 1 direction of the "house" or cuboid has perspectiveness).
Then, h = a² , and a¹ and a³ form an orthonormal system parallel to the image plane.
Two vanishing points are finite, say a¹ and a² (see fig. 7.4 on p.64; 2 directions of the "house" or cuboid have perspectiveness).
Then, h = a¹ l¹ + a² l² , and lies on the horizon, H, defined by a¹ and a² . Furthermore, h is at a distance l¹ from a² and distance l² from a¹ .
The eye distance is given by: f = | a²
- a¹ | × sqrt(l¹ × l²)
,
and a³ is perpendicular to a²
- a¹ and proportional to f in
length.
All three vanishing points are finite (see fig. 7.5 on p.65; all 3 directions of the "house" or cuboid have perspectiveness).
Then, h is the orthocenter of the triangle
defined by a¹ , a²
and a³ . The barycentric coordinates of h
are in proportion to the respective internal angles of the that
triangle, i.e.:
l¹ : l² : l³ =
tg(ß¹) : tg(ß²) :
tg(ß³) .
The eye distance is given by: f = | a² - a¹ | × sqrt(l¹ × l²) / sqrt(l¹ + l²) .
Back | Top |