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Isometric projection

From Wikipedia, the free encyclopedia
Method for visually representing three-dimensional objects
Not to be confused withIsometry.
For isometric projection in video games, seeisometric video game graphics.
Some 3D shapes using the isometric drawing method. The black dimensions are the true lengths as found in an orthographic projection. The red dimensions are used when drawing with the isometric drawing method. The same 3D shapes drawn in isometric projection would appear smaller; an isometric projection will show the object's sides foreshortened, by approximately 80%.
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Graphical projection

Isometric projection is a method for visually representing three-dimensional objects in two dimensions intechnical andengineering drawings. It is anaxonometric projection in which the threecoordinate axes appear equally foreshortened and the angle between any two of them is 120 degrees.

Overview

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Isometric drawing of a cube
Camera rotations needed to achieve this perspective
Classification ofIsometric projection and some 3D projections

The term "isometric" comes from theGreek for "equal measure", reflecting that thescale along each axis of the projection is the same (unlike some other forms ofgraphical projection).

An isometric view of an object can be obtained by choosing the viewing direction such that the angles between the projections of thex,y, andzaxes are all the same, or 120°. For example, with a cube, this is done by first looking straight towards one face. Next, the cube is rotated ±45° about the vertical axis, followed by a rotation of approximately 35.264° (precisely arcsin13 or arctan12, which is related to theMagic angle) about the horizontal axis. Note that with the cube (see image) the perimeter of the resulting 2D drawing is a perfect regular hexagon: all the black lines have equal length and all the cube's faces are the same area. Isometricgraph paper can be placed under a normal piece of drawing paper to help achieve the effect without calculation.

In a similar way, anisometric view can be obtained in a 3D scene. Starting with the camera aligned parallel to the floor and aligned to the coordinate axes, it is first rotated horizontally (around the vertical axis) by ±45°, then 35.264° around the horizontal axis.

Another way isometric projection can be visualized is by considering a view within a cubical room starting in an upper corner and looking towards the opposite, lower corner. Thex-axis extends diagonally down and right, they-axis extends diagonally down and left, and thez-axis is straight up. Depth is also shown by height on the image. Lines drawn along the axes are at 120° to one another.

In all these cases, as with allaxonometric andorthographic projections, such a camera would need anobject-space telecentric lens, in order that projected lengths not change with distance from the camera.

The term "isometric" is often mistakenly used to refer to axonometric projections, generally. There are, however, actually three types of axonometric projections:isometric,dimetric andoblique.

Rotation angles

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From the two angles needed for an isometric projection, the value of the second may seem counterintuitive and deserves some further explanation. Let's first imagine a cube with sides of length 2, and its center at the axis origin, which means all its faces intersect the axes at a distance of 1 from the origin. We can calculate the length of the line from its center to the middle of any edge as2 usingPythagoras' theorem . By rotating the cube by 45° on thex-axis, the point (1, 1, 1) will therefore become (1, 0,2) as depicted in the diagram. The second rotation aims to bring the same point on the positivez-axis and so needs to perform a rotation of value equal to thearctangent of12 which is approximately 35.264°.

Mathematics

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There are eight different orientations to obtain an isometric view, depending into whichoctant the viewer looks. The isometric transform from a pointax,y,z in 3D space to a pointbx,y in 2D space looking into the first octant can be written mathematically withrotation matrices as:[cxcycz]=[1000cosαsinα0sinαcosα][cosβ0sinβ010sinβ0cosβ][axayaz]=16[303121222][axayaz]{\displaystyle {\begin{bmatrix}\mathbf {c} _{x}\\\mathbf {c} _{y}\\\mathbf {c} _{z}\\\end{bmatrix}}={\begin{bmatrix}1&0&0\\0&{\cos \alpha }&{-\sin \alpha }\\0&{\sin \alpha }&{\cos \alpha }\\\end{bmatrix}}{\begin{bmatrix}{\cos \beta }&0&{-\sin \beta }\\0&1&0\\{\sin \beta }&0&{\cos \beta }\\\end{bmatrix}}{\begin{bmatrix}\mathbf {a} _{x}\\\mathbf {a} _{y}\\\mathbf {a} _{z}\\\end{bmatrix}}={\frac {1}{\sqrt {6}}}{\begin{bmatrix}{\sqrt {3}}&0&-{\sqrt {3}}\\-1&2&-1\\{\sqrt {2}}&{\sqrt {2}}&{\sqrt {2}}\\\end{bmatrix}}{\begin{bmatrix}\mathbf {a} _{x}\\\mathbf {a} _{y}\\\mathbf {a} _{z}\\\end{bmatrix}}}

whereα = arcsin(tan 30°) ≈ 35.264° andβ = 45°. As explained above, this is a rotation around the vertical (herey) axis byβ, followed by a rotation around the horizontal (herex) axis byα. This is then followed by an orthographic projection to thexy-plane:[bxby0]=[100010000][cxcycz]{\displaystyle {\begin{bmatrix}\mathbf {b} _{x}\\\mathbf {b} _{y}\\0\\\end{bmatrix}}={\begin{bmatrix}1&0&0\\0&1&0\\0&0&0\\\end{bmatrix}}{\begin{bmatrix}\mathbf {c} _{x}\\\mathbf {c} _{y}\\\mathbf {c} _{z}\\\end{bmatrix}}}

The other 7 possibilities are obtained by either rotating to the opposite sides or not, and then inverting the view direction or not.[1]

History and limitations

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Main articles:Axonometric projection andImpossible object
Optical-grinding engine model (1822), drawn in 30° isometric[2]
Example of axonometric art in an illustrated edition of theRomance of the Three Kingdoms, China,c. 15th century

First formalized by ProfessorWilliam Farish (1759–1837), the concept ofisometry had existed in a rough empirical form for centuries.[3][4] From the middle of the 19th century, isometry became an "invaluable tool for engineers, and soon thereafter axonometry and isometry were incorporated in the curriculum of architectural training courses in Europe and the U.S."[5] According to Jan Krikke (2000)[6] however, "axonometry originated in China. Its function in Chinese art was similar tolinear perspective in European art. Axonometry, and the pictorial grammar that goes with it, has taken on a new significance with the advent of visual computing".[6]

An example of the limitations of isometric projection. The height difference between the red and blue balls cannot be determined locally.
ThePenrose stairs depicts a staircase which seems to ascend (anticlockwise) or descend (clockwise) yet forms a continuous loop.

As with all types ofparallel projection, objects drawn with isometric projection do not appear larger or smaller as they extend closer to or away from the viewer. While advantageous forarchitectural drawings where measurements need to be taken directly, the result is a perceived distortion, as unlikeperspective projection, it is not howhuman vision 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 or above. This can appear to create paradoxical orimpossible shapes, such as thePenrose stairs.

Usage in video games and pixel art

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Main article:Isometric video game graphics

Isometric video game graphics are graphics employed invideo games andpixel art that utilize aparallel projection, but which angle theviewpoint to reveal facets of the environment that would otherwise not be visible from atop-down perspective orside view, thereby producing athree-dimensional effect. Despite the name, isometric computer graphics are not necessarily truly isometric—i.e., thex,y, andz axes are not necessarily oriented 120° to each other. Instead, a variety of angles are used, withdimetric projection and a 2:1 pixel ratio being the most common. The terms "34 perspective", "34 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 powerful3D graphics systems, and as video games began to focus more on action and individual characters.[7] However, video games utilizing isometric projection—especiallycomputer role-playing games—have seen a resurgence in recent years within theindie gaming scene.[7][8]

See also

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References

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  1. ^Ingrid Carlbom; Joseph Paciorek; Dan Lim (December 1978). "Planar Geometric Projections and Viewing Transformations".ACM Computing Surveys.10 (4):465–502.CiteSeerX 10.1.1.532.4774.doi:10.1145/356744.356750.S2CID 708008.
  2. ^William Farish (1822) "On Isometrical Perspective". In:Cambridge Philosophical Transactions. 1 (1822).
  3. ^Barclay G. Jones (1986).Protecting historic architecture and museum collections from natural disasters. University of Michigan.ISBN 0-409-90035-4. p.243.
  4. ^Charles Edmund Moorhouse (1974).Visual messages: graphic communication for senior students.
  5. ^J. Krikke (1996). "A Chinese perspective for cyberspace?Archived 2016-02-05 at theWayback Machine". In:International Institute for Asian Studies Newsletter, 9, Summer 1996.
  6. ^abJan Krikke (2000). "Axonometry: a matter of perspective". In:Computer Graphics and Applications, IEEE Jul/Aug 2000. Vol 20 (4), pp. 7–11.
  7. ^abSignor, Jeremy (2014-12-19)."Retronauts: The Continued Relevance of Isometric Games".usgamer.net. Gamer Network. Archived fromthe original on 2022-09-25. Retrieved2017-04-01.
  8. ^Vas, Gergo (2013-03-18)."The Best-Looking Isometric Games".kotaku.com. Gizmodo Media Group. Archived fromthe original on 2021-10-10. Retrieved2017-04-01.

External links

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