The Mathematics of Perspective Drawing: From Vanishing Points
Perspective, from the Latin perspecta, which means to look through Look through a pane of glass at an object on the other side, The Mathematics of Perspective Drawing: From Vanishing Points to Projective Geometry The image we see traces out a shape on the glass
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Perspective Drawing and Projective Geometry
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The Mathematics of Perspective Drawing:
From Vanishing Points to Projective Geometry
Randall Pyke
March 2019
This presentation: www.sfu.ca/~rpyke AE presentations AE perspective (www.sfu.ca/~rpyke/perspective.pdf)The Mathematics of Perspective Drawing:
From Vanishing Points to Projective Geometry
Look through a pane of glass at an object on the other side,The Mathematics of Perspective Drawing:
From Vanishing Points to Projective Geometry
The image we see traces out a shape on the glass
From: D'Amelio
- a painting! Humans have been making paintings since the beginning of time. Conceptual, metaphorical, but not realistic.Cave painting. Libyan desert, 7000 BC
It took them a long time to figure out how to realistically create a 2 Even in the 14th Century paintings were not too realistic (however, they were very conceptual)Ambrogio Lorenzetti (Italian) 1290 - 1348
Giotto di Bondone (Italian) 1267 - 1337
12th Century, Song Dynasty
In the 15th Century (Renaissance) painters began to understand how to make realistic paintings by introducing the third dimension into their Raffaello (Raphael) Sanzio da Urbino (Italian) 1483 - 1520Raphael
Pietro Perugino (Italian) 1452 - 1523
Georges Seurat
One technique; trace the scene onto a translucent paper while maintaining a fixed point of view. But how to do this when you don't haǀe a scene to copy from͍What are the rules?
observer the window. How to create the right distortion?Square object
Trapezoidal image From: Kline
Two Principles of Perspective Drawing:
1.Parallel lines meet at infinity: Vanishing points
2.Objects farther way appear smaller: Diminution of size
But how to do this when you don't haǀe a scene to copy from͍ Filippo Brunelleschi (1377 - 1446) was one of the first to discover the rules of perspective. He used a mirror to demonstrate the accuracy of his paintings. Using vanishing points and the diminution (shrinking) of sizes of distant objects create a sense of depth.From: D'Amelio
Vanishing points; one technique for
creating perspective.From: D'Amelio
Photographs, of course, capture perspective accurately.Are there vanishing points here?
Yes, one in the centre
Several vanishing points.
The horizon͗ Where the obserǀer's eye leǀel isFrom: D'Amelio
horizon Vanishing points: Parallel lines appear to converge (because the distance between them is diminishing with distance)These two lines are horizontal -
parallel to the obserǀer's eye leǀel - and so appear to converge on the obserǀer's horizon. horizonVanishing points
All lines in a given direction appear to converge to the same point horizonVanishing points
All lines in a given direction appear to converge to the same pointVanishing points
horizonAll parallel lines appear to converge
Vanishing points
horizonAll parallel lines appear to converge
horizon vanishing point vanishing point vanishing pointThere are vanishing points for every direction;
These lines are horizontal
horizon vanishing point vanishing point vanishing point There are vanishing points for every direction;These lines are not horizontal
Vanishing points
Use of vanishing points gives the impression of depth in an imageNotice; the top and bottom surfaces
are parallel to the observers line of sightRealistic 3D sketches
adhere to the principles of perspectiveBut need enough vanishing
Vanishing points here?
Vanishing point Vanishing point
No vanishing point
in this direction2 vanishing points:
2 point perspective
Vanishing
point Vanishing pointVanishing
point3 vanishing points:
3 point perspective
Two Principles of Perspective Drawing:
1.Parallel lines meet at infinity: Vanishing points
2.Objects farther way appear smaller: Diminution of size
How to code this mathematically so that we can program a computer to create realistic 2 dimensional images? A person making a sketch by hand follows these steps:1.Draw the horizon (Where is the observer looking?)
2.Determine vanishing points of any straight lines appearing in the scene
3.More distant objects appear smaller than closer ones
From: D'Amelio
First: Where are the vanishing points?
From: D'Amelio
x zObserver
VPDetermining the vanishing points mathematically
Here, we are looking down on the observer
who sees horizontal parallel lines in front of him.Where does he see their vanishing point?
x zObserver
VP V aLines in direction V
V=(k,m)
We calculate the coordinate of the vanishing point; d OImage plane
Next: Calculate diminution of size
a d O L h y zImage plane
Diminution of size h is the apparent size of the object on the image plane, L is its actual sizeSimilar triangles;
observer O h L d a z y xDimunition of size: what we calculate
y xDimunition of size: what we draw
1 point perspective
L h y xDimunition of size: what we draw
1 point perspectiǀe; notice that lines parallel to the obserǀer's line of
sight appear to converge at the origin L h Perspective rendering is accomplished in computer graphics using linear algebra. Homogeneous coordinates and homogeneous transformations Homogeneous coordinates and homogeneous transformations. Homogeneous coordinates in 2 dimensions; (x,y) AE (x,y,z);Points along a line are equivalent.
Homogeneous transformations
via 3X3 matrices; Homogeneous coordinates in 3 dimensions; (x,y,z) AE (x,y,z,t).General 4X4
projective matrix;Example: Rotation
about y-axis;Translation:
Scaling (dilation):
Implementing perspective rendering on a computer:
Create the 3D image by specifying the 3D coordinates (x,y,z) of all the objects.Homogenize the coordinates: (x,y,z)AE (x,y,z,1)
Apply a perspective 4X4 homogeneous linear transformation T to all the points in the image: T: (x, y, z, 1)AE (x , y , z , w)(x , y , z , w) AE (dž', y', z', 1), where dž'сdž ͬw, y'сy ͬw, z'сz ͬw
Orthographically (orthogonally) project onto the xy-plane͗ (dž',y',z',1)AE (dž',y[ 1 1 1