The Geometry of Perspective Projection


Dea Rahma Sari
Gunadarma University, Indonesia

Abstract
Images are 2D projections of real-world scenes. Computer graphics is a process to create an image based on the description of the object and the background is contained in the image. To create an image with the best quality it takes a good image processing includes the process of withdrawal of information or a description of the object or the introduction of objects contained in the image. In the real world it is well known the Cartesian coordinate system of two dimension (2D) and three-dimension (3D). Point O is as the center coordinate system. This is different from a computer screen that displayed only acknowledges the two-dimensional coordinate system by coordinate. Therefore this article aims at the study to generate the image effect of perspective projection for computer graphics
Keyword : Perspective Projection, camera models, projection
1.       Preliminary
Computer Graphics is one area of computer science that is interesting in terms of the rapid development and adoption and utilization. Computer graphic visually present information that can give one or more visual information. Graphic also be interpreted as a combination of images, symbols, symbols, letters, numbers, word, pictures and sketch are used as a category to provide concepts and ideas of users in the delivery of information.
Human beings should have the eye as a means to see the world. Camera is computerâ € ™ s eye, camera is structurally the same as the eye. The camera is equipped with a lens and aperture. While the human eye is equipped with cornea and pupil.
2.       Research Methods
2.1      Data Collecting Methods
2.1.1      Literature Methods
This method is used by reading books of literature or reference that related to computer graphic and learning about reports and other books that related for research.
2.1.2      Data Collecting from Internet or Browsing
This method is used by searching data and information such as text, picture and program source code that related to research by using computer network.
2.1.3      Observation
A directly observation method on study about computer graphic. Besides in doing observation, it is doing document records that related to research subject.
2.2      User Requirements Analysis
The college students needs is a system that can support students to understand transformation matrix material. This thing can be done if the system that is built contains the materials that they need. A complete, interesting and user friendly system are very important factors that is needed for students. So that teaching and learning process can be appropriate with SAP.
3.       Camera Models
3.1      Thin Lens Model
Most modern cameras use a lens to focus light into the view plane (sensory surface). It makes a person  can capture enough light in a sufficiently short period of time that the objects do not move appreciably, and the image is bright enough to show significant detail over a wide range of intensities and contrasts.
Lens models can be quite complex, especially for compound lens found in most cameras. We consider perhaps the simplist case, known widely as the thin lens model. In the thin lens model, rays of light emitted from a point travel along paths through the lens, convering at a point behind the lens. The key quantity governing this behaviour is called the focal length of the lens. The focal length, | f |, can be defined as distance behind the lens to which rays from an infinitely distant source converge in focus.

More generally, for the thin lens model, if z1 is the distance from the center of the lens (i.e., the nodal point) to a surface point on an object, then for a focal length | f |, the rays from that surface point will be in focus at a distance z0 behind the lens center, where z1 and z0 satisfy the thin lens equation:
                                              
3.2      Pinhole Camera Model
A pinhole camera is an idealization of the thin lens as aperture shrinks to zero. Pinhole camera is the simplest imaging device which, captures accurately the geometry of perspective projection. Rays of light enters the camera through an infinitesimally small aperture.
Light from a point travels along a single straight path through a pinhole onto the view plane. Pinhole Camera at the intersection with the light rays forming the image of the object image plane.Such a mapping from three dimensions onto two dimensions is called perspective projection.
We use a right-handed coordinate system for the camera, with the x-axis as the horizontal direction and the y-axis as the vertical direction. This means that the optical axis (gaze direction) is the negative z-axis.

The image you’d get corresponds to drawing a ray from the eye position and intersecting it with the window. This is equivalent to the pinhole camera model, except that the view plane is in front of the eye instead of behind it, and the image appears rightside-up, rather than upside down. (The eye point here replaces the pinhole). To see this, consider tracing rays from scene points through a view plane behind the eye point and one in front of it:

3.3      Camera Projections
The view of the three dimension object oriented synthetic camera use because it is quite flexible. In this case the image can be taken from any angle at varying distances and with varying camera direction. Perspective using synthetic camera system has three main components, namely the field of view in which the window is placed, the coordinate system is referred to as the coordinate system point of view and the eye in the system. Eye view some objects through the window in the field of view. Results of view that will be drawn on the computer screen with a two-dimensional system.
3.4      Orthographic Projection
There are two main method in the projection of the object, ie parallel projection and perspective projection. Orthographic Projection also known as parallel projection. In parallel projections, coordinate position along the length of the field is transformed into parallel lines. It is the projection of a 3D object onto a plane by a set of parallel rays orthogonal to the image plane.
3.5      Perspective Projection
For Perspective Projection, object position is transformed to the field of view along lines converging to a point called the reference point projection (projection reference point) or the center of projection. Form of the perpective projection using the idea of Similar triangles. We Consider a complementary algebraic formulation.
Below are images of objects projected results are determined by calculating the intersection of the lines projected by the field of view

Perspective projection capable of displaying an image which is more realistic than the Parallel projection, but can not maintain the relative size of the original. For two objects of the same size when the distance of the field of view is different, so the size of the projected objects differently.

Image
Perspective projection of two objects that have the same size at different distances from the field of view
To obtain perspective projection, we project the results of perspective transformation on to a any of the orthographic projection planes, say, z=0 plane.

The effect of the perspective transformation is to bring a point at infinity to a finite value in the 3D space
3.6      Camera Position and Orientation
Like someone who will take a picture of an object, the first thing to do is find the right position to take a picture of an object (the camera position) then determined the direction of the camera towards the object.
The image shows the general processing steps modeling and conversion of an object in a Cartesian coordinate system to the old system of coordinates of the display screen. The first step is the position of an object modeled in the Cartesian coordinate system are converted into the coordinate system point of view. Furthermore, the projected operation performed to convert the coordinates of the observation in perspective to the position coordinates in the projection field, which will then be drawn into the computer screen.
3.7      Model Framework
Three-dimensional graphics that will be discussed in this paper is still in the form of a model framework, which is an image object only in the form of dots and dashes. In a three-dimensional graphic modeling framework, to consider two aspects: geometrical and topological aspects. Aspects of geometry in the form of information about the location of each point form a three-dimensional object. Information about the location of each point is written in the form of a list of point (vertex list). Topology aspect or aspects of the connectivity, is used to show the list of line (edge ​​list) of three-dimensional objects.
3.8   Determination of Direction Camera
          In determining the position and orientation of the camera takes three components, that is:
-          VRP, that is r = (rx,ry,rz)
-          VPN, that is n = (nx,ny,nz)
-          Vector v
The first selected interesting views or appropriate to establish a coordinate system point of view, which is referred to as a reference point of view (VRP). This point is the center point of the coordinate system point of view. A reference point of view have been in a position close to the midpoint of an object to be viewed. Furthermore, determined the direction of the field of view or the so-called normal vector field of view (n). Determine the position in Cartesian coordinates, and from this point built direction vector n relative to a reference point of view. For example n1, then the computer asked to calculate the vector unit using the equation:
n = n1
      |n1|

            By |n1| states of the vector n1 .
For example, by specifying n 1 = -r, then n1 is a vector whose direction towards the center point of the Cartesian coordinate system. After that specify the upward direction of the view plane or vectorv. The way to determine v is to use the help of any vector, ie u p, and project it to the view plane in the direction of the vector n, in order to obtain the vector u p '. Vector up 'can be determined using the equation:

            up’ = up – (up . n) n

with u p, n expressed product of vectors of two points. Unit vector v can be calculated by using the equation:

After the three-dimensional coordinates of the object framework successfully converted into a coordinate system wvn then the next step is to perform a perspective projection of the object into the XY plane or field Z = 0.



Image
      Perspective projection of a point

The image above illustrates the geometry of a perspective projection of point P on the three-dimensional space into the realm Z = z * = 0 at the center of the projection at the point Z, the Z axis projection point P is a point P *. By looking at the picture above, it can be used a formula to calculate the similarity of triangles point x * and y *, there is:
4.       Conclusion
Computer step in developing a three-dimensional image in some ways similar to the process of shooting in photography, the camera takes a position at a certain point in a room further determine the direction of the camera to the object to be photographed. In the process the three-dimensional image on the display screen required two-dimensional projection techniques (perspective projection).
5.       References
[1]  Leow Wee Kheng, Camera Models and Imaging
[2] Muhammad Abrori, Teknik Proyeksi dan Cara Pandang Kamera Sintetik sebagai Metode Pembangkitan Citra 3D, April 2005





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