Unit 4 of 4 · B.Sc IT Sem 6

Unit 4: 3D graphics

Computer Graphics notes · PTU syllabus (BSIT603/BSBC602)

3 min read7 topics10 exam questions
On this page
  1. Unit summary
  2. 3D coordinate systems and homogeneous coordinates
  3. 3D geometric transformations
  4. Projections
  5. Mathematics of parallel projection
  6. Mathematics of perspective projection
  7. 3D viewing transformation
  8. 3D clipping
  9. Key terms
  10. Quick revision
  11. Important questions

Unit summary

Three-dimensional graphics models solid objects and projects them onto a flat screen. This unit covers 3D geometric transformations, the mathematics of parallel and perspective projections, and an introduction to 3D viewing transformations and clipping.

After this unit you can

  • Apply 3D translation, scaling and rotation
  • Explain parallel projections
  • Explain perspective projections
  • Describe the 3D viewing pipeline and clipping

PTU syllabus topics

  • 3D geometric transformations
  • mathematics of parallel and perspective projections
  • introduction to 3D viewing transformations and clipping
ComparisonParallel vs perspective projection
Parallel
Perspective

Projectors

Parallel to each other

Meet at a centre of projection

Size

Preserved regardless of distance

Distant objects look smaller

Looks

Less realistic

Realistic

Used for

Engineering drawings

Games, animation, architecture

1

Topic 1

3D coordinate systems and homogeneous coordinates

  • Points are written (x, y, z, 1) and transformations are 4 × 4 matrices. Graphics systems use either right-handed (z towards the viewer) or left-handed coordinate systems.
2

Topic 2

3D geometric transformations

Key formulas3D transformations
  • Translation

    x′ = x + tx, y′ = y + ty, z′ = z + tz

  • Scaling

    x′ = sx·x, y′ = sy·y, z′ = sz·z

  • Rotation about the z-axis

    x′ = x cos θ − y sin θ; y′ = x sin θ + y cos θ; z′ = z

  • Rotation about the x-axis

    y′ = y cos θ − z sin θ; z′ = y sin θ + z cos θ; x′ = x

  • Rotation about the y-axis

    z′ = z cos θ − x sin θ; x′ = z sin θ + x cos θ; y′ = y

ProcessRotation about an arbitrary axis
  1. 1

    Translate the axis to pass through the origin

  2. 2

    Rotate about x so the axis lies in the xz-plane

  3. 3

    Rotate about y so the axis coincides with z

  4. 4

    Rotate by θ about z

  5. 5

    Apply the inverse rotations

  6. 6

    Apply the inverse translation

  • Reflection in 3D is about a plane (e.g., xy-plane: z′ = −z); shear shifts coordinates in proportion to another coordinate.
3

Topic 3

Projections

  • Projection maps 3D points onto a 2D projection plane along projectors from a centre of projection.
ClassificationTypes of projection
Projections
  • Parallel

    Projectors parallel; centre at infinity

  • Orthographic

    Projectors perpendicular to the plane — front, top, side views; axonometric (isometric)

  • Oblique

    Projectors at an angle — cavalier, cabinet

  • Perspective

    Projectors meet at a centre; one-, two- and three-point perspective

4

Topic 4

Mathematics of parallel projection

Key formulasParallel projection
  • Orthographic onto the xy-plane

    x′ = x, y′ = y, z′ = 0

  • Oblique onto the xy-plane

    x′ = x + z·L cos φ, y′ = y + z·L sin φ (L = 1 cavalier, L = ½ cabinet; φ often 30° or 45°)

  • Properties: parallel lines stay parallel; true sizes preserved in orthographic views — used in engineering drawings and architecture.
  • Isometric projection: an axonometric view in which all three axes are equally foreshortened (about 0.816), with axes 120° apart.
5

Topic 5

Mathematics of perspective projection

  • With the centre of projection at the origin and the projection plane at z = d:
Key formulasPerspective projection
  • Projected x

    xp = x·d ÷ z

  • Projected y

    yp = y·d ÷ z

  • Homogeneous form

    (x, y, z, z ÷ d) then divide by the fourth coordinate

Example

d = 2: point (4, 6, 8) projects to (4 × 2 ÷ 8, 6 × 2 ÷ 8) = (1, 1.5); the farther point (4, 6, 16) projects to (0.5, 0.75) — distant objects look smaller.

  • Properties: foreshortening (size decreases with distance), vanishing points where parallel lines appear to meet; realistic but does not preserve true measurements.
ComparisonParallel and perspective projection
Parallel
Perspective

Centre of projection

At infinity

At a finite point

Size with distance

Unchanged

Decreases

Parallel lines

Remain parallel

Converge at vanishing points

Use

Engineering drawings, CAD

Games, architecture renderings, films

6

Topic 6

3D viewing transformation

Process3D viewing pipeline
  1. 1Modelling transformation

    Object to world coordinates

  2. 2Viewing transformation

    World to camera (viewing) coordinates using view reference point, view-plane normal and view-up vector

  3. 3Projection transformation

    Parallel or perspective to projection coordinates

  4. 4Normalisation and clipping

    To a canonical view volume

  5. 5Viewport transformation

    To device coordinates for display

7

Topic 7

3D clipping

  • View volume: a rectangular box (parallelepiped) for parallel projection or a truncated pyramid (frustum) for perspective, bounded by left, right, top, bottom, near and far planes.
  • 3D clipping removes parts of objects outside the view volume. Cohen–Sutherland in 3D uses 6-bit region codes (left, right, below, above, near, far); the view volume is often normalised to a unit cube so clipping planes are simple.
  • Hidden-surface removal (z-buffer, back-face culling) follows clipping to show only visible surfaces.

Key terms

4 × 4 matrix
Homogeneous matrix for 3D transformations
Projection plane
Surface onto which a 3D scene is projected
Orthographic projection
Parallel projection with projectors perpendicular to the plane
Vanishing point
Point where parallel lines appear to meet in perspective
Frustum
Truncated pyramid view volume for perspective viewing

Quick revision

  • (x, y, z, 1); right- and left-handed systems.
  • 3D translation, scaling, rotations about x, y, z; arbitrary axis.
  • Parallel: orthographic, axonometric (isometric), oblique (cavalier, cabinet).
  • Perspective: xp = x·d ÷ z; vanishing points.
  • Viewing pipeline; view volume; frustum; 6-bit codes; hidden-surface removal.

Important exam questions

Practice questions written to the PTU exam pattern for this unit's syllabus: short answers (Section A style) and long answers (Sections B and C style).

Short-answer questions

  1. Q1.Why are 4 × 4 matrices used in 3D graphics?
  2. Q2.Write the matrix equations for rotation about the z-axis.
  3. Q3.Distinguish orthographic and oblique projections.
  4. Q4.Distinguish cavalier and cabinet projections.
  5. Q5.What is a vanishing point?
  6. Q6.How many bits are in a 3D region code?

Long-answer questions

  1. Q1.Explain 3D transformations with matrices.
  2. Q2.Explain rotation about an arbitrary axis.
  3. Q3.Explain the mathematics of parallel and perspective projections.
  4. Q4.Explain the 3D viewing pipeline and 3D clipping.

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