Given below are different properties of 3D projections from A-D. Identify the correct order on the basis of property true of (i) a perspective projection only, (ii) an orthographic projection only, (iii) both orthographic and projective transformations and (iv) neither orthographic nor projective transformation, respectively. (A) Straight lines are mapped to straight lines. (B) Distances and angles are (in general) preserved. (C) Far away objects appear the same size as closer ones (D) Requires homogeneous coordinates in order for it to be encoded into a linear transformation. Choose the correct answer from the options given below:
D, C, A, B
3D projections are fundamental concepts in computer graphics used to represent a three-dimensional object on a two-dimensional plane. The two main types are orthographic projection and perspective projection, each having distinct properties. We need to analyze the given properties and classify them based on whether they apply to perspective projection only, orthographic projection only, both, or neither.
In orthographic projection, projection rays are parallel to each other and perpendicular to the projection plane. This type of projection is often used in engineering and architectural drawings where true dimensions are important. A key characteristic is that objects retain their relative sizes regardless of their distance from the viewer or the projection plane.
In perspective projection, projection rays converge at a single point called the center of projection (or eye point). This simulates how human vision works. Objects appear smaller as they move farther away from the viewer, creating a sense of depth and realism. This projection involves foreshortening.
This property is true for both orthographic and perspective projections. Both are types of geometric transformations, and specifically, projective transformations preserve the straightness of lines. If you project a straight line in 3D space onto a 2D plane using either orthographic or perspective projection, the result on the 2D plane will still be a straight line.
Classification: (iii) both orthographic and projective transformations.
This property is generally not true for either orthographic or perspective projections when considering 3D space distances and angles mapped to 2D. Orthographic projection does not preserve distances or angles for features not parallel to the projection plane (e.g., the diagonal of a cube face not parallel to the view plane will appear shorter). Perspective projection dramatically distorts both distances and angles due to foreshortening. Only in very specific cases (like projecting a line segment parallel to the projection plane in orthographic projection) are lengths preserved. Angles are also generally not preserved. Therefore, this property is true for neither projection type in the general sense.
Classification: (iv) neither orthographic nor projective transformation.
This is a defining characteristic of orthographic projection. Because the projection rays are parallel, the size of the projected image of an object depends only on the object's actual size and orientation relative to the projection plane, not its distance from the viewer or projection plane. In contrast, perspective projection causes distant objects to appear smaller.
Classification: (ii) an orthographic projection only.
Orthographic projection can be represented as a linear transformation using standard 3D coordinates (matrix multiplication). However, perspective projection involves a division operation (typically by the z-coordinate or a similar term related to distance), which is not a linear operation in standard Cartesian coordinates. To represent perspective projection using matrix multiplication within standard graphics pipelines, homogeneous coordinates are used. This allows the non-linear division to be incorporated as part of a 4x4 matrix multiplication followed by a perspective divide step. Therefore, while homogeneous coordinates are often used for both in a pipeline for consistency, they are required specifically for perspective projection to be represented as a linear transformation in this manner.
Classification: (i) a perspective projection only.
| Property | Description | Classification |
|---|---|---|
| (A) | Straight lines mapped to straight lines | (iii) Both |
| (B) | Distances and angles preserved (in general) | (iv) Neither |
| (C) | Far away objects appear same size as closer ones | (ii) Orthographic only |
| (D) | Requires homogeneous coordinates for linear transformation encoding | (i) Perspective only |
The question asks for the order based on properties true of:
Based on our analysis:
Therefore, the correct order of properties is D, C, A, B.
| Feature | Orthographic Projection | Perspective Projection |
|---|---|---|
| Projection Rays | Parallel | Converge at a point (Center of Projection) |
| Effect of Distance on Size | Objects appear same size regardless of distance | Objects appear smaller with increasing distance (Foreshortening) |
| Preserves Parallel Lines | Yes | Only if parallel to projection plane; otherwise, converge to vanishing points |
| Preserves Ratios | Yes, within a plane parallel to projection plane | Yes, on lines passing through Center of Projection |
| Realism | Less realistic (no depth cues from size) | More realistic (simulates human vision) |
| Linear Transformation (Std Coords) | Yes | No (requires division) |
| Linear Transformation (Homogeneous Coords) | Yes (can be represented) | Yes (required for linear representation) |
Homogeneous coordinates are a system of coordinates used in projective geometry. For a 3D point \((x, y, z)\), the homogeneous coordinate representation is typically \((wx, wy, wz, w)\), where \(w\) is a non-zero scalar. A common representation is \((x, y, z, 1)\) for 3D points. The power of homogeneous coordinates in graphics is that translation, rotation, scaling, and even perspective projection can all be represented as matrix multiplications using 4x4 matrices.
For a perspective projection, the transformation matrix might produce a point in homogeneous coordinates \((x', y', z', w')\). The final 3D or 2D coordinates are then obtained by dividing by the \(w'\) component (the "perspective divide"): \((x'/w', y'/w', z'/w')\) or \((x'/w', y'/w')\) for the 2D projection plane coordinates. This division step is non-linear, but the matrix multiplication part in homogeneous space is linear, allowing the entire transformation pipeline to be handled efficiently using matrix operations.
K-mean clustering algorithm has clustered the given 8 observations into 3 clusters after 1st iteration as follows:
C1 : {(3,3), (5,5), (7,7)}
C2 : {(0,6), (6,0), (3,0)}
C3 : {(8,8),(4,4)}
What will be the Manhattan distance for observation (4,4) from cluster centroid C1 in second iteration?
In the context of 3D computer graphics, which of the following statements is/are TRUE?
P: Orthographic transformations keep parallel lines parallel
Q: Orthographic transformations are affine transformations
Select the correct answer from the options given below:Concerning phong shading and Gouraud shading in a 3D scene, which of the following statements are true ?
(A) Gouraud shading requires more computation than phong shading.
(B) Gouraud shading linearly interpolates the color of an interior pixel from the color at the vertices
(C) Phong shading interpolates over the normal vectors specified at the vertices.
Choose the correct answer from the options given below:
In the context of 3D Computer graphics, which of the following statements is/are correct?
(A) Under perspective projection, each set of parallel lines in the object do not stay parallel in the image (except those that are parallel to the viewplane to start with).
(B) Applying a perspective transformation in the graphics pipeline to a vertex involves dividing by its 'z' coordinate.
(C) Perspective transformation is a linear transformation.
Choose the correct answer from the options given below:
Which of the following statements is/are True regarding the solution to the visibility problem in 3D graphics?
S1: The Painter’s algorithm sorts polygons by depth and then paints (scan - converts) each Polygon on to the screen starting with the most nearest polygon.
S2: Backface Culling refers to eliminating geometry with backfacing normals.
Code: