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  2. Axonometric projection - Wikipedia

    en.wikipedia.org/wiki/Axonometric_projection

    In dimetric projection, the direction of viewing is such that two of the three axes of space appear equally foreshortened, of which the attendant scale and angles of presentation are determined according to the angle of viewing; the scale of the third direction is determined separately. Dimensional approximations are common in dimetric drawings.

  3. 3D projection - Wikipedia

    en.wikipedia.org/wiki/3D_projection

    Axonometric projection is further subdivided into three categories: isometric projection, dimetric projection, and trimetric projection, depending on the exact angle at which the view deviates from the orthogonal. [3] [4] A typical characteristic of orthographic pictorials is that one axis of space is usually displayed as vertical.

  4. Isometric video game graphics - Wikipedia

    en.wikipedia.org/wiki/Isometric_video_game_graphics

    One of the most common problems with programming games that use isometric (or more likely dimetric) projections is the ability to map between events that happen on the 2d plane of the screen and the actual location in the isometric space, called world space. A common example is picking the tile that lies right under the cursor when a user clicks.

  5. Axonometry - Wikipedia

    en.wikipedia.org/wiki/Axonometry

    In order to keep the drawing simple, one should choose simple foreshortenings, for example or . If two foreshortenings are equal, the projection is called dimetric. If the three foreshortenings are equal, the projection is called isometric.

  6. 2.5D - Wikipedia

    en.wikipedia.org/wiki/2.5D

    The result is that all three axes are equally foreshortened. In video games, a form of dimetric projection with a 2:1 pixel ratio is more common due to the problems of anti-aliasing and square pixels found on most computer monitors. In oblique projection typically all three axes are shown without foreshortening. All lines parallel to the axes ...

  7. Descriptive geometry - Wikipedia

    en.wikipedia.org/wiki/Descriptive_geometry

    Example of the use of descriptive geometry to find the shortest connector between two skew lines. The red, yellow and green highlights show distances which are the same for projections of point P. Given the X, Y and Z coordinates of P, R, S and U, projections 1 and 2 are drawn to scale on the X-Y and X-Z planes, respectively.

  8. Orthographic projection - Wikipedia

    en.wikipedia.org/wiki/Orthographic_projection

    Orthographic projection (also orthogonal projection and analemma) [a] is a means of representing three-dimensional objects in two dimensions.Orthographic projection is a form of parallel projection in which all the projection lines are orthogonal to the projection plane, [2] resulting in every plane of the scene appearing in affine transformation on the viewing surface.

  9. Oblique projection - Wikipedia

    en.wikipedia.org/wiki/Oblique_projection

    The foreshortening factor (1/2 in this example) is inversely proportional to the tangent of the angle (63.43° in this example) between the projection plane (colored brown) and the projection lines (dotted). Front view of the same. Oblique projection is a type of parallel projection: it projects an image by intersecting parallel rays (projectors)