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  2. 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.

  3. 3D projection - Wikipedia

    en.wikipedia.org/wiki/3D_projection

    A 3D projection (or graphical projection) is a design technique used to display a three-dimensional (3D) object on a two-dimensional (2D) surface. These projections rely on visual perspective and aspect analysis to project a complex object for viewing capability on a simpler plane. 3D projections use the primary qualities of an object's basic ...

  4. Planar projection - Wikipedia

    en.wikipedia.org/wiki/Planar_projection

    Planar projections are the subset of 3D graphical projections constructed by linearly mapping points in three-dimensional space to points on a two-dimensional projection plane. The projected point on the plane is chosen such that it is collinear with the corresponding three-dimensional point and the centre of projection .

  5. Triangulation (computer vision) - Wikipedia

    en.wikipedia.org/wiki/Triangulation_(computer...

    In computer vision, triangulation refers to the process of determining a point in 3D space given its projections onto two, or more, images. In order to solve this problem it is necessary to know the parameters of the camera projection function from 3D to 2D for the cameras involved, in the simplest case represented by the camera matrices.

  6. Axonometry - Wikipedia

    en.wikipedia.org/wiki/Axonometry

    The point ¯ is the projection of a point = (,,) onto the projection plane Π. The foreshortenings are v x {\displaystyle v_{x}} , v y {\displaystyle v_{y}} and v z {\displaystyle v_{z}} . Pohlke's theorem is the basis for the following procedure to construct a scaled parallel projection of a three-dimensional object: [ 1 ] [ 2 ]

  7. Homogeneous coordinates - Wikipedia

    en.wikipedia.org/wiki/Homogeneous_coordinates

    The point is then mapped to a plane by finding the point of intersection of that plane and the line. This produces an accurate representation of how a three-dimensional object appears to the eye. In the simplest situation, the center of projection is the origin and points are mapped to the plane z = 1 {\displaystyle z=1} , working for the ...

  8. 3D reconstruction from multiple images - Wikipedia

    en.wikipedia.org/wiki/3D_Reconstruction_from...

    It is the reverse process of obtaining 2D images from 3D scenes. The essence of an image is a projection from a 3D scene onto a 2D plane, during which process the depth is lost. The 3D point corresponding to a specific image point is constrained to be on the line of sight.

  9. Pinhole camera model - Wikipedia

    en.wikipedia.org/wiki/Pinhole_camera_model

    A point P somewhere in the world at coordinate (,,) relative to the axes X1, X2, and X3. The projection line of point P into the camera. This is the green line which passes through point P and the point O. The projection of point P onto the image plane, denoted Q. This point is given by the intersection of the projection line (green) and the ...