The camera-view projection system introduced in this paper
profits from CAD environment facilities like design cubes and
virtual cameras, trying to match the shearing photograph model
by changing the position and orientation of the virtual camera
whilst the actual 3-D model is fixed. In this way a simulation of
camera's position orientation and internal geometry is achieved
(Streilein A., 1994).
Elements in 3-D computer modeling must be drawn on the
screen that is planar. Hence a projection is needed. The two
principal methods of projection used in CAD systems are:
parallel (or cylindrical) projection and perspective (or conical)
projection.
2.1 Parallel Projection
In Parallel projection the rays or projectors are all parallel and
intersect the image plane at the same angle. A parallel
projection can be thought of as like a perspective with an
infinitely distant eye-point. A special case of parallel projection
is produced when the rays meet the image plane at right angles.
This kind of parallel projection is known as orthographic
projection and is used in 3-D computer modeling for
engineering and architectural applications. The visual images
generated by an orthographic projection are called multi-views.
Examples of such as multi-views are the widely used in
engineering Top, Left, Right, ISOmetric and Front views
offered by well-known 3-D CAD systems (e.g. Bentley's
MicroStation, Autodesk's AutoCAD). In our system the whole
computer screen is divided into four viewports with three of
these are used to show the Top, Right and ISOmetric multi-
views of the facade. For a planar and vertical facade (the usual
case) its image appears to be a horizontal line in Top view and a
vertical one in Right/Left view. So, these multi-views serve as a
control error-checking system to camera's approximating
positioning procedure. The ISOmetric view is used for
increasing visualisation purposes. The fourth viewport, which is
the bigger, is devoted to the visual image of the facade
generated by the camera view projection [Fig. 4, 5, and 6].
The main disadvantage of the parallel projection is that there
is no perspective associated with objects. Parallel lines appear
parallel on the screen and distant objects appear at the same
scale as near ones of the same dimensions. In real life the thinks
are different. The more distant objects appear smaller to viewer
(Rooney J. et al., 1987).
2.2 Perspective Projection (Camera-View Projection)
The Perspective projection, known as well as Camera-View
projection, enhances realism of modeling and mimics the way a
conventional camera works. This projection system is used in
current paper for facade-model visualisation.
The geometry of photography is essentially equivalent with the
perspective projection geometry (Fig. 1) In camera-view
projection the position of the eye is being taken by virtual
camera's lens center, and the plane of the image corresponds to
camera's plate or film. The "difference" of perspective and
camera-view projection is that for the late the 'eye-point' (lens
center) is between the object (facade) and the image plane
(film), and as a consequence the image is formed down-upside
(negative case) instead of upside-down (diapositive case).
Otherwise these two projections are geometrically similar
(Baker P. et al., 1994).
452
Figure 1. The Basic Geometry of Perspective Projection.
2.3 Projection Relationships between the Camera, the
Photo and the 3-D Object (facade)
Using the central projection logic, which is the base for the
camera-view projection system, there is always just one
particular perspective regarding the camera position, the
exposed photo and the spatial 3-D object.
In other words in central projection a 3-D object-image has been
taken using a particular interior and exterior orientation for the
camera used.
Generally, there are as many as eight different settings of the
camera used (according to Patias P. et al., 1995a) that could
lead to a particular image. Four of these camera settings refer to
transparent objects and can be avoided. The selection of the
remaining four settings is a problem, that could be avoided if
approximate values are taken empirically (see: the automatic
procedure of the system in next chapter).
The Camera-View Projection System used in this paper follows
the next conventions:
In a FRONT View
We are looking into the design cube from the front.
The XZ plane is parallel to our screen.
X is positive from left to right (horizontally).
Z is positive from bottom to top (vertically).
Y is positive away from the viewer and perpendicular to the
screen.
In a TOP View
We are looking down on the design cube from the top.
The XY plane is parallel to our screen.
X is positive from left to right (horizontally).
Y is positive from bottom to top (vertically).
Z is positive towards the viewer and perpendicular to the
screen.
In a RIGHT View
We are looking into the design cube from the right.
The YZ plane is parallel to our screen.
Y is positive from left to right (horizontally).
Z is positive from bottom to top (vertically).
X is positive toward the viewer and perpendicular to the
screen.
International Archives of Photogrammetry and Remote Sensing. Vol. XXXI, Part B5. Vienna 1996
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