Coordinate Systems

Coordinate Systems
2D Coordinate Systems
Any location on a plane can be defined by two points - an X-coordinate value and a Y-coordinate value. All points lying in a plane, with the exception of points that lie on a coordinate axis, fall in one of the four quadrants formed by the two perpendicular axes. The X-axis and the Y-axis (or coordinate axes) together form the Cartesian coordinate system or rectangular coordinate system.
We can use the help of coordinate axes to visualize the shape of a planar object whose dimensions or X-coordinate (width) and Y- coordinate (height) are known.

3D Coordinate Systems
In order to represent 3D objects we need three coordinate axes (X-, Y- and Z-axes) which are all mutually perpendicular to each other. However, since 3 mutually perpendicular axes cannot be drawn on a 2D surface, the 3D coordinate system is portrayed using isometric and oblique representations and multiple views. The spatial representations between the three axes for the isometric and oblique systems are shown in the following figure.

Geometric Entities

Geometric Entities
Points
A point represents a location in space or on a drawing, and has no width, height or depth. We can locate a point (X,Y) in the Cartesian coordinate system by starting at the origin, moving X units along the positive X direction and then moving Y units in the positive Y direction.

Lines
Lines are one dimensional geometric entities (entities that have length without breadth) that are drawn by connecting two points located in space.

Planes
The Cartesian coordinate axes represents a planar surface or area, the XY plane. In a 3D coordinate system, any two of the three mutually coordinate axes forms a planar surface, the XY, XZ and YZ planes.

Surfaces
A bounded plane forms a surface. A surface can be bounded by lines or curves, or a combination of the two. A surface can be generated when a planar figure is revolved or rotated about a coordinate axis or some other line in 3D space. Each face of a 3D object represents a surface.

Objects
An object has width, height and depth. When a number of bounded planes or surfaces combine such that they define a closed space (volume), an object is created.

Visual Cues
A visual cue is a visual attribute necessary to define graphical objects.

Form
The shape or profile of an object.

Color
The three visual attributes required for the complete specification of any color are:

  • Hue
  • Saturation
  • Brightness

Hue
That attribute of a color by which it is recognized as a "red" a "blue", a "green", etc., and which approximately corresponds to its dominant wavelength.
Saturation
The degree of color from "white" to "full color intensity", i.e. from "white" to "blue" or "red." The more white light is added the more desaturated the color becomes.
Brightness
The quality of being illuminated, shining, and emitting light.

Shadows and Shading
Most objects in the world do not let much light pass through so that these objects cast shadows. The exact shape and description of the shadows changes depending on the direction of the light, e.g. when outside shadows are long and go to the west in early morning, short and northerly at noon, and then long but to the east in the late afternoon.

There are certain general rules about shadows:

  • With only one source of light (e.g. outside), the shadows from all the objects in the area all go in the same direction.
  • In the case of natural light and for most artificial lights, the light comes primarily from above the object.
  • For a solid object, the side of the object in shadow is the side away from the light. But for a hole in the ground, the shadow is on the side near the light.

Shadows can play a very powerful role in defining form by giving the object a three-dimensional appearance. Shadows can also be used to highlight different portions of an object at different depths. The object closer to the light will cast a shadow on the more distant object.

Figure-Ground
Our visual system simplifies a scene into a figure that we look at and a ground that is everything else and forms the background. This tendency is exploited in the reversible figure-ground figure of the Rubin Vase as shown below. The drawing appears as either a central vase, or two faces that are looking at each other. Generally when we see one of the perceptions, the other region forms a background and is not seen.

Depth Cues
3D objects must be represented on flat surfaces. To help us visualize and represent the depth of an object, we need to utilize depth perception cues in our drawings.

Some of the perceptual cues that give rise to the impression of depth include:
 

  • Interposition
  • Relative Height
  • Relative Size
  • Texture Gradient

Interposition
Interposition is the partial blocking of a more distant object by a nearer object. In the figure below, the two triangles appear at different depths because one is partially obscured by the other. Actually both triangles are at the same distance (the distance of the screen from your eyes). Interposition (overlap, occlusion or superposition) causes the sense of depth to arise.

Relative Height
Another pictorial cue to depth is the relative height of objects in the drawing. An object close to the viewer will be at the bottom of the drawing, an object off in the distance will be near the middle of the drawing, and objects will be ever higher as they are more distant. This cue can lead to a powerful sense of depth.

Relative Size
Another pictorial cue to depth is the relative size of objects in the drawing. Objects are drawn smaller as they move further away from the viewer.

Texture Gradient
Most surfaces, such as walls and roads, and fields, like a field of flowers in bloom, have a texture. As the surface gets farther away from us this texture gets finer and appears smoother (Gibson, 1950). The figure below attempts to illustrate texture gradient using circles. At each level, as the circles get smaller, we get the impression that the circles are getting farther away.

Projection Theory

Introduction

We live in a world of three dimensions. All the objects we see every day have width, depth and height. How can we represent the width, height and depth of objects on a two-dimensional medium such as a sheet of paper or the computer screen?

The method by which engineers represent objects on paper is called orthographic projection. Every drawing of an object can conceptually be represented by the relationships between four imaginary things:

  • The observer's eye or station point
  • The object
  • The transparent plane or picture plane
  • The projectors or visual rays

According to these principles, projectors or "visual rays", proceed from an object through a transparent plane on an observer's eye. The image formed on the plane by the ray intersections represents the drawing of the object.

Kinds of Projections

The two common kinds of projections are classified according to the geometric properties of the rays.

  • Perspective: When the rays are not parallel, but converge to the eye position.
  • Parallel: When the rays are parallel to each other and perpendicular to the plane.

Further classification of projections, involving relative positions of object, observer, and plane of projection, are possible, as indicated by the following chart. The chart is not all-inclusive but covers the major types.

Perspective Projection

In perspective projection, the visual rays converge at a point. The representation on the transparent plane may be considered the view that would be seen by a single eye at a known point in space. The picture is formed on the transparent plane by the intersecting points of the projecting lines from the eye to the object.

The size of the view will vary as the relative positions of the eye, the projection plane, and the object are altered. Although perspective projection produces a realistic pictorial view of the object, its distortion of angles and distances prevents its meeting the exacting requirements demanded of a technical drawing. Perspective projection is used primarily by architects and commercial artists to describe the external appearance of an object.

One-point perspective occurs when the projection plane is parallel to two principal axes. Conversely, when the projection plane is perpendicular to one of the principal axis, one point perspective occurs. Receding lines along one of the principal axis converge to a vanishing point. A one-point perspective is used almost exclusively for interior-room views. It gives the observer the illusion of looking into the room.

One-point interior perspective results in a view that closely resembles what the eye would actually see.

One-point perspective is used for interior views. Note that the vanishing point is located at the center of the drawing.
 

The most common perspective is a two-point perspective. It is often used for architectural renderings. If the projection plane is parallel to one of the principal axes or if the projection plane intersects exactly two principal axes, a two-point perspective projection occurs. In this perspective the visual rays are not parallel and converge at two vanishing points.

With the two-point perspective the visual rays converge at either the left or right vanishing points.
 

Perspective view without all the construction lines.

If the projection plane is not parallel to any principal axis, a three-point projection occurs with the visual rays converging to three vanishing points.

 

Parallel Projection

If the observer moves straight back from the transparent plane an infinite distance, the visual rays from the eye to the object become parallel to each other and perpendicular to the picture plane. The view may also be created by extending perpendicular projectors from the object to the plane. In contrast with perspective projection, in orthographic projection the size of the view of the object will not vary with the distance between the object and the projection plane. Parallel projection is also referred to as orthographic projection.

Because the view shown in the figure does not reveal the thickness of the object, additional projections are required to fully describe the geometry of the object. Two projections are usually sufficient to describe most simple objects, but a minimum of three views are required for complicated geometries.

The vertical lines also converge at a vanishing point.
 

Multiview Projection

Multiview orthographic projection forms the basis for the most drawings used in technical communication. The main purpose is to obtain views of an object on which true measurements can be made. Therefore, the front face is oriented parallel to the projection plane so that the established view shows the true width and height of the object. Since a single orthographic view in itself cannot fully describe an object, an additional view on a projection plane perpendicular to the first is needed to show the depth of the object.

A conventional means of showing several views on a single plane has been developed. The figure below shows three orthogonal picture planes. The picture planes are customarily called the principal or coordinate planes of projection. There are three principal coordinate planes of projection : the frontal plane, the horizontal plane, and the profile plane. All three planes are mutually perpendicular.

Third-Angle projection

In third-angle projection, the object is placed in quadrant III, formed by the intersection of a horizontal and a frontal plane. The top view of the object is obtained by projecting from the object upward to the horizontal plane, and the front view is obtained by projecting from the object forward to the frontal plane. The horizontal plane is then rotated downward into the frontal plane, resulting in the relative positions of views shown in figure (b). The observer is always assumed to be looking through the projection plane toward the object.

Of course many technical drawings require more detail than can be clearly indicated in only two views. A right-side view may be added by projecting from the object to a profile projection plane.

All six views, the top, bottom, right, left, front and rear view may be obtained by projecting from an object onto the faces of an enclosing rectangular "projection box". As you can see from the figure below, the solid lines are those that form the outline of the object and the dashed lines represent features that are hidden from the observer.

Isometric Projection

Isometric Drawings are the quickest and easiest of all pictorials to draw and are therefore the most commonly used. In an isometric drawing the three normal surfaces of a rectangular solid will have equal angles between them (120 degrees). However there is a distinct difference between isometric drawings and isometric projections. This is particularly important because most computer generated pictorials are actually projections.

The biggest visual difference between isometric drawings and isometric projections is the size of the two images. The isometric drawing is drawn using 100% true length measurements on the height, width, and depth axes. However, in isometric projections the height, width and depth are displayed at 82% of their true length.

In isometric projections the object is first rotated about the Y axis by -45 degrees. Then the object is rotated about the X axis by 35 degrees. Because the normal surfaces of the object are no longer parallel or perpendicular to the picture plane, the image edges will appear foreshortened on each axis by 18%. The foreshortened view is called an isometric projection.

When you draw a pictorial on a computer, the image that appears on the screen is a projection, and therefore it is foreshortened. The big advantage of drawing these pictorials on the screen is that the object may be easily rotated about the axes in a countless number of positions once the data for the object's features have been entered.


Exercises

Given two primary views and the isometric view of the object, sketch the third orthographic view. Do not forget to draw the lines that represent features that are hidden from the observer as "dashed" lines.

Exercise 1


Exercise 2


Exercise 3


Exercise 4


Exercise 5

Pictorial Drawings

There are many types of pictorial drawings. Although pictorial drawings are simply rough sketches, they still use the basic principles of projection. Some of the major types of pictorials are isometric drawings, oblique drawings, multiview drawings and perspectives.

Isometric Drawings

Oblique Drawings
Oblique drawings are very similar to isometric drawings, but there are some noticeable differences. The object has one face of the rectangular solid parallel to the picture plane. Two other faces do appear, but since the angle of the depth axis may vary, the angles of the other two surfaces may vary from drawing to drawing. The front view of the oblique drawing shows the true width and height.

Multiview Drawings

Perspective Drawings

Symbol Libraries

Introduction
Libraries are files that contain multiple components that can be copied and inserted into a drawing file. Libraries are used to store line styles, fonts, patterns and models.

Symbol Library
Symbols are like graphical abbreviations used to represent parts, components, processes etc. For example, chemical engineers have symbols that they use to represent mixers, separators, condensers etc. These symbols along with other graphical elements can be inserted into schematics or diagrams used to describe chemical processes. It is advantageous to use symbols because they can be recalled at any time and can be used in any number of drawings with little or no modification.

Example 1:

An electronic circuit drawn using an NPN transistor, resistors and battery:

Example 2:
 


 

Kitchen drawn using symbols for refrigerator, range, sink, door and window:

Rendering

Introduction

Rendering is employed to present drawings in a more artistic and realistic manner. Adding surface color and texture, shading and shadowing, hidden line and surface removal are all rendering techniques. The degree of realism that we can achieve is dependent on the software and hardware available as well as the amount of time we are willing to spend.

One of the most important reasons for rendering drawings is to help users in visualizing the design more effectively. Most CAD packages display models as wireframes, even if the model is stored as a solid data base. Since wireframes are inherently ambiguous images, rendering must be used to facilitate their interpretation. Rendered images are used for communicating our ideas to colleagues or clients. Rendering is also used in advertising, sales, assembly illustrations, operation and safety instructions etc. Some basic rendering techniques include color coding, uniform surface shading, surface shading using light sources, hidden line removal and hidden surface removal. Advanced rendering techniques allow the presentation of photorealistic images.

Hidden Line Removal

Hidden line removal is an algorithm that removes lines from the drawing that are normally not visible in the current view. Removing the hidden lines of a wire frame model makes the interpretation of the model less ambiguous.

Hidden Surface Removal

In Hidden Surface Removal, a color fill to all visible closed polygons is performed. This is similar to the hidden line removal and the semi-hidden line removal algorithms in that it helps to reduce the ambiguity of the model. Ambiguity of wire frame models is further reduced by filling surfaces with any of the available colors or patterns. The colors selected for each surface within a drawing may be different, but are uniformly displayed within each surface.

Rendering with Light Sources

Surface shading and light effects are used to create realistic renderings of objects. After a light source is defined, the CAD package determines the shading by using one of several shading algorithms available. Shaded drawings can include the shadows cast on surfaces by other objects lying in the path of the light source. The types of light sources available in SilverScreen are:

  • Distant
  • Directed
  • Spotlight
  • Point

Two shading options are available in SilverScreen

  • Quick (Lambert shading)
  • Normal (Phong Shading)

Lambert Shading: Lambert shading is quick and simple. The surface of the object is divided into small polygons which are all shaded uniformly. This type of shading gives the object a faceted appearance.

Phong Shading: Phong shading is computationally intensive as each pixel on the computer screen is assigned a brightness value. This type of shading incorporates the location of the viewer and allows for highlights. Thus, the rendering obtained by using Phong shading is very good but the process of generating the image is time consuming.

 

 

  Home | Design | Training | Store | Customers | About | Resources | Search | Contact