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Images Numériques

3D: Blender + Virtual Choreographer

Licence 1 (option S2), Université Paris 11

Christian Jacquemin (Université Paris 11 et LIMSI-CNRS)

http://perso.limsi.fr/jacquemi/

3D Modelling with Blender

BLENDER INTRO

Blender main features

Blender

is the free open source 3D content creation suite, available for all major

operating systems under the

GNU General Public License

.

Multiplatform application for 3D modelling, animation, and rendering. Offers

facilities such as physics and particles, imaging and compositing, and real-time 3D

game creation.

BLENDER TIPS

On-line Blender Tutorials

Blender Wiki

Documentation Volume I -

User Guide

Documentation Volume II -

Reference Guide

Blender 3D: Noob to Pro/Modeling a Simple Person

, Wikibooks

Jeff Chastine -

Using Blender

Slides

(2)

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Page 2

BLENDER TIPS

View control

NumPad keys for view control in model screen: the whole set

Keypad

View

Keypad

View

Keypad

View

0

Camera

view

1

Front view

2

Rotate 15

deg to

downward

3

Side view

4

Rotate 15

deg to left

6

Rotate 15

deg to right

7

Top view

8

Rotate 15

deg to

upward

BLENDER TIPS

View control

Mouse and keystroke control

•

Middle button

: rotation around the scene

•

Shift middle button

: translation of the scene

•

Num keypad /

: only shows the selected object

•

Mouse wheel

or

Control middle button

or

Num keypad + or -

: zoom

in/out

•

Shift-B

: defines view rectangle (targeted zoom)

Screen control

•

Control left/right arrow

: jumps between screens (basically animation,

model, material, sequence, and scripting)

•

Right click on window edge

: split or join windows

(3)

BLENDER TIPS

There are two important modes in Blender:

•

Object mode

: select an object, access its properties, move it around...

•

Edit mode

: after selecting an object, access and modify its edges, vertices,

normals...

Object edition/selection

•

Tab

: shifts between

Object mode

(object positioning, grouping, properties) and

Edit mode

(vertex or edge positioning, splitting, deleting...).

•

Right button

: object selection in

Object mode

, vertex or edge selection in

Edit

mode

.

•

Shift Right button

: selection extension

•

A

: select/deselect all objects in the

Object Mode

.

•

A

: select/deselect all vertices of an object in the

Edit Mode

.

•

B

: Rectangular select tool.

•

BB

: Circle Select tool in

Edit mode

.

BLENDER TIPS

Before displacing one or more object, you must first first select them with the right

button. (Selected objects are outlined in pink)

Object translation

•

G (grab)

: translation perpendicular to the view direction

•

Left mouse click

: confirms the move

•

Right mouse click

: cancels the move

•

Middle mouse click

: translation parallel to the local coordinate axes

•

G-X

: X translation (local coordinates)

•

Alt G

: clears all the translations applied to the object

Object rotation

•

R (rotation)

: rotation around the view direction

•

Left mouse click

: confirms the rotation

•

Right mouse click

: cancels the rotation

•

Middle mouse click

: rotation around the local coordinate axes

•

R-X

: X rotation (local coordinates)

•

Alt R

: clears all the rotations applied to the object

BLENDER TIPS

Object Scale

•

S (scale)

: scale along the 3 axes

•

Left mouse click

: confirms the scaling

•

Right mouse click

: cancels the scaling

•

S-X

: Constrains the scaling to the X axis (local coordinates)

•

Alt S

: clears the all the scalings applied to the object

(4)
(5)

BLENDER TIPS

Mesh Separation

•

To divide an object into a separate object

.

While in Edit Mode use the Circle Select tool (BB) (or Box Select Tool (B)) to

select the parts that are to be separated.

Press the Space Bar and select Edit > Vertices > Separate, and then take the

"Selected" option.

Mesh Join

•

To make a single object out of several

.

In the Object Mode, Select several objects by selection extension.

Press the Space Bar and select Object > Join Objects to make a single object

out of several.

BLENDER TIPS

Mesh smoothing

•

Choice between smooth and faceted rendering

.

In the Object mode, by clicking either Set Smooth or Set Solid in the Link and

Materials panel of the Edit buttons [F9].

Normal control

•

Normal drawing and inversion

.

In the Edit mode, Normal drawing by clicking either Draw normals or Draw

Vnormals in the Mesh Tools 1 panel of the Edit buttons [F9].

In the Edit mode, Normal inversion by clicking Flip Norm in the Mesh Tools

panel of the Edit buttons [F9].

(6)

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3D Animation with VirChor

VIRCHOR INTRO

Virtual Choreographer main features

Virtual Choreographer

(

VirChor

) is an open source real time 3D engine that relies

on an XML-based definition of 3D scenes with graphic and sonic components.

VirChor offers facilities such as high dimension particle systems through GPGPU,

MPEG4 facial and skeletal character animation, vertex and pixel shader support,

audio source localization, and collision detection.

VirChor

is available for all major operating systems under the

GNU General Public

License

.

Some resources:

•

Documentation:

Html on-line documentation

•

Tutorial (Wai Kit Chan):

tutorial web site

(7)

VIRCHOR BASICS

Sample scene obtained from Blender

Basic Blender scene made of three objects, one user, one viewpoint and one light

(

Three_Cubes.blend

) can be exported to VirChor format through Python script

(

exportVC-IN.py

)

Interactive rendering of the scene in VirChor (2 exported files

Three_Cubes.xml

&

Three_Cubes_scene.xml

and a configuration file

ThreeCubes.conf

)

Command:

VirChor ThreeCubes.conf Three_Cubes_scene.xml

VIRCHOR BASICS

Camera motion through mouse

You can move inside the coordinate system of each user through mouse control

•

left mouse click

: move forwards

•

shift left mouse click

: move backwards

•

left mouse click + side drag

: move sidewards

Object mouse-based interaction

Objects can be

dragged'n dropped

through mouse right button

(The

draggable

attribute of the

node

tag must be

true

)

Objects they can be

passively selected

through mouse over

(The

testable

attribute of the

node

tag must be

true

)

Objects they can be

actively selected

through mouse click

(The

interactable

attribute of the

node

tag must be

true

)

(8)

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Page 8

V

ir

C

h

o

r

s

c

r

ip

ts

(9)

VIRCHOR SCRIPTS

Script triggers:keystroke and mouse

•

Keystroke (see

Keystroke modification of geometry

)

•

Mouse: when the mouse enters the bounding box of a

testable

object, it

receives a

sensor-mouse-in

message.

Three_Cubes_scene8.xml

and

Three_Cubes8.xml

<node id="ON_button" >

<script id="ON_button_script"> <command>

<trigger type="message_event" value="sensor-mouse-in" />

<action>

<set_node_attribute_value displayed="true"/> <target type="single_node" value="#Lamp" /> </action> </command> </script> <quad id="ON_button" > .... </quad> </node>

VIRCHOR SCRIPTS

Script triggers: sensors

•

Sensors: when a sensor enters the bounding box of a

testable

object, it sends a

message to this object. This message is used here to hide another one.

Three_Cubes_scene9.xml

and

Three_Cubes9.xml

The sensor is a sister node of

Cube.001

:

<node id="sensor_Cube.001">

<touchSensor id="sensor_Cube.001" x1="0.0" y1="0.0" z1="0.0"

message_in="sensor-Cube-in"

message_out="sensor-Cube-out"/>

(10)

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Page 10

VIRCHOR SCRIPTS

Script triggers: UDP messages

•

UDP messages are network messages exchanged between applications.

•

They are sent by the interface to position 3D objects in space.

Three_Cubes_scene10.xml

and

Three_Cubes10.xml

/translate Lamp_translation -4.276 -6.566 1.135

They are received by the

aliasScript

located on the

root

node:

<aliasScript>

<command pattern="/translate s f f f">

<action>

<set_node_attribute_value operator="=">

<transformation x="({$2})" y="({$3})" z="({$4})" /> </set_node_attribute_value>

<target type="single_node" value="#({$1})" /> </action>

</command> </aliasScript>

VIRCHOR SCRIPTS

UDP message triggers

The same messages can be sent from a

PureData

interface such as the patch

Three_Cubes_ControlPD10.pd

, or any other tool that combines graphical interface

and network messages (

java

,

PyGTK

,

Max/MSP

...)

VIRCHOR SCRIPTS

Message emission

Conversely, internal or external messages can be sent by VirChor

External messages

UDP messages can be sent to external applications through the

<send_message_udp>

command :

<action>

<send_message_udp value="/tr ({$Camera_translation:x})" />

<target type="single_host" value="udp_client" />

</action>

(11)

VIRCHOR SCRIPTS

Internal messages

Internal messages are sent to a node script through the

<send_message>

command

:

<command>

<trigger type="message_event" value="sensor-mouse-in" /> <action>

<send_message value="/color 1.0 0.0 0.0"/>

<target type="multiple_nodes" value="#Cube*" /> </action>

</command>

The targets are all the nodes with an ID prefixed by

Cube

that implement a trigger

for the

/color

message.

VIRCHOR SCRIPTS

Automatic trigger: cyclic trigger

Cyclic triggers are fired at regular time intervals and can be used to implement

engines.

Three_Cubes_scene12.xml

and

Three_Cubes12.xml

<command>

<trigger type="cyclic_time" begin="0" period="0.000002"/>

<action> <set_node_attribute_value operator="+="> <transformation x="({$root:translationx_step})" y="({$root:translationy_step})" z="({$root:translationz_step})" /> </set_node_attribute_value>

<target type="single_node" value="#Cube.002_transl" /> </action>

</command>

This command translates a cube by a regular step at each frame.

VIRCHOR SCRIPTS

Automatic trigger: deadline trigger

Deadline triggers are fired at a defined time step and can be used to implement

predefined animations.

Three_Cubes_scene12b.xml

and

Three_Cubes12.xml

<command>

<trigger type="time_limit" value="3"/>

<action>

<set_node_attribute_value operator="+="> <transformation z="3" />

</set_node_attribute_value>

<target type="multiple_nodes" value="#Cube*transl" />

</action> </command>

This command modifies the cube translations

Cube*transl

by adding 3 to the

z

(12)

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Page 12

VIRCHOR SCRIPTS

Automatic trigger: initialization script

The initialization script contains commands that are executed at launch time.

Three_Cubes_scene13.xml

and

Three_Cubes12.xml

<initializationScript id="beginning_script"> <command> <action> <write_message value="Welcome" /> </action> <action delay="1">

<write_message value="to the cubic world!" /> </action> <action delay="2"> <write_message value="" /> </action> </command> </initializationScript>

Successive messages can be triggered by delaying the actions.

VIRCHOR SCRIPTS

Automatic trigger: termination script

The termination script contains commands that are executed at exit time.

It can be used to inform companion applications that VirChor is exiting.

<terminationScript id="termination_script">

<command> <action>

<send_message_udp value="/end"/>

<target type="single_host" value="udp_client" /> </action>

</command> </terminationScript>

VirChor interpolators

VIRCHOR INTERPOLATORS

Interpolators: transformation interpolators

A transformation interpolator blends two transformations according to a time

function defined by the <schedule> subtag.

Here, the time function is periodic and controlled by a sinus curve.

Three_Cubes_scene14.xml

and

Three_Cubes14.xml

<node id="Cube.001_interp_transl">

<interpolator id="Cube.001_interp_transl" type="transformation"

size="2">

<schedule begin="0" dur="2" repeatCount="100" mode="sinus-periodic"/>

<transformation id="Cube.001_transl_ini" geometry="translation" x="-8" y="0.0" z="5" />

<transformation id="Cube.001_transl_end" geometry="translation" x="-8" y="0.0" z="10" />

(13)

VIRCHOR INTERPOLATORS

Interpolators: update script

The update script of an interpolator can be used to control another animation such

as the color of another cube.

The expression

{$Cube.001_interp_transl:z}

represents the current

z

value of

the interpolated transformation.

<schedule begin="0" dur="2" repeatCount="100"

mode="sinus-periodic" before="hide" fill="hide">

<updateScript> <command> <action> <set_material_attribute_value operator="="> <emission r="(0.2*({$Cube.001_interp_transl:z}-5))" /> </set_material_attribute_value>

<target type="single_node" value="#Cube" /> </action>

</command>

</updateScript>

</schedule>

VIRCHOR INTERPOLATORS

Interpolators: object interpolators

An object interpolator updates all the parameters of the source and target objects

according to a time function defined by the <schedule> subtag.

Here, the objects are two meshes with the same number of geometrical

components (vertices, faces, and normals).

Three_Cubes_scene15.xml

and

Three_Cubes15.xml

<node id="Cube_interpolator">

<interpolator id="Cube_interpolator" type="node" size="2">

<schedule begin="0" dur="10" repeatCount="1" mode="linear" fill="freeze" ini="1" end="2"/>

<node id="Cube_1">

<subdivision id="Cube_1" levels="1" level0_vertices="8" ... > ...

</subdivision> </node>

<node id="Cube_2">

<subdivision id="Cube_2" levels="1" level0_vertices="8" ... > </subdivision>

(14)

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Page 14

VIRCHOR INTERPOLATORS

Interpolators: scalar and table interpolators

Scalar interpolators

and associated scripts (update and completion) can control

any attributes in a scene description.

Three_Cubes_scene16.xml

and

Three_Cubes16.xml

<scalar id="fade_in" type="float" >

<interpolator id="fade_in" type="scalar" size="2"> <schedule begin="10" dur="20"

repeatCount="1" mode="sinus" fill="freeze" >

<updateScript> <command> <action> <set_material_attribute_value operator="="> <diffuse a="({$root:fade_in})" /> </set_material_attribute_value>

<target type="single_node" value="#Cube" /> </action>

</command>

</updateScript>

<scalar id="fade_in_src" type="float" value="0"/>

<scalar id="fade_in_target" type="float" value="1"/>

</interpolator> </scalar>

VIRCHOR INTERPOLATORS

Interpolators: scalar and table interpolators

Table interpolators

can be used to control simultaneously several values.

Three_Cubes_scene16b.xml

and

Three_Cubes16.xml

<!-- table defined by interpolation between 9 tables -->

<table id="interp_mat" type="float" size="3" >

<interpolator id="interp_mat" type="table" size="9">

<schedule begin="5" dur="50" repeatCount="1" mode="linear" fill="freeze" > <updateScript>

<command>

<!-- defines the emission of an object --> <action> <set_material_attribute_value operator="="> <emission r="({$root:interp_mat[1]})" g="({$root:interp_mat[2]})" b="({$root:interp_mat[3]})" /> </set_material_attribute_value>

<target type="single_node" value="#Cube" /> </action>

</command> </updateScript> </schedule>

(15)

VIRCHOR INTERPOLATORS

Interpolators: scalar and table interpolators (cont'd)

<!-- 9 tables that correspond to 9 emission colors --> <table id="interp_mat_1" type="float" size="3" value="( 0.0 , 0.0 , 0.0 )"/>

<table id="interp_mat_2" type="float" size="3" value="( 1.0 , 0.0 , 0.0 )"/>

<table id="interp_mat_3" type="float" size="3" value="( 0.0 , 1.0 , 0.0 )"/>

<table id="interp_mat_4" type="float" size="3" value="( 0.0 , 0.0 , 1.0 )"/>

<table id="interp_mat_5" type="float" size="3" value="( 1.0 , 1.0 , 0.0 )"/>

<table id="interp_mat_6" type="float" size="3" value="( 1.0 , 0.0 , 1.0 )"/>

<table id="interp_mat_7" type="float" size="3" value="( 0.0 , 1.0 , 1.0 )"/>

<table id="interp_mat_8" type="float" size="3" value="( 1.0 , 1.0 , 1.0 )"/>

<table id="interp_mat_8" type="float" size="3" value="( 0.0 , 0.0 , 0.0 )"/>

</interpolator>

</table>

VirChor transformations

VIRCHOR TRANSFORMATIONS

Three basic transformations

Translation:

A translation geometry is defined by three attributes (

x

,

y

,

z

)

<node id="Cube.002_transl">

<transformation id="Cube.002_transl" geometry="translation" x="3" y="4" z="1" />

Rotation:

A rotation geometry is defined by four attributes (

angle

in degrees, and axis

x

,

y

,

z

). Rotations can also be defined by quaternions.

<node id="Cube.002_rotation">

<transformation id="Cube.002_transl" geometry="rotation" angle="90" x="0" y="0" z="1" />

Scale

A scale geometry is defined by three attributes (

x

,

y

,

z

)

VIRCHOR TRANSFORMATIONS

Transformation tag embedding define scene graphs

<node id="Cube.002_transl">

<transformation id="Cube.002_transl" geometry="translation"

x="3" y="4" z="1" /> <node id="Cube.002_rot">

<transformation id="Cube.002_rot" geometry="rotation"

x="1.0" y="0.0" z="0.0" angle="90.0" /> <node id="Cube.002_scale">

<transformation id="Cube.002_scale" geometry="scale"

x="1.0" y="1.0" z="-1.0" /> <node id="Cube.002">

<subdivision id="Cube.004" levels="1" >

... </subdivision> </node> </node> </node> </node>

(16)

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VIRCHOR TRANSFORMATIONS

Ellipse transformation

An

ellipse transformation

is defined by geometrical properties (

xyz

center and

ab

axis lengths) and a time function (

<schedule>

).

Three_Cubes_scene18.xml

and

Three_Cubes18.xml

<node id="Camera_ellipse_transf" >

<transformation id="Camera_ellipse_transf"

geometry="ellipse-transformation"

with_roll="false">

<schedule begin="0" dur="5" repeatCount="1000000" mode="linear"

fill="freeze"/> <ellipse id="Camera_ellipse"

a="15" b="-15" x="0" y="10" z="0" /> </transformation>

VIRCHOR TRANSFORMATIONS

Sample ellipse transformation

Drives a lamp and a camera.

<!-- transforms a xz plane ellipse transf into a xy plane ellipse transf --> <node id="Ellipse_rot">

<transformation id="Ellipse_rot" geometry="rotation" x="1" y="0" z="0" angle="90" /> <!-- ellipse translation --> <node id="Camera_ellipse_transf" interactable="true" testable="true" > <transformation id="Camera_ellipse_transf" geometry="ellipse-transformation" with_roll="false">

<schedule begin="0" dur="5" repeatCount="1000000" mode="linear" fill="freeze"/>

<ellipse id="Camera_ellipse"

a="15" b="-15" x="0" y="10" z="0" /> </transformation>

VIRCHOR TRANSFORMATIONS

Sample ellipse transformation (cont'd)

<!-- camera pitch rotation --> <node id="Camera_rot">

<transformation id="Camera_rot" geometry="rotation" x="0" y="0" z="1" angle="30" /> <!-- camera yaw rotation -->

<node id="Camera_rot">

<transformation id="Camera_rot" geometry="rotation" x="0" y="1" z="0" angle="90" /> <!-- head lamp bound to camera -->

<node id="Lamp">

<light id="Lamp" type="light" constant_attenuation="0.0" linear_attenuation="0.1"> ... </light> </node> <!-- camera --> <node id="Camera"> <viewpoint id="Camera"/> </node> </node> </node> </node> </node>

(17)

VIRCHOR TRANSFORMATIONS

Path transformation

A

path transformation

is defined by the four control points of a Bezier curve

(

<bezier>

) and a time function (

<schedule>

).

Three_Cubes_scene19.xml

and

Three_Cubes19.xml

<node id="Path_transf_camera">

<transformation id="Path_transf_camera" geometry="path-transformation" size="1" with_roll="true">

<schedule begin="3" dur="10" repeatCount="1" mode="linear"

fill="freeze"/>

<path id="path camera" size="1" width="0.2" segments="300">

<bezier size="4" location="1"

x1="25" y1="0" z1="30" x2="15" y2="-5" z2="15" x3="5" y3="15" z3="3" x4="-4" y4="3" z4="3" n_x="0" n_y="0" n_z="1"/> </path> </transformation>

(18)

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Page 18

VirChor environment

VIRCHOR ENVIRONMENT

Parameters

Parameters are defined at compilation time and cannot be modified.

•

Definition:

<set id="nbAlignedQuads" value="10"/>

•

Access:

<quad x1="(10*{#nbAlignedQuads})" z1="-200" y1="-10" ... />

VIRCHOR ENVIRONMENT

Variables

Variables are defined at execution time and can be modified by scripts.

Scalars

•

Definition:

<node id="root" >

<scalar id="translation_step" type="float" value="0.01" />

•

Access:

<set_node_attribute_value operator="+=">

<transformation x="{$root:translation_step}" />

</set_node_attribute_value>

•

Modification:

<set_node_scalar_value id="translation_step" value="0.01" operator="+="/>

<target type="single_node" value="#root" />

VIRCHOR ENVIRONMENT

Variables

A variable can be used in combination with a translation in a

cyclic_time

trigger to

define a motion speed.

Three_Cubes_scene20.xml

and

Three_Cubes20.xml

(keystrokes

A

and

B

)

•

Keystrokes A and B decrease and increase the translation step,

•

The cyclic_time triggered command decrements or increments the translation

by the translation step.

(19)

VIRCHOR ENVIRONMENT

Tables

Tables are collections of scalars.

Tables

•

Definition:

<node id="root" >

<table id="delay" type="float" size="3" value="(-0.523,-0.469,-0.168)" />

•

Access: indices start from 1

<quad y3="({$root:delay[1]}*20.0 - 10.0)"

y4="({$root:delay[2]}*20.0 - 10.0)" />

•

Modification: a table of size

n

can be used to modify another table of the same

size

<set_node_table_value id="delay" value="({@root:increment})" operator="+="/>

<target type="single_node" value="#root" />

VIRCHOR ENVIRONMENT

Configuration file

The configuration file is used to define the external parameters such as

•

the size and number of displays,

•

the parameters of the UDP connections (incoming and outcoming),

•

the framerate and the time increment,

•

the output to images or to a video film...

VIRCHOR ENVIRONMENT

Companion documentations

Virtual Choreographer Reference Guide

Wai Kit Chan Tutorial

Download

Download from Sourceforge

(20)

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Page 20

PROJECTION EN PERSPECTIVE 1/4

Définition

L'image d'un point M par une projection en perspective sur le plan P de centre O

est l'intersection de la droite OM avec le plan P.

Une projection en perspective dont le centre de projection est à l'infini est une

projection parallèle.

PROJECTION EN PERSPECTIVE 2/4

Point de fuite

Si une droite D coupe le plan de projection,

il existe un point F, appelé

point de fuite

appartenant à la projection de toute

droite parallèle à D.

On différencie les projections en perspective par le nombre de points de fuite pour

les directions des axes du repère

(le nombre d'intersections des axes de coordonnées avec le plan).

•

en général deux points de fuite (caméra verticale non parallèle à un des axes),

•

le troisième point de fuite n'augmente pas significativement le réalisme.

PROJECTION EN PERSPECTIVE 3/4

Propriétés géométriques des projections en

perspective

•

Les projections ne conservent pas le parallélisme des droites non parallèles au

plan de projection.

•

La taille d'un objet est inversement proportionnelle à sa distance au point de

projection :

|p(M) p(M')| =

d

0

. 1/

d

. |MM'|

PROJECTION EN PERSPECTIVE 4/4

Trois exemples de projections en perspective

Projection

sur un des plans du repère

d'un cube dont les

arêtes sont

parallèles aux axes du repère

•

avec un seul point de fuite (1),

•

cube plein avec deux points de fuite (2)

•

et cube plein avec trois points de fuite (3).

(21)

PROJECTION PARALLÈLE 1/5

Définition

L'image d'un point M par une projection parallèle sur le plan P d'axe D est

l'intersection de la droite parallèle à D passant par M avec le plan P.

PROJECTION PARALLÈLE 2/5

Deux types de projections parallèles

•

projection orthographique

lorsque la direction de projection est

perpendiculaire

au plan de projection,

•

projection oblique

sinon.

Propriétés géométriques des projections parallèles

•

Les projections parallèles conservent le parallélisme des droites.

•

Les projections parallèles conservent les rapports des distances selon une

direction donnée.

PROJECTION PARALLÈLE 3/5

Quelques projections orthographiques

Projections selon les axes

Vues

de face, de profil

et

de dessus

.

Angles et distances dans les plans parallèles aux plans du repère sont

conservés.

PROJECTION PARALLÈLE 4/5

Quelques projections orthographiques (suite)

Projections axonométriques

selon un plan qui coupe les axes.

Les distances sont modifiées dans un rapport constant sur chaque axe.

•

Si le plan de projection fait le même angle avec les trois axes, il s'agit d'une

projection

isométrique

.

(22)

AIG-3D.ps

Page 22

PROJECTION PARALLÈLE 5/5

Projection cavalière

•

La direction de projection fait un

angle de 45°

avec le plan de projection.

•

Les longueurs sont conservées sur les trois axes.

Figure

Table interpolators can be used to control simultaneously several values.

References

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