
Isometric projection is a method for visually representing three-dimensional objects in two dimensions in
technical
Technical may refer to:
* Technical (vehicle), an improvised fighting vehicle
* Technical area, an area which a manager, other coaching personnel, and substitutes are allowed to occupy during a football match
* Technical advisor, a person who ...
and
engineering drawing
An engineering drawing is a type of technical drawing that is used to convey information about an object. A common use is to specify the geometry necessary for the construction of a component and is called a detail drawing. Usually, a number of ...
s. It is an
axonometric projection in which the three
coordinate axes appear equally foreshortened and the angle between any two of them is 120 degrees.
Overview
The term "isometric" comes from the
Greek for "equal measure", reflecting that the
scale along each axis of the projection is the same (unlike some other forms of
graphical projection).
An isometric view of an object can be obtained by choosing the viewing direction such that the angles between the projections of the ''x'', ''y'', and ''z''
axes are all the same, or 120°. For example, with a cube, this is done by first looking straight towards one face. Next, the cube is rotated ±45° about the vertical axis, followed by a rotation of approximately 35.264° (precisely arcsin or arctan , which is related to the
Magic angle) about the horizontal axis. Note that with the cube (see image) the perimeter of the resulting 2D drawing is a perfect regular hexagon: all the black lines have equal length and all the cube's faces are the same area. Isometric
graph paper can be placed under a normal piece of drawing paper to help achieve the effect without calculation.
In a similar way, an ''isometric view'' can be obtained in a 3D scene. Starting with the camera aligned parallel to the floor and aligned to the coordinate axes, it is first rotated horizontally (around the vertical axis) by ±45°, then 35.264° around the horizontal axis.
Another way isometric projection can be visualized is by considering a view within a cubical room starting in an upper corner and looking towards the opposite, lower corner. The ''x''-axis extends diagonally down and right, the ''y''-axis extends diagonally down and left, and the ''z''-axis is straight up. Depth is also shown by height on the image. Lines drawn along the axes are at 120° to one another.
In all these cases, as with all
axonometric and
orthographic projections, such a camera would need a
object-space telecentric lens, in order that projected lengths not change with distance from the camera.
The term "isometric" is often mistakenly used to refer to axonometric projections, generally. There are, however, actually three types of axonometric projections: ''isometric'', ''
dimetric'' and ''
oblique''.
Rotation angles
From the two angles needed for an isometric projection, the value of the second may seem counterintuitive and deserves some further explanation. Let's first imagine a cube with sides of length 2, and its center at the axis origin, which means all its faces intersect the axes at a distance of 1 from the origin. We can calculate the length of the line from its center to the middle of any edge as using
Pythagoras' theorem . By rotating the cube by 45° on the ''x''-axis, the point (1, 1, 1) will therefore become (1, 0, ) as depicted in the diagram. The second rotation aims to bring the same point on the positive ''z''-axis and so needs to perform a rotation of value equal to the
arctangent of which is approximately 35.264°.
Mathematics
There are eight different orientations to obtain an isometric view, depending into which
octant the viewer looks. The isometric transform from a point ''a'' in 3D space to a point ''b'' in 2D space looking into the first octant can be written mathematically with
rotation matrices as:
where ''α'' = arcsin(tan 30°) ≈ 35.264° and ''β'' = 45°. As explained above, this is a rotation around the vertical (here ''y'') axis by ''β'', followed by a rotation around the horizontal (here ''x'') axis by ''α''. This is then followed by an orthographic projection to the ''xy''-plane:
The other 7 possibilities are obtained by either rotating to the opposite sides or not, and then inverting the view direction or not.
History and limitations
First formalized by Professor
William Farish (1759–1837), the concept of
isometry had existed in a rough empirical form for centuries.
[Charles Edmund Moorhouse (1974). ''Visual messages: graphic communication for senior students''.] From the middle of the 19th century, isometry became an "invaluable tool for engineers, and soon thereafter axonometry and isometry were incorporated in the curriculum of architectural training courses in Europe and the U.S."
[J. Krikke (1996).]
A Chinese perspective for cyberspace?
". In: ''International Institute for Asian Studies Newsletter'', 9, Summer 1996. According to Jan Krikke (2000)
[Jan Krikke (2000). "Axonometry: a matter of perspective". In: ''Computer Graphics and Applications, IEEE'' Jul/Aug 2000. Vol 20 (4), pp. 7–11.] however, "axonometry originated in China. Its function in Chinese art was similar to
linear perspective in European art. Axonometry, and the pictorial grammar that goes with it, has taken on a new significance with the advent of visual computing".
As with all types of
parallel projection, objects drawn with isometric projection do not appear larger or smaller as they extend closer to or away from the viewer. While advantageous for
architectural drawing
An architectural drawing or architect's drawing is a technical drawing of a building (or building project) that falls within the definition of architecture. Architectural drawings are used by architects and others for a number of purposes: to deve ...
s where measurements need to be taken directly, the result is a perceived distortion, as unlike
perspective projection, it is not how
human vision
Visual perception is the ability to detect light and use it to form an image of the surrounding Biophysical environment, environment. Photodetection without image formation is classified as ''light sensing''. In most vertebrates, visual percept ...
or photography normally work. It also can easily result in situations where depth and altitude are difficult to gauge, as is shown in the illustration to the right or above. This can appear to create paradoxical or
impossible shapes, such as the
Penrose stairs.
Usage in video games and pixel art
Isometric video game graphics are graphics employed in
video games
A video game or computer game is an electronic game that involves interaction with a user interface or input device (such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device) to generate visual fe ...
and
pixel art that utilize a
parallel projection, but which angle the
viewpoint to reveal facets of the environment that would otherwise not be visible from a
top-down perspective or
side view, thereby producing a
three-dimensional effect. Despite the name, isometric computer graphics are not necessarily truly isometric—i.e., the , , and axes are not necessarily oriented 120° to each other. Instead, a variety of angles are used, with
dimetric projection and a 2:1 pixel ratio being the most common. The terms " perspective", " view", "
2.5D", and "pseudo 3D" are also sometimes used, although these terms can bear slightly different meanings in other contexts.
Once common, isometric projection became less so with the advent of more powerful
3D graphics systems, and as video games began to focus more on action and individual characters.
However, video games utilizing isometric projection—especially
computer role-playing game
A computer is a machine that can be programmed to automatically carry out sequences of arithmetic or logical operations (''computation''). Modern digital electronic computers can perform generic sets of operations known as ''programs'', w ...
s—have seen a resurgence in recent years within the
indie gaming scene.
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See also
*
Graphical projection
References
External links
Isometric Projection
{{visualization
Graphical projections
de:Perspektive#Isometrische Axonometrie, nach DIN 5
it:Assonometria#Assonometria isometrica