Isometric projection

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Isometric projection is a method of visualization used in technical drawing and computer graphics to represent three-dimensional objects in two dimensions. It is a form of orthographic projection, where the three coordinate axes appear equally foreshortened and the angle between any two of them is 120 degrees. This projection is used by engineers, architects, and artists to create a pictorial drawing of an object, where the dimensions along the three axes are kept proportional but the depth of the object is conveyed in a way that does not distort the dimensions.

Overview[edit | edit source]

In isometric projection, the most distinguishing feature is that the vertical scale is not distorted, while the horizontal scales are projected at an angle of 30 degrees to the horizontal plane. This creates a visually appealing and relatively accurate representation of the object in three dimensions. It simplifies the process of visualizing complex shapes and is particularly useful in the fields of architecture, engineering, and video game design.

Technical Aspects[edit | edit source]

The term "isometric" comes from the Greek for "equal measure," reflecting that the scale along each of the three axes is the same. This equality of scale helps to maintain the proportions of the object being drawn, making isometric drawings particularly useful for technical applications where accuracy is important.

Calculation[edit | edit source]

To create an isometric projection, a three-dimensional object must be rotated along its axes. The rotation angles are typically 35.264 degrees about the horizontal axis and 45 degrees about the vertical axis. After rotation, the object is then projected onto a two-dimensional plane through a process called orthographic projection. This results in the distinctive isometric view.

Applications[edit | edit source]

Isometric projection is widely used in various fields:

  • In engineering and architecture, it helps in visualizing mechanical parts, buildings, and complex assemblies.
  • In video games, especially those that require a three-dimensional look while being constrained to two-dimensional gameplay.
  • In graphic design and illustration, where it provides a unique perspective for artworks.

Advantages and Disadvantages[edit | edit source]

Advantages[edit | edit source]

  • No distortion in the scale along the axes, making measurements more straightforward.
  • Provides a clear representation of complex objects.
  • Easier to create than true three-dimensional models, especially before the advent of powerful 3D modeling software.

Disadvantages[edit | edit source]

  • Can be confusing without prior experience, as objects do not diminish in size with distance as they do in perspective drawing.
  • It is not always easy to distinguish between front, back, and sides of an object.

Comparison with Other Projections[edit | edit source]

Isometric projection is often compared with other types of projections like perspective projection, where objects appear smaller as they are further away, and oblique projection, where the side facing the viewer is projected orthographically, and the other sides are drawn at a particular angle.

See Also[edit | edit source]

References[edit | edit source]


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Contributors: Prab R. Tumpati, MD