Projection Model
Updated 2026-08-15
INTRODUCTION
English translation pending.
CORE DEFINITION
A projection model describes the rules by which points in space are mapped onto a plane. Orthographic projection casts parallel rays, which preserves measurements and is why engineering uses it for three-view drawings; perspective projection has rays converge at an eye, which makes near objects large and is why game engines use it; cartographic projections such as Mercator map the sphere onto the cylinder. The core proposition is that a projection is a deliberate trade, exchanging one kind of fidelity for another, and that every projection therefore distorts something. The key qualification is that the distortion is not optional, so a reader who forgets the projection reads the flat image as though it were the truth.
SCAFFOLDING EFFECT
Reduce cognitive load
- Pick The Trade: choose the projection that preserves what you need, accepting what it warps. - Multiply The Matrix: transform world coordinates into view coordinates with the projection matrix. - Read The Distortion: check what the projection is hiding before trusting the flat result.
Anchor fast decisions
A plane cannot hold three dimensions, so the mapping must collapse one, and the choice of what to collapse determines what the image preserves. Orthographic collapse keeps parallel lines parallel, which preserves length and angle at the price of looking flat. Perspective collapse keeps the rays converging at an eye, which preserves the look of depth at the price of measured length. Because the collapse is systematic, its distortion is predictable and can be compensated for, but only by a viewer who knows which projection was used.
MINIMUM ACTION
In progress 0/1Practice this model in one real situation:
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Source support: Explicit
- en.wikipedia.orghttps://en.wikipedia.org/wiki/Projection_pursuitverified
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