The thread: One machine used twice — page 4
A projector in the viewer's eye
A projector paints a wall along its own rays, so from the projector's own position the wall's shape is invisible — exactly, on a cylinder, on a dome and on a plane alike. Move a hand's breadth away and the residual is pixels. The one place a projector can stand and ignore the shape of what it is throwing onto is the eye of the person watching.
Mirrors that are not camerasThe corner that answers every eye
Three mirrors at right angles compose into the point inversion, so a ray entering leaves antiparallel to itself whatever direction it arrived from — a picture surface with no correct viewpoint because every viewpoint is correct. Tilt one face half a degree and the worst returning ray is out by exactly one degree, twice the error; the best is out by a twelfth of it, which is why a tolerance quoted from one measured ray is a statement about that ray.
What a machine computesA point at infinity is an ordinary vertex
Give a vertex a zero in its fourth slot and it stops being a point and becomes a direction — and the projection matrix draws it anyway, through the same multiply and the same divide, on that direction's vanishing point to seven trillionths of a pixel. Slide the eye ten metres and it does not move. Two of them bound a ground that reaches the horizon, where a ground drawn to ten kilometres stops a fifth of a pixel short.
The rectangle behind the lensTurning and travelling blur different worlds
A subject 8 m away crosses the frame at 4 m/s, and the camera keeps it sharp over a thirtieth of a second. Turn to follow it and every still thing blurs by the same 13.5 px, whatever its depth. Travel beside it and the still world blurs as one over its depth — 49 px at 2 m, 1.5 px at 64 m — while everything moving with the subject is sharp at every depth.
What survivesWhat a flat map leaves alone
A projectivity of the plane is eight numbers in a matrix, and reading them tells a reader nothing. What it does is decided by its fixed points, and there are exactly three cases: three isolated fixed points, or a whole line of them with one point off it, or a whole line of them with the point fallen onto it. The middle case has five numbers instead of eight and every point slides along a line, and it is what most of the maps this site builds turn out to be.
Light and mirrorsTwo lamps and one map
A flat object lit by two lamps casts two shadows, and one is the other scaled about a point — ratio 1.2509 here, carrying every point of the first outline onto the second to 1e-15 m. No rotation and no shear is available to it, because a projection between two parallel planes has its axis at infinity. And the ratio is exactly 1 when the two lamps are at the same height, which makes a pair of shadows a measurement of the lamps.
Where to standAn anamorph has one eye
From the design point exactly — a camera's single eye — the floor marks give the design back to sixteen decimal places. A head carries two eyes 63 mm apart, and neither of them is the design point. The difference between the disparity the floor gives and the disparity an upright board would give runs to 47 arcminutes, against a stereoacuity of a few tens of arcseconds. This is why pavement paintings are photographed.
Systems that kept the measureThe pond with its trees laid flat
An Egyptian garden pond is drawn in plan with its trees rotated outward about the bank they stand on. A rotation is an isometry, so every length in that drawing is exactly the length it is in the garden — zero error, not a small one. What is spent is the angle between any two faces, which reads 180° across every hinge and is 90° in the garden, and the four walls admit sixteen assemblies, so a reader supplies four bits to fold it back up.
The rectangle behind the lensA dolly zoom is a step and a zoom, and they meet at one depth
Step 1.5 m toward a subject 5 m away while shortening the lens to hold its size. Every mark moves along the line from the centre of the picture, to a ten-trillionth of a degree — outward if nearer than the subject, inward toward a limit if further, and not at all on the subject's own plane. The step and the zoom each move everything one way; the dolly zoom is where they cancel.
What a machine computesA shadow map's texels land by two distances and two cosines
A renderer finds its shadows by taking a second picture from the lamp and storing a depth in every texel. Each texel reaches the screen through the surface it falls on, and how many pixels it covers there is a closed form — two focal lengths, two distances and two cosines. From a lamp beside the eye every texel lands at 0.79 px; from a lamp 40 m ahead facing back, the same map lands texels of 8.69 px on the floor 5 m out.
Through water and glassThe wedge recovered with the camera
Admit the glass into the model and the fit finally has something left over. A two-degree wedge is invisible to a reading confined inside eighteen degrees of the axis — the fit calls the whole displacement a rotation of the camera and is right to — and by fifty-five degrees it comes back to 0.07 of a degree. What the picture does not separate is the ordinary glasses — assuming an index of 1.50 for a true 1.52 costs one per cent in the angle and 0.07 pixels of residual.
What survivesThree constructions, one map
A shadow cast on a floor, an anamorph painted on one, and a reflection in a mirror are usually treated as three different subjects, each with its own derivation and its own figure. Decomposed into their fixed points and lines, three of them are the same kind of map — a central collineation with a line of fixed points — and the fourth, a rectification, is not. That difference separates changing where a picture is seen from, from changing one picture into another.
Light and mirrorsA wire with a corner in its shadow
A bent wire has no corner anywhere on it, and its shadow has one. The lamps that do it are not a coincidence — they are a surface in the room, two-dimensional, made of the wire's own tangent lines, and a lamp being carried across the room passes through it.
Mirrors that are not camerasTwo mirrors are three cameras
A photograph with two mirrors in it holds three views of the scene from three places, at baselines of 2.90, 3.10 and 2.26 metres. Two of the three pairwise geometries are mirror pairs and are skew; the third is a rotation by twice the angle between the mirrors, and it is not new evidence — five numbers read off the print rebuild it to 9.4 × 10⁻¹⁴ pixels, where a general three-view arrangement needs eighteen.
The real instrumentNo design separates the two coefficients
Separating a squared term from a fourth-power one was supposed to need marks at radii far apart, which is a statement about where edges are placed. It is not: one straight edge already runs from 20 px to 326. Spreading ninety-six marks over three edges or sixteen changes the answer by 23 per cent, spreading the offsets makes it 19 per cent worse, and the correlation stays at −0.98 whatever is done. What a plumb-line calibration determines is one number, to 1.52 thousandths, and which number depends on the model.
What a machine computesA tilted span walks a staircase
A span along a banked floor's constant-depth direction is exact, and a renderer visits pixels rather than the span. Snapped to the grid, a 120 px span at a 20° bank costs 0.577 px where the same span along a page row costs 13.26 — twenty-three times better — and it never rises above 1.22 px at any bank. The price is bookkeeping: a band of twenty-four such spans draws 53 of its 1,368 pixels twice.
What survivesThe conic a circle becomes
A circle photographed is an ellipse, or a parabola, or a hyperbola, and which one is decided by a single incidence: whether the circle reaches the plane through the eye parallel to the picture. Not the lens, not the tilt, not how far away it is. The discriminant of the image agrees with that one test at every point of a sweep, and at the crossing it is zero to 1e-13.
Light and mirrorsThe edge of a shadow is drawn on the object
The outline of a cast shadow is the image of a curve, and the curve is on the caster. It is not painted there: it slides when the lamp moves, it is not the outline the camera sees, and the two coincide only in the arrangement where no shadow is visible at all.
Surfaces that are not flatThe pivot that is not the eye
A camera bolted to a tripod turns about the screw under its baseplate, and the light crosses somewhere else. Every ray of the panorama that results passes the pivot by e sin γ — the offset times the sine of how far off its own frame's axis the ray points — so the picture has a radius where a projection would have a point.
The rectangle behind the lensA camera on a bend is sharp on a circle
A camera car rounding a 50 m bend at 10 m/s, aimed into the bend, blurs the still world everywhere except at the bend's centre — and under a pixel from 42 m to 63 m along its axis. Off the axis the sharp place comes nearer as the cosine of the bearing, on the circle through the camera and the centre. Above the ground only the vertical line through the centre stays sharp. Aimed along the road, the camera has no sharp distance at all.
What a machine computesOne warped shadow map, and what it cannot reach
The lamp facing the eye needed a shadow map 9,530 texels square — 90.8 million texels — for none of them to land on the near floor larger than a pixel. Fitted to the floor and warped by one projective parameter, the same map needs 805 thousand; nothing can do better than one texel per pixel of the eye's picture, 148 thousand. What stays out of reach is not the cosine of a surface, which a warp absorbs, but two surfaces that want different densities along one ray from the lamp.
The real instrumentA known target sharpens the fit and does not separate it
Printed circles of stated size were supposed to break the −0.98 correlation between a lens's two radial coefficients, because a circle puts every mark at one radius and no straight edge can. They do not: every design of circles leaves the pair 0.979 to 0.9997 correlated, and for circles of known size the figure is exactly the cosine between r³ and r⁵. What a known target buys is precision — 3.8 times the straight edges' at the same budget — and only if its size in the picture is known to about a thousandth.
Light and mirrorsA hole is not preserved
The shadow of a connected object is connected — always, at every lamp position, and for a reason with no geometry in it. A hole survives in neither direction: a ring's shadow closes up at a computable tilt, and an object with no hole in it casts a shadow that has one.
What a machine computesA texture reaches the horizon as a rate
A ground drawn to infinity cannot carry a texture coordinate at its far corners, because a repeating texture has no coordinate there. It can carry a rate — so many checks per metre along the direction — and a second number that is 1 at points and 0 at directions. Interpolated like every other attribute and divided once, that pair is exact half a pixel from the horizon. Give the same corner a value instead and the ground is drawn in reverse perspective.