The Royal Spanish Academy (RAE ) recognizes three meanings of the term isometry . The first one refers to the equivalence or correspondence of measures .
In the field of geometry , the idea of isometry refers to link established by two figures that preserve the distances between the corresponding points . Isometry can be obtained through reflection, rotation or translation.
A figure register a isometric transformation in a plane when it maintains the equality of measures: that is to say that the change only implies a change of position, and not of size or shape. The initial figure and the final figure, then, are geometrically congruent and similar.
Isometric transformation requires the job With a coordinate system. This type of system allows the movement of a point in any direction, always staying in the plane in question.
Isometry, in this framework, is a projection form which is usually used in the technical drawing to represent scale. The isometric projection It helps to represent a three-dimensional object in two dimensions.
Video games have had a very close relationship with isometry, especially at the time of transition between two-dimensional and three-dimensional graphics. To explain the reasons and the techniques used we must go back to the first titles. Although there are examples of interactive applications belonging to the 60s that could be considered video game , the largest number of commercial and mass products arrived in the 80s, with a slow start a decade earlier. At that time, the characters and objects were drawn with pixels, that is, in two dimensions and in an absolutely static way.
A graphic made with pixels, it cannot be infinitely deformed without a loss of quality and definition: that is why when we expand or shrink it, the result is not very satisfactory. To fight against this limitation, vector graphics emerged, which depend on mathematical calculations to join pairs of points and form drawings of varied complexity. The main disadvantage they had was the absence of padding; Basically, it was about contours. However, as a benefit he offered the developers of yesteryear to take their first steps in the world of three dimensions.
The vectors resulted in the creation of basic shapes in three dimensions, calculating their position in three axes, but the lack of textures It made the result not so attractive after the initial impact. Let us not forget that the videogame industry is largely made up of artists, writers, artists and musicians, and such a hollow and poorly detailed finish was not adequate to bring their creations to life. It was then that isometry went into action.
When it was still too early to calculate the deformation of complex and textured three-dimensional objects in real time, some video game developers began to create three-dimensional worlds with two-dimensional resources, that is, with pixel-based graphics. How did they get it? Well, basically there were two paths: to create the scenes in three dimensions and "photograph them", to obtain the drawings in two dimensions; create scenes directly in pixels taking this false perspective into account.
Isometry, on the other hand, is a concept that is used in the field of medicine and of the physical education to name a muscle contraction that does not cause the muscle to shorten. The isometric contraction , in this way, it implies that there is no muscle shortening: its effect is an increase in tone.
The isometric exercises In this context, they consist of tensing a muscle and keeping it in the same position, keeping the tension . These exercises are recommended for those who are recovering from an injury that had limited range of motion.