To build a Virtual Reality (VR) experience, a virtual world is created to contain geometric models. With reference to the origin \(O\), every point in the virtual world is represented as coordinates \(\left( x,y,z \right)\). Perspective projection is a technqiue used to project points in the virtual world onto a virtual screen while respecting the scaling properties of objects at various distances. Getting this right in VR helps in the perception of depth and scale. In addition, only points that lie within a zone in front of the eye positioned at \(O\), known as the viewing frustum (see Fig. 1), will be projected onto the virtual screen.

In Fig. 1, a triangular object \(ABC\) in the viewing frustum with \(A\left( 36,36,12 \right)\) and \(B\left( 24,48,72 \right)\) is projected onto the virtual screen to give an image of \(A'B'C'\). It is given that the coordinates of \(A'\) are \(\left( 3,3,1 \right)\) and the line that passes through \(A'\) and \(B'\) is parallel to the vector \(2\mathbf{i}+\mathbf{j}-2\mathbf{k}\).
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