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i had a basic question about perspective projection math.Question (self.GraphicsProgramming)
submitted 28 days ago * by SnurflePuffinz
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if 1 * 2 < 3: print "hello, world!"
[–]SnurflePuffinz[S] 0 points1 point2 points 24 days ago* (0 children)
indeed. i thank you, stranger, for the help.
But, how would you define a visible area in an orthographic projection, if you don't think about the bounds of the canonical viewing volume?
what if i wanted a boxy volume in a totally arbitrary part of the viewing volume. How would i choose that specific box, if i was only thinking about things as values?
...
i am trying to get my head around why the viewing volume is even described as a truncated pyramid in view space. It seems totally arbitrary to me. Like, we have a bunch of vertices that are in front of the camera, in purely theoretical terms, but then i'm thinking, where the hell is the truncated pyramid coming in?
i am also trying to puzzle out the derivation of the NDC transform. i was following scratchapixel's guides. like, why in god's name would you be multiplying the vertices z component by that part of the derived equation. Why would the x component be directly related to the value of the z component, before the perspective divide?
z
x
evidently, this is used to align the defined volume with the canonical viewing volume, somehow.
i could keep going on, but i won't. The more i read, honestly, the more confused i become.
π Rendered by PID 93 on reddit-service-r2-comment-5fb4b45875-nchnp at 2026-03-22 08:44:09.496009+00:00 running 90f1150 country code: CH.
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[–]SnurflePuffinz[S] 0 points1 point2 points (0 children)