Perspective Projection: Field of View, Aspect Ratio and Clipping
This lesson is part of the course
In this lesson
You turn the field of view into a focal factor, divide by depth to project every point, correct x for the wide screen and flag points outside the near and far planes.
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Lessons in this course
- Points & Meshes: Vertex Tables, Face Tables and Lookups Locked
- Model Transforms: Scale, Rotate, Move – and Why the Order Matters Locked
- Camera Space: Moving the World in Front of the Camera Locked
- Perspective Projection: Field of View, Aspect Ratio and Clipping Locked
- Screen Mapping: From Normalised Coordinates to Pixel Columns and Rows Locked
- Back-Face Culling: Signed Areas Decide Which Faces Are Drawn Locked
- Depth Buffer: The Nearest Fragment Wins Locked
- Capstone – Flat Shading, Grey Levels and the Frame-Time Budget Locked