Perspective Projection Matrix and Depth
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- Опубликовано: 7 фев 2025
- Shows perspective projection and how the view frustum with the near and far plane determine the z depth values for the depth test and depth buffer. Perspective projection compresses the 3D scene into 2D coordinates with depth.
I cannot thank you enough for these videos I have watched many videos about OpenGL but none of them explain the concepts as good as you do
I enjoy these videos, they are informative, thanks a billion. Keep them coming.
This playlist is awesome!
Why is the camera in between the near and far plane?
it's not between the near and far plane, it's behind them
the camera is sitting at (0,0,0), the near plane starts at z=0.01 which is just ever so slightly in front of the camera, and the far plane is z=1000, which is very far away.
the projection matrix needs to squish everything that is between z=0.01 and z=1000 to z=-1.0 and z=1.0, since, as you remember from previous 2d videos, these are the coordinates opengl actually understands.
and since it squishes everything to z=[-1.0, 1.0], the visualizer tool makes it look like the object is behind the camera.
it's just that the visualizer tool always considers the coordinates of visualized objects as opengl coordinates, which are different from the coordinates of actual 3d objects.
THANK YOU JAMIE
This video is not in the github list. There is no code for this tutorial.
You sound like Trent Reznor.