Show HN: Reverse perspective camera for OpenGL (Three.js)
13 days ago
- #Reverse Perspective
- #Projection Matrix
- #OpenGL
- Custom OpenGL projection matrix enables smooth transitions between direct perspective, orthographic, and reverse perspective.
- Projection type is defined by the inclination angle of a projection ray: p > 0 (direct), p = 0 (orthographic), p < 0 (reverse).
- A focus plane is introduced between near and far clip planes, remaining constant in size during projection changes.
- The projection matrix is defined with the camera at the center of the focus plane, with near < 0 and far > 0.
- The projection matrix form includes parameters Sx, Sy, A, B, and p, where A and B map z-coordinates to clip space.
- Animated models from three.js examples are used, loaded at runtime from the three.js repository.