Perspective Projection in GLSL [Shaders Monthly #2]

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In Episode #2 of Shaders Monthly, we talk about perspective projection and how it is applied in a shader. The GLSL shader implementation is based on the following example from episode #1:

Here are links to the modified shader code that performs perspective projection:

00:00 Introduction
00:15 Pinhole Camera
01:40 Perspective Projection
05:02 Euclidean and Projective Space
06:25 OpenGL Pipeline
10:08 gluPerspective
12:16 Perspective Projection in OpenGL
14:38 GLSL Shader Implementation

Music: Left U Into - Otis McDonald (YouTube Audio Library)
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Hey, amazing presentation! It goes into all the details that other tutorials skip. Also must have taken considerable effort to make, so eternal thanks for that! I have a question about the near plane: At 2:20 you say the size of the image plane is fixed and we compute the image plane distance. But at 18:50 you can freely change the near plane. Which one is the desired behaviour? I can imagine issues when changing the near-plane e.g. to 0.

SirCobraXI
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gsn composer looks like amazing tool for studying CG concepts.

Septem
welcome to shbcf.ru