The Math behind (most) 3D games - Perspective Projection

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  • เผยแพร่เมื่อ 9 พ.ค. 2024
  • Perspective matrices have been used behind the scenes since the inception of 3D gaming, and the majority of vector libraries will have built-in helper functions to construct them for you. But what if you wanted to know the reasoning behind how these matrices are constructed.
    I start off with a brief introduction of computer graphics and the key ideas behind 3D rendering. I differentiate between Image Order Rasterization typically used by Ray tracers, and object order rasterization as used in most video games. I then present an animated walkthrough showing the full derivation of both the orthographic and perspective projection matrices.
    My derivation here is focused on the Vulkan API, but the reasoning applies just as well to other API's such as OpenGL or direct X, with the only notable differences being the size of the canonical viewing volumes, and the handedness and conventions of the xyz coordinate systems.
    0:00 How does 3D graphics work?
    2:05 Image versus object order rendering
    2:51 The Orthographic Projection matrix
    5:17 The perspective transformation
    7:08 Homogeneous Coordinate division
    8:27 Constructing the perspective matrix
    10:29 Non-linear z depths and z fighting
    11:30 The perspective projection transformation
    ** Resources **
    Fundamentals of Computer Graphics by Peter Shirley & Steve Marschner
    www.songho.ca/opengl/gl_projec...
    matthewwellings.com/blog/the-...
    www.insider.com/pixars-animat...
    * Attributions*
    Ray tracing graphics cards - Photo by Nana Dua from Pexels
    Rubiks cube - Photo by Mathias P.R. Reding from Pexels
    Ray tracing in video games - www.digitaltrends.com/gaming/...
    en.wikipedia.org/wiki/Line%E2...

ความคิดเห็น • 249

  • @BrendanGalea
    @BrendanGalea  2 ปีที่แล้ว +108

    For those of you who have been following the vulkan tutorial series, this video is a slight departure from the normal format. The coding portion for the tutorial will be released separately as soon as I’m finished. Future tutorials will return to the more typical structure, with code and theory interleaved. Enjoy!

    • @yaircambordamorocho4506
      @yaircambordamorocho4506 2 ปีที่แล้ว +5

      i loved the Homogeneous Coordinates Hero 😂

    • @BrendanGalea
      @BrendanGalea  2 ปีที่แล้ว +1

      @@yaircambordamorocho4506 hahaha thank you :)

    • @y.m.o6171
      @y.m.o6171 2 ปีที่แล้ว +6

      I really like the way you explain the theory behind these computer graphics topics without mudding with the programming part.

    • @olegartamonov3439
      @olegartamonov3439 2 ปีที่แล้ว +3

      Amazing design of video, very accessible and interesting explanation, thanks a lot.

    • @dexterman6361
      @dexterman6361 2 ปีที่แล้ว +1

      Crystal clear as usual! Now I know what z-fighting really means! Take that wikipedia!

  • @func8211
    @func8211 2 ปีที่แล้ว +268

    Cleanest description of the math behind view projection I've seen! Nice.

    • @Enaku
      @Enaku 2 ปีที่แล้ว +7

      Agreed! I've been reading and watching almost everything I can find on the topic and this is by far the best explanation I've seen to date.

    • @NoahDove-ei8in
      @NoahDove-ei8in 6 หลายเดือนก่อน +3

      WHAT THE FUCK IS HAPPENING GOD HELP THE MATHS IS HELL, KILL ME NOW.

  • @ammonwolfert
    @ammonwolfert 6 หลายเดือนก่อน +60

    I’m writing a rendering engine from scratch in C and this was exactly the resource I was looking for. Wonderful visualization and explanation!

    • @Stratelier
      @Stratelier 5 หลายเดือนก่อน +6

      I remember, when first learning programming I tried to get (any level of) 3D rendering to work, and discovering the math of perspective transformation (e.g. x1/z1 = x2/z2, thus x(screen) = x(world) * (z1 / z2) ) was a critical breakthrough. Even if the only thing I could actually code with it was an imitation of the "starfield" Windows screen saver.

    • @kmsskyquake7330
      @kmsskyquake7330 4 หลายเดือนก่อน

      question : are you using SDL ?

    • @mackaygrange3072
      @mackaygrange3072 26 วันที่ผ่านมา

      I’m working on the same project with SDL and quaternions right now and it has been a whole rabbit hole to dive into!

  • @alexanderheim9690
    @alexanderheim9690 ปีที่แล้ว +50

    After watching 3blue1browns "Essence of Linear Algebra" Playlist, taking the linear algebra module in my university AND watching this video I was finally able to implement these concepts all while deriving the used methods by myself too. Thanks for this awesome video

    • @BrendanGalea
      @BrendanGalea  ปีที่แล้ว +6

      Thank you!! glad you found it helpful!

  • @pedro_soares_bhz
    @pedro_soares_bhz 3 วันที่ผ่านมา

    Wow, these drawings are so cool, they have a 2000's vibe. Nice.

  • @bellanthea
    @bellanthea ปีที่แล้ว +64

    Thank you for this video!! I don’t code much, but I love art and math and was so curious on the math behind game engines / 3d graphics and wanted to see how close or far off my guesses were. this makes me want to code!

    • @BrendanGalea
      @BrendanGalea  ปีที่แล้ว +9

      Thank you so much. Comments like this are what keeps me motivated to keep making videos.

  • @lavz24
    @lavz24 ปีที่แล้ว +2

    Found this, Great explanation this topic was killing me, I was not able to understand it before where they get the values and a visual representation of it. You have everything. Great job!

  • @guitarvoicing
    @guitarvoicing ปีที่แล้ว +20

    Another master piece of 3d explanation. I really never understood well the black magic of the perspective matrix. It was in somehow just diving by z. Yet, your explanation is so clean and so perfect. It makes it really easy to understand. Please post more tutorials like these. You should definitely write a book about it too.

  • @AlexGomes09
    @AlexGomes09 ปีที่แล้ว +6

    Beautiful, right to the point. Not a lot of extra theory. Easy to follow and understand. Keep them coming 🙏

  • @PBrrtrn
    @PBrrtrn 2 ปีที่แล้ว +5

    Absolutely loved this explanation and would recommend it to anyone trying to understand the nuts and bolts of graphics programming.

  • @krumss
    @krumss 2 ปีที่แล้ว +1

    Very well explained!! Good work!! Look forward to your game engine and computer graphics series!!

  • @ssopkc_venom
    @ssopkc_venom ปีที่แล้ว

    Probably the best in depth tutorial i have ever seen on TH-cam for graphics rendering. Even better than Cherno IMO

  • @rootKLM
    @rootKLM 2 ปีที่แล้ว +9

    Two videos in a week! So glad you're making this series, I was struggling a lot with the vulkan documentation before I found your videos!

  • @Josh-kh1zp
    @Josh-kh1zp 2 ปีที่แล้ว +2

    This is amazing!! I always wondered what was behind it, great Job!

  • @zarblitz
    @zarblitz 3 หลายเดือนก่อน

    This video on its own is incredible, educational, and just all around superb. I learned so much and tied together so many loose ends I had dangling in my brain because of this video. Thank you.

  • @kipchickensout
    @kipchickensout ปีที่แล้ว

    This simultaneously looks easily and neatly explained and not understandable at all without an already pretty advanced level

  • @aaaakko139
    @aaaakko139 หลายเดือนก่อน

    Even though I thought I had already understood this before I watched, I still learn something from it. Thanks for making this video, I think it's the clearest one about how to get the Perspective Projection

  • @tomatrix7525
    @tomatrix7525 2 ปีที่แล้ว +21

    This is very very very good. I’ve seen too many people code in opengl etc without really understanding what is going on. Sure it works, but this intuition as to what these matrices are doing is good

  • @sardaou3944
    @sardaou3944 ปีที่แล้ว +1

    The best mathematical explanation. In most cases, the equations come out of the blue like from the magician's hat. Thank you very much

  • @zilch.scienta
    @zilch.scienta ปีที่แล้ว

    THIS WAS SO AWESOME! Keep up the great work!

  • @Skeffles
    @Skeffles หลายเดือนก่อน +1

    Brilliant video. I did a computer graphics course a few years ago and we never actually went into what makes the matrix. Thanks for explaining it!

  • @Director414
    @Director414 8 หลายเดือนก่อน +1

    Awesome video! Thanks a lot for this!

  • @jemmrich
    @jemmrich 9 หลายเดือนก่อน +1

    Just wow. Fantastic explanation!

  • @r.d.6536
    @r.d.6536 5 หลายเดือนก่อน

    Wow, thank you so much for explaining these topics so well!

  • @isshintheguy4172
    @isshintheguy4172 5 หลายเดือนก่อน

    I have exactly no background in computer graphics, only linear algebra. Your video is masterful in its explanation. I find the tempo of your speech helps alot!

  • @abdelmajidkansoussi6904
    @abdelmajidkansoussi6904 หลายเดือนก่อน

    The best explanation of perspective projection. Thank you

  • @philipbutler
    @philipbutler ปีที่แล้ว

    homogeneous coordinates swooping in lmao. Great video! I've been meaning to understand this better for about a year now and finally searched it up and I'm thrilled to have found this, perfect for my level.

  • @allesfresser0
    @allesfresser0 2 ปีที่แล้ว +2

    This channel is just awesome! Thank you so much.

  • @janoskovacs9406
    @janoskovacs9406 2 ปีที่แล้ว +1

    Thank you very much! I needed to rewind parts of the video to fully digest the idea, but finally i did. :) Please, keep up the quality work!

    • @BrendanGalea
      @BrendanGalea  2 ปีที่แล้ว +1

      Ya Ive gotten some good feedback that maybe I went a little fast 😅 but really glad you were able to get it! This has definitely been the hardest video for me to make so far

  • @mrshodz
    @mrshodz 2 ปีที่แล้ว +1

    great explanation. i love the visuals; it makes it so much easier to understand.

    • @BrendanGalea
      @BrendanGalea  2 ปีที่แล้ว

      Thank you!! this was definitely the hardest video I've yet to make.

  • @madelinevandergriff2408
    @madelinevandergriff2408 2 ปีที่แล้ว +4

    Time to drop everything for the new Brendan Galea video, love your stuff man!

  • @stef8776
    @stef8776 9 หลายเดือนก่อน +8

    I’m working on a career change right now, going back to school in the near future for an MS in CS with hopes to be a graphics engineer. I’m reviewing all the prerequisite math right now so having an understanding of what kind of math I’ll need to learn in the future is very helpful. Even though I didn’t really understand 95% of this it was still a great video 😁

    • @BrendanGalea
      @BrendanGalea  9 หลายเดือนก่อน +2

      Thanks and best of luck with your studies!!

    • @codejunki567
      @codejunki567 8 หลายเดือนก่อน

      Just a question, do you have relevant CS or math experience? Because just going "I want to program 3d space vectors" is not something the average Joe just gets up and does?

    • @stef8776
      @stef8776 8 หลายเดือนก่อน +1

      @@codejunki567 no I don’t, that’s why I’m going back and taking all the prerequisites before doing the grad program. I have to do calc 1, 2, linear algebra, physics, C++ programming, etc. I’ve done a lot of Python, R and SQL but that’s not really relevant. Believe me, I understand how difficult is and how much I have left to learn. I probably won’t be able to start the grad program for another year and half or so.

    • @Dom-zy1qy
      @Dom-zy1qy 5 หลายเดือนก่อน

      ​@@stef8776honestly if it's something you're interested in it's not very difficult. I think people who complete certain qualification programs try to oversell it's difficulty.
      As a complete average Joe myself I haven't really had problems with the maths side of 3d graphics. It's actually helped me improve my intuitive understanding of certain concepts.
      If you enjoy the work, you'll be thinking about it enthusiastically when you're out and about, going on a walk, doing whatever. When things are on your mind out of pure intrigue, you are probably in the right field and will definitely succeed.

  • @Karmush21
    @Karmush21 4 หลายเดือนก่อน

    Thank you so much for this video! Finally made me understand the perspective projection matrix

  • @zdspider6778
    @zdspider6778 ปีที่แล้ว +15

    12:33 The vertical FOV is actually the angle from the center to the top (or center to the bottom, same thing). It's a half angle. Hence the theta/2.

    • @everestgjonaj
      @everestgjonaj หลายเดือนก่อน

      Also the the height he marks at the illustration should be height/2.

  • @RogerValor
    @RogerValor 4 หลายเดือนก่อน

    never knew there is even so much more math beyond the math that my simulation itself needs, but it finally explains a lot

  • @mohsinmd2662
    @mohsinmd2662 2 ปีที่แล้ว +1

    so clear and crisp. Thanks for this video

  • @leiwang1566
    @leiwang1566 2 ปีที่แล้ว +1

    It's very useful and eay to understand, thank you for your work.

  • @gvcallen
    @gvcallen 2 ปีที่แล้ว +1

    Honestly I've probably watched this video around 4 times. Best explanation on the topic and a super good reference to hold on to. Thanks a lot!

  • @user-fy4iq6if4z
    @user-fy4iq6if4z 2 ปีที่แล้ว +2

    Man you saved my life. I was cramming my 3D book and completely lost in projection stuff then found your vid. Thank you so much aa

    • @user-ri2ms2mm7w
      @user-ri2ms2mm7w ปีที่แล้ว

      My friends, search for your life purpose, why are we here?? I advise you to watch this series and this video 👇 as a beginning to know the purpose of your existence in this life th-cam.com/play/PLPqH38Ki1fy3EB-8xmShVqpbQw99Do2B-.html
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  • @void-fp9hq
    @void-fp9hq ปีที่แล้ว +1

    Thank you! Amazingly helpful video!!!

  • @animationmann6612
    @animationmann6612 6 หลายเดือนก่อน

    This is a Beautiful Explanation

  • @reengineer2497
    @reengineer2497 9 หลายเดือนก่อน +1

    thank you so much for the explanation. thanks to you I also understood new things about z-fighting.

  • @ntsakoselaule8646
    @ntsakoselaule8646 2 ปีที่แล้ว +1

    Love your explanations man, you make the documentation easy S/o

  • @samarthtandale9121
    @samarthtandale9121 11 หลายเดือนก่อน

    Nice Explanation video !!! Somehow I had to watch in 2x to not get distracted and understand better

  • @ajaykumar-qw3qr
    @ajaykumar-qw3qr 2 ปีที่แล้ว +1

    Very nice and detailed explanation. Thank you for the video.👏

    • @BrendanGalea
      @BrendanGalea  2 ปีที่แล้ว +1

      Glad it was helpful! Thanks!

  • @SreyRc
    @SreyRc 2 ปีที่แล้ว +1

    Excellent video! Can't thank you enough!

  • @Lazullien
    @Lazullien ปีที่แล้ว +5

    this is the type of stuff you understand when you're learning it, but when you're programming it makes you wanna die

    • @BrendanGalea
      @BrendanGalea  ปีที่แล้ว +5

      Hahaha ya exactly. The main problem is that you rarely get useful error messages as feedback. Things will just look wrong.
      My first school project working on projection matrices I was passing in the matrix in row major order and didn’t realize OpenGL wanted column major… took me hours to figure that one out

    • @jayocaine2946
      @jayocaine2946 4 หลายเดือนก่อน

      @@BrendanGalea any tips for getting my brain to actually work with all these different orderings? It's 99% of what i spend my time debugging in my brain

  • @theRPGmaster
    @theRPGmaster 2 ปีที่แล้ว +5

    Thanks again for continuing the series! I have something important (potentially) to add about future 3D animations:
    the cube demo ran poorly for me, low framerate, creating an ugly jitter. Unusual, since my hardware is fairly fast. Fixed it by disabling the "apidump" layer I had defined in the "VK_INSTANCE_LAYERS" system environment variable. However, this made my framerate skyrocket to above 3000 FPS, making the spinning cube become an imperceivable blur. Your demo implementation is framerate dependent, I have since created a lightweight way to measure timing (delta) and adjust the speed of animations to any system. Just thought I should remind you of this just in case. I can provide my implementation if you'd like to use it.
    Edit: having apidump enabled will not only slow you down, but also spam the console on every api call. Hope it helps. Sorry for the long post!

    • @BrendanGalea
      @BrendanGalea  2 ปีที่แล้ว +4

      Ya this is something I should have mentioned. The easiest way to limit frame rate for now is update the chooseSwapPresentMode function in the swapchain by commenting out the mailbox present mode, and using FIFO (vsync).
      Your solution is the ultimately correct one, where the game loop needs some timing mechanism. We'll cover the different methods of game loop timing pretty soon.

  • @kodesafi
    @kodesafi 10 หลายเดือนก่อน

    I really really needed this video. Thank you !!!!!

  • @torljungberger2486
    @torljungberger2486 2 ปีที่แล้ว +1

    I think i finally get it! Thank you for this video

  • @australianoz
    @australianoz 9 หลายเดือนก่อน

    One question, the vertical field of view as you display considers the view center point to be at Y = 0 and not at h/2, thus theta is incorrect in your statement, or did i miss something? (Coming from a bloke who used to have to draw these projections on paper back in the early 80's).

  • @YashBhalgat
    @YashBhalgat 2 ปีที่แล้ว

    I have been searching for a clear explanation of NDC system and the projective transformation. This is such a good video with illustrations that explain the concepts beautifully!

  • @AmaanHasanDilawar
    @AmaanHasanDilawar ปีที่แล้ว

    This is what I was looking for...thank you.♥♥

  • @anonymous-random
    @anonymous-random หลายเดือนก่อน

    This is a masterpiece. Thx!

  • @joyceji6400
    @joyceji6400 5 หลายเดือนก่อน

    Amazing video to learn 3d projection!!

  • @Ryco117
    @Ryco117 2 ปีที่แล้ว +2

    Thank you very much for making this quality tutorial series, I've been following along slowly for some time and really appreciate the detail and clarity. I will say that, for me personally, the videos which focus more on the mathematical background are less useful, but I may not be representative of the audience; just thought the feedback could be useful.
    Looking forward to more lessons!

    • @BrendanGalea
      @BrendanGalea  2 ปีที่แล้ว +1

      Thank you! And I appreciate the feedback. It's good to know what's working for some people and what isn't. Well, some good news then is this is the most math heavy video for the foreseeable future. Tutorial 14 will have just a bit more and then it's predominantly coding after that point.

    • @dexterman6361
      @dexterman6361 2 ปีที่แล้ว +5

      @@BrendanGalea Might wanna do a poll, I enjoyed this video! Helps me understand why I put in a matrix, without blindly copy-pasta-ing it :) I personally prefer both!

    • @BrendanGalea
      @BrendanGalea  2 ปีที่แล้ว

      @@dexterman6361 - ya that's a good idea. Something I'll have to think about

    • @user-ri2ms2mm7w
      @user-ri2ms2mm7w ปีที่แล้ว

      My friends, search for your life purpose, why are we here?? I advise you to watch this series and this video 👇 as a beginning to know the purpose of your existence in this life th-cam.com/play/PLPqH38Ki1fy3EB-8xmShVqpbQw99Do2B-.html
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  • @emteiks
    @emteiks 2 ปีที่แล้ว

    how different would be this perspective projection matrix for OpenGL ? it is having -z...z range so i assume it will be different on z component of the matrix

  • @openroomxyz
    @openroomxyz 2 ปีที่แล้ว +1

    Thanks! Very good explenation.

  • @MKULTRA_Victim_
    @MKULTRA_Victim_ 9 หลายเดือนก่อน

    Currently learning basic math, but I watched this whole video for some reason and I really hope that someday I can understand it.

  • @tokyospliff
    @tokyospliff 2 ปีที่แล้ว +1

    That intro omfg 🔥🔥🔥🔥

  • @rouge97r
    @rouge97r 2 ปีที่แล้ว

    Just wow, thank you so much!!

  • @alonsomartins712
    @alonsomartins712 ปีที่แล้ว +1

    Era exatamente esse tipo de vídeo que eu tava procurando. Muito obrigado!! 👏😁 ➕1 subscriber!

  • @blender6895
    @blender6895 5 หลายเดือนก่อน

    thanks for great explaination

  • @ColonelJ1
    @ColonelJ1 2 ปีที่แล้ว

    I'm a bit confused. In the first example, the origin "orthographic view volume" is in world-space? Therefore this is valid for a camera looking down the z-axis, but if you wanted to have a camera looking towards anywhere you would need to add a rotation matrix in there right?

  • @robertomontalti3064
    @robertomontalti3064 8 หลายเดือนก่อน

    I don't know why, but every explanation online of how and why the z order is preserved ends up in a shady and not very explanatory way. At 10:35 you literally made me get it instantly! thank you for this great content, keep it up brother!

  • @silver-zero
    @silver-zero 2 ปีที่แล้ว +1

    thank you so much for this

  • @tomaszstanislawski457
    @tomaszstanislawski457 ปีที่แล้ว +7

    I think that both OpenGL and Vulkan use right-handed coordinate axis. The coordinates just differ by rotation by 180 degrees around x axis.

  • @Sir_Pickle
    @Sir_Pickle 2 ปีที่แล้ว +1

    Amazing again, was nice to get to some theory.

    • @user-ri2ms2mm7w
      @user-ri2ms2mm7w ปีที่แล้ว

      My friends, search for your life purpose, why are we here?? I advise you to watch this series and this video 👇 as a beginning to know the purpose of your existence in this life th-cam.com/play/PLPqH38Ki1fy3EB-8xmShVqpbQw99Do2B-.html
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  • @Enaku
    @Enaku 2 ปีที่แล้ว +2

    Brendan, you're a gem.

  • @simgamedev6423
    @simgamedev6423 2 ปีที่แล้ว +2

    Thank you so much!

  • @abdullahpatel2120
    @abdullahpatel2120 5 หลายเดือนก่อน +1

    Right...
    Definitely understood what being said.

  • @rutvikpanchal466
    @rutvikpanchal466 2 ปีที่แล้ว +3

    New video, Awesome!

  • @xanderlinhares
    @xanderlinhares 8 หลายเดือนก่อน

    If you use the right-hand rule with X pointing to the right and Y pointing up, positive Z goes into the screen and -Z goes out. If that matches up, it is right-handed. Otherwise it is left.

  • @florisvanderhout2675
    @florisvanderhout2675 2 ปีที่แล้ว +2

    wow this is amazing thank you very much

    • @user-ri2ms2mm7w
      @user-ri2ms2mm7w ปีที่แล้ว

      My friends, search for your life purpose, why are we here?? I advise you to watch this series and this video 👇 as a beginning to know the purpose of your existence in this life.. th-cam.com/play/PLPqH38Ki1fy3EB-8xmShVqpbQw99Do2B-.html
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  • @pavelperina7629
    @pavelperina7629 ปีที่แล้ว

    Interesting. I've tried to derive it using transform to ortogonal frustum first (far goes to one, near goes to near/far) and then solving equations to open the wedge and map right, near point to 1,0.
    One slight inaccuracy is z buffer precision. It's from times when z buffer was stored as fixed point number. Today it can be switched to floating point. Also range can be both -1 to 1 or 0 to 1 in modern OpenGL and z test can be negated.

  • @ESCAcarlos
    @ESCAcarlos ปีที่แล้ว

    awesome video!

  • @Dannnneh
    @Dannnneh ปีที่แล้ว

    Valuable videos.

  • @sha-2564
    @sha-2564 2 ปีที่แล้ว

    Good job man

  • @stellarmagic3316
    @stellarmagic3316 ปีที่แล้ว

    All that Math Library Programmed in the Engine is Insane. Layers and Layers of Codes writing New Codes to render the output, Just like Neural Network!

  • @pontosinterligados
    @pontosinterligados 8 หลายเดือนก่อน

    I have a 3x4 matrix obtained from a camera calibration method. The matrix includes the intrinsic and extrinsic of the camera but not really a model view projection matrix. How do I dare to convert this raw matrix into a 4x4 projection matrix?

  • @soolydooly1234
    @soolydooly1234 5 หลายเดือนก่อน

    finally a tutorial that actual explains the maths

  • @romanshvayko211
    @romanshvayko211 2 ปีที่แล้ว +2

    Amazing

  • @aj-uo3uh
    @aj-uo3uh ปีที่แล้ว

    This is actually a general derivation that holds for a skewed view frustrum. The picture shows a regular frustrum. Skewed frustra you need when you want to make a huge picture so that you have to chop up the initial regular frustrum.

  • @musikosv
    @musikosv ปีที่แล้ว

    Great video, ty!!!

  • @tapewormerbinkosti3141
    @tapewormerbinkosti3141 ปีที่แล้ว

    Thank you so much! You explained everything I needed.

  • @DaminGamerMC
    @DaminGamerMC 2 ปีที่แล้ว +1

    Amazing!

  • @jungwisely1137
    @jungwisely1137 5 หลายเดือนก่อน

    Great video, making LA way more interesting to me personally

  • @Aurora12488
    @Aurora12488 24 วันที่ผ่านมา

    This is almost the perfect derivation of perspective projection (especially since it includes both the off-axis and FOV versions!). However, I wish you would have talked more about why applying the first perspective transform gets us into a space that allows for trivially transforming with the orthographic projection matrix. It doesn't seem intuitive to me. Firstly, I think it would have helped to emphasize that multiplying by n and dividing by z actually turns the slanted edge of the frustum into the right-angled straight edge of the desired rectangular prism because everything on that will end up landing at the exact same x value (or y, for the top, respectively). Secondly, however, we should note that what we get after multiplying with our perspective matrix is *not* a 3D rectangular prism, since its components haven't been divided by the w component (i.e. z value) yet. It's a seemingly somewhat arbitrary 4-dimensional entity, and so it's unclear from my limited linear algebra skills why doing the perspective divide and then applying the orthographic projection is equivalent to doing the orthographic projection and then the perspective divide. There seems to be a deeper "truth" to homogeneous coordinate equivalence that is more than just a notational convenience. If you had touched a little on that, this would have been the de-facto, perfect explanation.

    • @Aurora12488
      @Aurora12488 24 วันที่ผ่านมา

      Hmm, trying to figure it out more, it seems like the "divide-by-w" can really just be considered to be multiplying the matrix-vector multiplication by the scalar 1/w. And if you have a scalar a and a matrix-vector multiplication M times v, M[av] = a[Mv] (as well as [aM]v). I think that's the last piece of the puzzle.

  • @user-gc6bb1tk9h
    @user-gc6bb1tk9h 9 หลายเดือนก่อน

    This is amazing!! I always wondered what was behind it, great Job!. Love your explanations man, you make the documentation easy S/o.

  • @dslbit2
    @dslbit2 2 ปีที่แล้ว +2

    omg, you are awesome!

  • @tapewormerbinkosti3141
    @tapewormerbinkosti3141 ปีที่แล้ว +2

    Except 1 thing that I don't understand: from the final output of perspective projection matrix, do you need to divide x and y by w from the final output of perspective projection matrix to get the correct x and y? Thanks for potential answer 😊

    • @hawns3212
      @hawns3212 ปีที่แล้ว

      No, in the shader when you set gl_position it will automatically divide by the w component.

  • @The_Airbender_
    @The_Airbender_ ปีที่แล้ว

    Awesome thanks 👍

  • @DoctorOfMinecraft
    @DoctorOfMinecraft 10 วันที่ผ่านมา +1

    how does the non linear z buffering effects the light calculations? or are they too small to care about?

    • @BrendanGalea
      @BrendanGalea  9 วันที่ผ่านมา

      When doing light calculations you want to use the world space x,y,z values so the non linear z value (screen space) in the depth buffer does not play a role in the calculation.
      The z depth buffering value is only really used for determining which fragment is closest so only the ordering matters.
      However for some more advanced techniques such as screen space ambient occulsion or when using shadow maps the non linear z buffering does start to matter and is something that should be kept in mind. It’s a bit beyond the scope of a TH-cam comment to be able to go into. But any good tutorial that depends on depth dependent information should cover how it is relevant in the context of the tutorials topic.

  • @VolumetricTerrain-hz7ci
    @VolumetricTerrain-hz7ci 2 หลายเดือนก่อน

    I like your video, but I have a question.
    In 3d video games with true perspective, a square is orthogonal to the distance to another square.
    But in the isometric video game, the rhombus is instead orthogonal to the distance to another rhombus.
    What would have happened if we enlarged one of the rhombus, so that it became true perspective, instead of isometric?

  • @baconinvader
    @baconinvader ปีที่แล้ว

    I understand now! thanks

  • @sto2779
    @sto2779 10 หลายเดือนก่อน

    Nice, I can use these math for making LiDAR sensors.

  • @lakshraja4831
    @lakshraja4831 ปีที่แล้ว

    You are the best!!!

  • @flameofthephoenix8395
    @flameofthephoenix8395 6 หลายเดือนก่อน

    Great! I think I'll not watch it though; I've been for a few years just figuring this out mostly on my own, I don't really want to spoil anything for myself! I think I've figured out UV mapping or at least something akin to it, I figured that if you know which triangle a point is being projected from, then you can change the central point, in other words shift every 3d object's coordinates aside from Z position and reproject the point again, if you do this twice making sure that you're projecting to central positions such that the orthographic projection of the de-projected 3d point can't be on a line from the two 2d projected points, then you can now draw a line from the two projected positions to the point that was their central position, find the line intersection and you'll now have the X and Y coordinates of the de-projected point, all that's left is to simply figure the Z coordinate based on X and Y coordinates.

  • @_general_error
    @_general_error 2 ปีที่แล้ว +4

    Good explanation of the frustrum matrix... but I can imagine total newbies would not take much out of it, unless you show them some code and what effects can be achieved with manipulating the frustrum parameters. One thing which tripped me up is what are n and f values and how they are chooses... but this is probably just me not paying attention.

  • @stachowi
    @stachowi ปีที่แล้ว

    Damn this was good.