© B.J. Korites 2018
B.J. KoritesPython Graphicshttps://doi.org/10.1007/978-1-4842-3378-8_4

4. Perspective

B. J. Korites1 
Duxbury, Massachusetts, USA
I discussed isometric vs. perspective views in the previous chapter. Now you will develop a transformation that will automatically produce a perspective view. It operates much like a camera where rays are traced from the various points that comprise an object onto a plane that you might think of as a film plane. Figure 4-1 shows the geometry. It’s a three-dimensional box in the x,y,z space. The x,y plane represents the film plane. There’s also a focal point that is outside the x,y,z space in front of the x,y plane. Rays are traced from the box’s corners to the focal point. By connecting ...

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