© Bernard Korites 2023
B. KoritesPython Graphicshttps://doi.org/10.1007/978-1-4842-9660-8_4

4. Perspective

Bernard Korites1  
(1)
Duxbury, MA, USA
 
I mentioned the difference between isometric and 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. The object is a three-dimensional box in the x,y,z space. The x,y plane represents the film plane, so-called because it is analogous to the location of the film in an older camera. There’s also a focal point that is outside the x,y,z space in ...

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