General Formula for Perspective Projection Matrix









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Can anyone please tell me what is the general formula to implement the Perspective Projection Matrix? I'm trying to implement a way to generate this matrix in order to use it for a game engine I'm working on.










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  • there are more than one type of perspective matrix out there ... I am used to this one depth buffer got by glReadPixels is always 1 look for glPerspective
    – Spektre
    Nov 11 at 5:04










  • @Spektre I gave it a look but I'm still having a hard time figuring things out. But clarify this to me, a Perspective Projection Matrix isn't the product between a perspective matrix and a projection matrix? Or there's something else to it?
    – Pmsmm
    Nov 12 at 1:24






  • 1




    Yes you're right but the projection matrix to which you are multiplying the perspective matrix is usually unit matrix unless you want to simulate some special behavior. My matrix just preserve aspect ratio and re-map the z to logarithmic values (like gluPerspective would do)
    – Spektre
    Nov 12 at 7:18










  • I think I'm getting it, I'll try to do some further research but thanks for the help.
    – Pmsmm
    Nov 12 at 19:56














up vote
0
down vote

favorite












Can anyone please tell me what is the general formula to implement the Perspective Projection Matrix? I'm trying to implement a way to generate this matrix in order to use it for a game engine I'm working on.










share|improve this question





















  • there are more than one type of perspective matrix out there ... I am used to this one depth buffer got by glReadPixels is always 1 look for glPerspective
    – Spektre
    Nov 11 at 5:04










  • @Spektre I gave it a look but I'm still having a hard time figuring things out. But clarify this to me, a Perspective Projection Matrix isn't the product between a perspective matrix and a projection matrix? Or there's something else to it?
    – Pmsmm
    Nov 12 at 1:24






  • 1




    Yes you're right but the projection matrix to which you are multiplying the perspective matrix is usually unit matrix unless you want to simulate some special behavior. My matrix just preserve aspect ratio and re-map the z to logarithmic values (like gluPerspective would do)
    – Spektre
    Nov 12 at 7:18










  • I think I'm getting it, I'll try to do some further research but thanks for the help.
    – Pmsmm
    Nov 12 at 19:56












up vote
0
down vote

favorite









up vote
0
down vote

favorite











Can anyone please tell me what is the general formula to implement the Perspective Projection Matrix? I'm trying to implement a way to generate this matrix in order to use it for a game engine I'm working on.










share|improve this question













Can anyone please tell me what is the general formula to implement the Perspective Projection Matrix? I'm trying to implement a way to generate this matrix in order to use it for a game engine I'm working on.







math matrix graphics projection perspective






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asked Nov 11 at 3:37









Pmsmm

248




248











  • there are more than one type of perspective matrix out there ... I am used to this one depth buffer got by glReadPixels is always 1 look for glPerspective
    – Spektre
    Nov 11 at 5:04










  • @Spektre I gave it a look but I'm still having a hard time figuring things out. But clarify this to me, a Perspective Projection Matrix isn't the product between a perspective matrix and a projection matrix? Or there's something else to it?
    – Pmsmm
    Nov 12 at 1:24






  • 1




    Yes you're right but the projection matrix to which you are multiplying the perspective matrix is usually unit matrix unless you want to simulate some special behavior. My matrix just preserve aspect ratio and re-map the z to logarithmic values (like gluPerspective would do)
    – Spektre
    Nov 12 at 7:18










  • I think I'm getting it, I'll try to do some further research but thanks for the help.
    – Pmsmm
    Nov 12 at 19:56
















  • there are more than one type of perspective matrix out there ... I am used to this one depth buffer got by glReadPixels is always 1 look for glPerspective
    – Spektre
    Nov 11 at 5:04










  • @Spektre I gave it a look but I'm still having a hard time figuring things out. But clarify this to me, a Perspective Projection Matrix isn't the product between a perspective matrix and a projection matrix? Or there's something else to it?
    – Pmsmm
    Nov 12 at 1:24






  • 1




    Yes you're right but the projection matrix to which you are multiplying the perspective matrix is usually unit matrix unless you want to simulate some special behavior. My matrix just preserve aspect ratio and re-map the z to logarithmic values (like gluPerspective would do)
    – Spektre
    Nov 12 at 7:18










  • I think I'm getting it, I'll try to do some further research but thanks for the help.
    – Pmsmm
    Nov 12 at 19:56















there are more than one type of perspective matrix out there ... I am used to this one depth buffer got by glReadPixels is always 1 look for glPerspective
– Spektre
Nov 11 at 5:04




there are more than one type of perspective matrix out there ... I am used to this one depth buffer got by glReadPixels is always 1 look for glPerspective
– Spektre
Nov 11 at 5:04












@Spektre I gave it a look but I'm still having a hard time figuring things out. But clarify this to me, a Perspective Projection Matrix isn't the product between a perspective matrix and a projection matrix? Or there's something else to it?
– Pmsmm
Nov 12 at 1:24




@Spektre I gave it a look but I'm still having a hard time figuring things out. But clarify this to me, a Perspective Projection Matrix isn't the product between a perspective matrix and a projection matrix? Or there's something else to it?
– Pmsmm
Nov 12 at 1:24




1




1




Yes you're right but the projection matrix to which you are multiplying the perspective matrix is usually unit matrix unless you want to simulate some special behavior. My matrix just preserve aspect ratio and re-map the z to logarithmic values (like gluPerspective would do)
– Spektre
Nov 12 at 7:18




Yes you're right but the projection matrix to which you are multiplying the perspective matrix is usually unit matrix unless you want to simulate some special behavior. My matrix just preserve aspect ratio and re-map the z to logarithmic values (like gluPerspective would do)
– Spektre
Nov 12 at 7:18












I think I'm getting it, I'll try to do some further research but thanks for the help.
– Pmsmm
Nov 12 at 19:56




I think I'm getting it, I'll try to do some further research but thanks for the help.
– Pmsmm
Nov 12 at 19:56












1 Answer
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Ok so basically with some help from @spektre and a friend of mine I was able to figure out how to really do this. Pretty much the formula I used was this:



Perspective Projection Formula



So pretty much what you need to make this matrix is a function that receives 4 arguments which are the following:



  • zFar

  • zNear

  • Aspect Ratio

  • Field of View

If you want to know more about these fields and the matrix itself my advice is to head over to WebGL 3D Perspective to actually see this working.






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    up vote
    0
    down vote













    Ok so basically with some help from @spektre and a friend of mine I was able to figure out how to really do this. Pretty much the formula I used was this:



    Perspective Projection Formula



    So pretty much what you need to make this matrix is a function that receives 4 arguments which are the following:



    • zFar

    • zNear

    • Aspect Ratio

    • Field of View

    If you want to know more about these fields and the matrix itself my advice is to head over to WebGL 3D Perspective to actually see this working.






    share|improve this answer
























      up vote
      0
      down vote













      Ok so basically with some help from @spektre and a friend of mine I was able to figure out how to really do this. Pretty much the formula I used was this:



      Perspective Projection Formula



      So pretty much what you need to make this matrix is a function that receives 4 arguments which are the following:



      • zFar

      • zNear

      • Aspect Ratio

      • Field of View

      If you want to know more about these fields and the matrix itself my advice is to head over to WebGL 3D Perspective to actually see this working.






      share|improve this answer






















        up vote
        0
        down vote










        up vote
        0
        down vote









        Ok so basically with some help from @spektre and a friend of mine I was able to figure out how to really do this. Pretty much the formula I used was this:



        Perspective Projection Formula



        So pretty much what you need to make this matrix is a function that receives 4 arguments which are the following:



        • zFar

        • zNear

        • Aspect Ratio

        • Field of View

        If you want to know more about these fields and the matrix itself my advice is to head over to WebGL 3D Perspective to actually see this working.






        share|improve this answer












        Ok so basically with some help from @spektre and a friend of mine I was able to figure out how to really do this. Pretty much the formula I used was this:



        Perspective Projection Formula



        So pretty much what you need to make this matrix is a function that receives 4 arguments which are the following:



        • zFar

        • zNear

        • Aspect Ratio

        • Field of View

        If you want to know more about these fields and the matrix itself my advice is to head over to WebGL 3D Perspective to actually see this working.







        share|improve this answer












        share|improve this answer



        share|improve this answer










        answered Nov 18 at 22:39









        Pmsmm

        248




        248



























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