Perspective Projection

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# Keyboard Navigation

## Global Keys

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Previous: 'Fading Z Layers'

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2:23Take a look at where we're at

2:23Take a look at where we're at

2:23Take a look at where we're at

5:16Blackboard: Perspective projection

5:16Blackboard: Perspective projection

5:16Blackboard: Perspective projection

9:48Blackboard: Capturing light in optics (optional)

9:48Blackboard: Capturing light in optics (optional)

9:48Blackboard: Capturing light in optics (optional)

20:34Blackboard: Crazy stuff we can do for photorealism, and camera hoods (optional)

20:34Blackboard: Crazy stuff we can do for photorealism, and camera hoods (optional)

20:34Blackboard: Crazy stuff we can do for photorealism, and camera hoods (optional)

26:46Blackboard: The approximation

26:46Blackboard: The approximation

26:46Blackboard: The approximation

32:21The ZFudge multiplies, but the equation for perspective projection is not a multiplication

32:21The ZFudge multiplies, but the equation for perspective projection is not a multiplication

32:21The ZFudge multiplies, but the equation for perspective projection is not a multiplication

33:43Implement the equation

33:43Implement the equation

33:43Implement the equation

45:04Take a look in-game and double-check everything

45:04Take a look in-game and double-check everything

45:04Take a look in-game and double-check everything

47:35Moment of realisation: Our offset is still happening in pixels

47:35Moment of realisation: Our offset is still happening in pixels

47:35Moment of realisation: Our offset is still happening in pixels

48:59Do the perspective computation in pixels and work on the values

48:59Do the perspective computation in pixels and work on the values

48:59Do the perspective computation in pixels and work on the values

1:00:00Blackboard: Do the maths one more time

1:00:00Blackboard: Do the maths one more time

1:00:00Blackboard: Do the maths one more time

1:04:07Q&A

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1:04:07Q&A

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1:04:07Q&A

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1:32:35It's dinner time

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1:32:35It's dinner time

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1:32:35It's dinner time

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Next: 'Resolution-Independent Rendering'

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