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3D projection
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== Diagram == [[File:Perspective transform diagram.svg|350px|class=skin-invert]] To determine which screen ''x''-coordinate corresponds to a point at <math>A_x,A_z</math> multiply the point coordinates by: :<math>B_x = A_x \frac{B_z}{A_z}</math> where :<math>B_x</math> is the screen ''x'' coordinate :<math>A_x</math> is the model ''x'' coordinate :<math>B_z</math> is the [[focal length]]—the axial distance from the [[camera center]] to the [[image plane]] :<math>A_z</math> is the subject distance. Since the camera operates in 3D, the same principle applies to the screen’s ''y'' coordinate— one can substitute ''y'' for ''x'' in the diagram and equation above. Alternatively, '''clipping techniques''' can be used. These involve substituting values of a point outside the field of view (FOV) with interpolated values from a corresponding point inside the camera's view matrix. This approach, often referred to as the '''inverse camera method''', involves performing a perspective projection calculation using known values. It determines the last visible point along the viewing frustum by projecting from an out-of-view (invisible) point after all necessary transformations have been applied.
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