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Perspective Correction

The mathematical transformation that is used to produce perspective in 3D computer graphics is not perfect. Human vision doesn't actually give you a realistic view of the world anyway, but either way the end result is that, without correcting for the mathematical inaccuracy, objects can appear to warp or bend at the side edges, top and bottom of a display, rather like looking through a fish-eye camera lens.

When you're watching a TV and playing a computer game such as Mario or Turok, perspective correction helps to make the displayed image look much closer to what you would actually see if you were in the world you're playing in. In short, it makes the 'angle of view' more accurate and prevents rendered objects from swimming unrealistically at the periphery of the display.



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Ian's SGI Depot: FOR SALE! SGI Systems, Parts, Spares and Upgrades

(check my current auctions!)
[WhatsNew] [Intro] [Sys Desc] [PR] [CPU] [RCP] [GFX] [Polygons] [MIPS/MFLOPS] [Res/Video] [FPS]
[Future Technology Research Index] [SGI Tech/Advice Index] [Nintendo64 Tech Info Index]