Perspective Projection Matrix (Math for Game Developers)

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  • Опубліковано 22 тра 2024
  • In this video you'll learn what a projection matrix is, and how we can use a matrix to represent perspective projection in 3D game programming.
    You'll understand the derivation of a perspective projection matrix in 3D computer graphics. The matrix I'll derive is as used by left-handed coordinate systems like DirectX (OpenGL uses a right-handed system).
    In perspective projection, objects that are far away appear smaller, and objects that are close to us appear bigger. We will learn how to perform this type of 3D projection using a projection matrix.
    This is a very useful tool for 3D programmers, game developers, and other computer graphics professionals. Understanding the math behind how projection is achieved is important, and I want you to own this knowledge at the end of this video!
    For comprehensive courses on computer science, programming, and mathematics, visit: www.Pikuma.com.
    Don't forget to subscribe to receive updates and news about new courses and tutorials:
    / @pikuma
    Enjoy!
  • Наука та технологія

КОМЕНТАРІ • 103

  • @3rdGen-Media
    @3rdGen-Media 10 місяців тому +11

    To those still scratching their heads after watching the end of this video and putting the perspective divide in your [vertex] shader here is the conclusion he left out:
    The output of the vertex shader is expected to be in Clip Space -- not NDC space (that is, with the projection matrix applied to the camera space vec4 but without perspective divide). Then, AFTER the fragment shader has run and the depth of each fragment has been determined the perspective divide is handled implicitly by the shader pipeline by dividing the values in the depth buffer by the w value stored in the output of the vertex stage.
    Also, contrary to his statements, both modern OpenGL and DirectX assume Clip Space to be a left-handed coordinate system. Vulkan assumes Clip Space to be right handed (with the positive Y axis facing down). Rather, OpenGL's Clip Space expects the near and far plane to be mapped into the -1, 1 range whereas DirectX and Vulkan expect the near and far plane to be mapped into the 0, 1 range.

  • @StopPuttingPrivateInfoInHandle
    @StopPuttingPrivateInfoInHandle Рік тому +20

    This was *exactly* what I was looking for! Most tutorials are either way too simplistic, are focused on using specific game engines, or are so incredibly advanced that you need a PhD level to understand them. Your tutorial hit that exact sweet spot in the middle, where you get complete, detailed info, but can still understand it without already having ten years of experience. This vid made me subscribe.

  • @yusuf3728
    @yusuf3728 2 роки тому +23

    Is this a joke, I just started learning rendering stuff and you just posted about the subject I was searching for. Your channel is a gem keep up the good work and thank you soo much for this quality content!

  • @florimonpoisson4718
    @florimonpoisson4718 Рік тому +3

    That feeling when you find that one video that answers all of your questions👍👌👌👌 thanks for the amazing explanation

  • @starc0w
    @starc0w 2 роки тому +11

    Thank you for the great video! By the way, congratulations for completing the new physics tutorial. Another one that I really want to do!
    I can imagine that the last few weeks have been tough. It is often like that on the last mile of a project, right?
    Do you already have an idea of what topic you will do next?

  • @andreypopov6166
    @andreypopov6166 9 місяців тому

    I was super lucky to find this channel. After picking up some C/C++ and Linear algebra basics will definitively proceed a paid course about CG, Game engine and Raycasting to finally start my computer graphics journey after 20 years of procrastination :)

  • @rigbyb
    @rigbyb 7 місяців тому +1

    This is the best video I've seen explaining how this perspective projection matrix works. Thank you so much! 😊

  • @flwi
    @flwi Рік тому +2

    Excellent explanation! Very well done and paced. I learned a lot!

  • @deinemama6303
    @deinemama6303 2 роки тому +2

    Very nice and detailed explanation. Thank you very much!

  • @arielpajares4199
    @arielpajares4199 5 місяців тому +1

    this video is just something else, it explains so well a really complex thing.

  • @deathTurgenev
    @deathTurgenev 7 місяців тому

    Wonderfully explained. Clear and thorough

  • @kellybmackenzie
    @kellybmackenzie Рік тому +9

    Your channel is amazing, muito obrigada!!

  • @alastairtheduke
    @alastairtheduke 5 місяців тому

    Took me weeks of learning this in school and it's summarized into one short video. Great job

  • @Seewolf1971
    @Seewolf1971 7 місяців тому +2

    Thats the best video i have seen in the last months i subscribed to your channel and liked the video keep it up you did a great job

  • @grtgoalsgrtgoal1247
    @grtgoalsgrtgoal1247 4 місяці тому

    All I can say after watching this video is awesome. You are the best by far compared to other videos on this topic.

  • @somesome1315
    @somesome1315 6 місяців тому

    great explanation. I was learning shader stuff and it helped a lot

  • @shahroozleon9098
    @shahroozleon9098 2 роки тому +1

    thanks so much, this was very useful and handy for me

  • @serhiybutz
    @serhiybutz 5 місяців тому

    An amazing explanation!

  • @ooichu_
    @ooichu_ 2 роки тому +3

    Thank you!

  • @charliethreesome8407
    @charliethreesome8407 4 місяці тому

    I think you dropped this man 👑

  •  Рік тому +1

    Thank you so much!

  • @wwaya
    @wwaya 11 місяців тому +1

    this is the best video for beginner

  • @Error-pb6ee
    @Error-pb6ee Рік тому

    great work and great explanation! thank you very much!

    • @Error-pb6ee
      @Error-pb6ee Рік тому

      i have a question, how can i determine de angle of a normal inside the projection matrix? i mean, how can i determine if a side of a cube is currently visible to the projection matrix?

    • @pikuma
      @pikuma  Рік тому

      Glad it was helpful! 🙂

  • @matheusreidopedaco
    @matheusreidopedaco 5 місяців тому +1

    You deserve 1 trillion views.

  • @AmaanHasanDilawar
    @AmaanHasanDilawar Рік тому

    Awesome ♥♥

  • @Metacious
    @Metacious 2 роки тому +3

    I'm already saving for the 2D Physics game course :)
    Just saying, I'm enjoying the Raycasting course while at it

    • @pikuma
      @pikuma  2 роки тому +1

      No rush. 🙂 Enjoy every minute of it!

  • @NonTwinBrothers
    @NonTwinBrothers 2 роки тому +3

    Fuck yesss, I have yet to watch but I'm glad to see this!

  • @Tobis0x00
    @Tobis0x00 Рік тому

    @pikuma looking at your equation, if z = znear, it looks like the outputted z value is going to be 0. From your explanation of NDC, shouldn't it equal -znear?

  • @solomonchild5
    @solomonchild5 Місяць тому

    Is there any logic/intuition behind the lambda expression? I'm looking everywhere for derivation of that, but can't find any info.

  • @simonvandenbroek6384
    @simonvandenbroek6384 Рік тому

    This is really well explained. do you go into more depth in your course "3D computer graphics?"

    • @pikuma
      @pikuma  Рік тому

      Sure. We cover a simplified (but complete) pipeline.

  • @amarelswtor5446
    @amarelswtor5446 2 роки тому

    @Pikuma Please correct me if I'm wrong, but if you define aspect as height / width, then you don't need to inverse fov formula. I.e. when aspect = h /w, then fov = tan (angle / 2). Inversion is needed if aspect = width / height.

    • @pikuma
      @pikuma  2 роки тому +1

      Hi @AmarelSWTOR. That's a good question. I thought the inversion was needed to correctly set the FOV angle as "inversely proportional" to how we scale the screen x and y. The FOV I'm using in the code is the vertical FOV (= h/w).

    • @Dannnneh
      @Dannnneh Рік тому

      Is this true?

    • @igz
      @igz Рік тому

      @@Dannnneh it's true

  • @LuskyMJ
    @LuskyMJ Рік тому +2

    14:27 In this part you keep switching between whether the range is 0 to 1 or the range -1 to 1

    • @pikuma
      @pikuma  Рік тому +1

      Hi. I think I meant "0 to 1" for values that are in front of us.

    • @LuskyMJ
      @LuskyMJ Рік тому +1

      @@pikuma Hello. Thanks for answering back. I'm having a bit of an issue that I can't really solve though. Normally the camera in view space is oriented to face towards the -Z direction. I have a near clipping plane of 1 and a far clipping plane of 100. This would mean that all the points that should fit inside the clip box should have a z value between -1 and -100 since I'm facing the -Z direction. For some reason tho it's reversed so only the values between 1 and 100 are inside the clipping box (have a final z value between 0 and 1).
      I just figured out how to fix this while typing the comment but I'm going to post it anyway because it might help someone in the future. I fixed it by using negative values for my near and far z planes. So instead of Znear being 1 it's equal to -1 and likewise Zfar is equal to -100 instead of 100. I have no idea whether it's normal to use negative values for clipping planes but that's what I've done to fix my issue.
      Edit: DON'T DO THIS. The x and y components are going to flip sign (negative becomes positive and vise verca)

  • @brunorafael6497
    @brunorafael6497 Рік тому

    Please correct if i am wrong: the normalization of z to 0 and 1 considering that what we are seing is between znear and zfar should be z' = (z-znear)/(zfar-znear), is not that?

  • @Smash_ter
    @Smash_ter Рік тому +1

    I wonder how I could apply this with regards to VR and canted or non-parallel displays, as those view matrices are completely different both from a flat screen and each eye. Like for instance, in the left eye m20 is the inverse of m02 and m00 is the same value as m22. This is extremely hard to figure out

    • @pikuma
      @pikuma  Рік тому

      Hm, are you sure it's not simply a different handiness or system (like OpenGL) that achieves something similar but using different matrix entries?
      Can you kindly point out the resource you're using? 🙂

  • @bizarrapmusic
    @bizarrapmusic 11 місяців тому +1

    I understand this, however i still don't get how you pass from 3d coordenates to 2d, since the screen is actually a 2d raster, once you have the 3d coordenates, how do you represent the points in 2d? i'm stuck with this. Great videos btw, by far the best ones i've seen about computer graphics.

    • @pikuma
      @pikuma  11 місяців тому +1

      After the perspective-divide (where we divide both x's and y's by z), we simply plot a pixel at point (x,y) on the screen. It's almost likecwe forget there was a z, and we draw the x & y on the 2D screen.

    • @bizarrapmusic
      @bizarrapmusic 11 місяців тому

      @@pikuma Thanks for the response! this actually clarified a lot for me.

  • @nihits
    @nihits 4 місяці тому

    It seems the calculation you have done for perspective projection martix assumes Z from 0 to 1 (to get Zf/(Zf-Zn) and -ZfZn/(Zf-Zn)) and not -1 to 1. for -1 to 1 the values would calculate to be (Zf+Zn)/(Zf-Zn) and -2ZfZn/(Zf-Zn).

  • @ajinkyasanas2256
    @ajinkyasanas2256 2 роки тому +1

    Great Tutorial I understood a lot but still my tiny brain can't handle some things.

  • @krystof7059
    @krystof7059 2 роки тому +3

    I still don't understand why do we need zfar and znear.. what would happen if we didn't use them?

    • @pikuma
      @pikuma  2 роки тому +1

      Hi krystof. They define what is visible in terms of depth. What is the closest and the furthest z value we will consider for the projection in the screen? Everything outside znear and zfar we won't consider.
      Another goal of the near and far planes is when we clip (see my video about the stages of the graphics pipeline), so we don't try to project verrices that are too close to the eye-point. If we try to project and divide by zero (division by z in the perspective divide) that would be a problem.

  • @theman7050
    @theman7050 2 місяці тому

    Brilliant. Thanks

  • @SkrovnoCZ
    @SkrovnoCZ 9 місяців тому

    19:40 I'm not sure why but I don't understand the yellow part with the minus sign. Is it multiplied by w aswell or is it just incremented without multiplication?
    (the negative value to the z when doing x*0+y*0+z*(far/(dist))+(-(far/(dist))) or is it x*0+y*0+z*(far/(dist))+W*(-(far/(dist)))?)

    • @pikuma
      @pikuma  9 місяців тому +1

      Good question. So, the element [3,3] of the matrix multiplies Z, and the element [3,4] of the matrix multiplies by 1 but subtracts from the previous value of [3,3]*Z.
      It is:
      (zfar/(zfar-znear)) * Z - (znear*(zfar/(zfar-znear))) * 1
      All this will be stored in the final vector Z component.

    • @SkrovnoCZ
      @SkrovnoCZ 9 місяців тому

      @@pikuma Oh thanks for explanation. I'm learning this because I'm trying to render things without OpenGL or anything.
      I'm still having problems with transforming Vector in 3D space to normalized Vector of the screen.

    • @pikuma
      @pikuma  9 місяців тому +1

      @@SkrovnoCZ Hm, I see. I believe OpenGL uses a different perapective projection matrix than the one I mentioned. All the same tasks are still basically the same, but the handedness and the final normalization is a bit different.
      For a breakdown of OpenGL "way of doing projectio ", this website is great:
      www.songho.ca/opengl/gl_projectionmatrix.html

    • @SkrovnoCZ
      @SkrovnoCZ 9 місяців тому

      @@pikuma Thanks. I'm not using OpenGL because I don't understand it. I'm just doing printf() of a prepared string which will output 3D shapes.
      You are explainig it great btw.
      Do you also have a video about "Clipping" in image space? (when a triangle is on the borders of the image space then 3 points of that triangle become 4 which will result in cutting the remainig part out of bounds so the triangle will become a rectangle?)

    • @pikuma
      @pikuma  9 місяців тому

      @@SkrovnoCZ Sure. All the pipeline is covered in our lectures at pikuma.com, including clipping. Although we do frustum clipping in world space in our code.

  • @joaquimjesus6134
    @joaquimjesus6134 Рік тому +1

    i need understand somethings:
    1 - after the projection, i can use the X and Y normaly without Z?
    2 - seen the matrix projection function, the parameters, the 'aspect' is the H/W... understand.... but what is the best for 'fov', ZNear and ZFar values?

    • @pikuma
      @pikuma  Рік тому +2

      Hi Joaquim. After the projection we usually render points (x,y) on the screen.
      That works ok, but in reality GPUs store the old z (depth) value with the projected point because it is useful for certain computations later (like texture mapping our polygons on the screen considering perspective). We need the z (actually 1/z) for that!
      Znear and Zfar you can manually choose for your game as you want. Some games use a very big Zfar, while others use a very small Zfar (and we can see less objects at the distance).
      Back in the day of slow machines we used small Zfar values (clipping objects to improve CPU performance). Sometimes we even added a *fog* effevt to mask that visible/aggressive far clipping.

    • @joaquimjesus6134
      @joaquimjesus6134 Рік тому

      @@pikuma thank so much for all. Do you have a video that uses a projection and dots/lines? I need learn more things ;)

    • @pikuma
      @pikuma  Рік тому +1

      @@joaquimjesus6134 Sure. I have the lectures on 3D graphics at pikuma.com that cover a complete software renderer.

    • @joaquimjesus6134
      @joaquimjesus6134 Рік тому

      @@pikuma thank you so much. Correct me anotherthing what is the best 'fov'?

    • @pikuma
      @pikuma  Рік тому +1

      @@joaquimjesus6134 Same thing, some games like 60 degrees, other games use 90 degrees... it depends on what's the angle of opening you want and how many objects you want to see inside your 'field of view' in your game.
      There's no correct answer. 🙂
      Abraços!

  • @joaquimjesus6134
    @joaquimjesus6134 Рік тому

    have have seen these video sometimes and i will see it more. theres 1 thing that you don't speak: do i need convert Degrees to Radiians? the computer don't use Radians instead Degrees?

    • @pikuma
      @pikuma  Рік тому +1

      Most graphics frameworks expect values to be in radians. Degreesxare only used to display or input angles from the user via UI. In programming, it's usually all done in radians.

    • @joaquimjesus6134
      @joaquimjesus6134 Рік тому

      @@pikuma thank you so much for all

  • @redfoxartist7548
    @redfoxartist7548 14 днів тому

    dude, your brazilian is pretty strong, i can tell it by the tone

    • @pikuma
      @pikuma  14 днів тому

      I'm glad. 🙂

  • @gavinkistnerus3895
    @gavinkistnerus3895 8 місяців тому

    Why would you divide `result.z / result.w` at the very end? What is the point of "perspective shrinking" the distance factor? Seems an unnecessary step, particularly if z was already normalized.

    • @pikuma
      @pikuma  8 місяців тому

      The normalization of the z values (value between 0 and 1) happens *after* the perspective divide.

  • @stevenriofrio7963
    @stevenriofrio7963 11 місяців тому

    I need to understand something. The projection matrix receives the vertices of the world objects already normalized, or the matrix takes care of normalizing them in ranges from one to minus -1.

    • @pikuma
      @pikuma  11 місяців тому

      The projection matrix receives the values as they are in world space (not normalized), and the normalization of x's, y's, and z's (between -1 and 1) happens as we multiply the proj.matrix and also after the perspective divide (which i
      performs the division by w).

    • @stevenriofrio7963
      @stevenriofrio7963 11 місяців тому +1

      @@pikuma When it refers to world values, it refers to values ​​that are outside the range -1 and 1 for example I can put an arbitrary value for a vertize, maybe (5.0,2.0,3.0), then the matrix will take care of normalizing it so that are within that range (1 -1).

    • @pikuma
      @pikuma  11 місяців тому

      @@stevenriofrio7963 Yes, world space is basically any value in the 3D world... (0,0,-3.6), or (-4.5, 5.8, 47.0), etc.

    • @stevenriofrio7963
      @stevenriofrio7963 11 місяців тому

      @@pikuma The last question. If I provide one of my vertices with a z coordinate of (60.0) and my "zfar" is 20.0, will it not be seen on the screen? . Thank you very much for responding.

    • @pikuma
      @pikuma  11 місяців тому

      @@stevenriofrio7963 There's a little more to it, and it involves something called clipping. There is a stage where we clip all the triangles to only have objects inside the view frustum. The clipping happens at the top, bottom, left, right, and also the near and far planes. That's why vertices outside znear and zfar get discarded (clipped out of our final view) and we only render objects inside the view (between -1 and 1).

  • @jonpritzker9709
    @jonpritzker9709 2 місяці тому

    I’m embarrassed, but why do we multiply the x component by the whole aspect ratio, instead of multiplying x by screen width and y by screen height? The unadjusted screen is a unit square, and we’re just stretching the square to fit the (rectangular) monitor. What am I missing?

    • @neoncyber2001
      @neoncyber2001 19 днів тому +1

      Because it's a ratio. Like 1.5 to 1 The y is always multiplied by 1 and the x by 1.5. Because it's always a something to one we drop the 'to one' part.

    • @jonpritzker9709
      @jonpritzker9709 18 днів тому

      @@neoncyber2001 so like y = 1 and x = 1(x/y). Where y is 1?

  • @lanchanoinguyen2914
    @lanchanoinguyen2914 Рік тому

    I don't understand lambda much,why don't we divide zfar÷znear = ratio? But zfar÷(zfar-znear)????

  • @ProGamer1115
    @ProGamer1115 4 місяці тому

    15:36 is what I don't get. How is λ derived? I've spent 3 days over this and still don't get it. Everything else is pretty easy

    • @rozt107
      @rozt107 22 дні тому

      can relate lol

  • @claudiocampofelice4507
    @claudiocampofelice4507 2 роки тому +1

    What are the values of fov, znear and far? How can I get them?

    • @pikuma
      @pikuma  2 роки тому +1

      You can pick them yoursef. Some games use a FOV of 60°, others 50°, etc.
      Znear and Zfar the same thing. Some games have a znear of 100, others 1000.
      It's up to you, the programmer.

    • @claudiocampofelice4507
      @claudiocampofelice4507 2 роки тому

      @@pikuma okk got you! Thank u!

  • @Felipekimst
    @Felipekimst 4 місяці тому +1

    Eyes on the prize! This guy is a national pride haushs
    I was wondering, isn't the following matrix correct?
    projectionMatrix = [
    [aspectRatio * FOV, 0, 0, 0],
    [0, FOV, 0, 0],
    [0, 0, lambda, 1 ],
    [0, 0, -lambdaOffset, 0],

    ]
    since we have to subtract the lambdaOffset for the Z component, wouldnt it be better if it was in the 3rd column? (, '-')a

    • @Felipekimst
      @Felipekimst 4 місяці тому +1

      I just spotted the difference!
      i was doing the vector[1x4] . [4x4]matrix
      you're doing the matrix[4x4] .[4x1] vector

    • @Felipekimst
      @Felipekimst 4 місяці тому

      but unfortunately, my rendering is still all messed up

  • @marcosbarceloperez1039
    @marcosbarceloperez1039 Рік тому +5

    I don't understand anything about normalizing z.

  • @AntoineVanGeyseghem
    @AntoineVanGeyseghem Рік тому

    :D

  • @alexfish7792
    @alexfish7792 Рік тому

    (zFar / zFar-zNear) will never be between 0 and 1... Think about it. (10/10-1) or (100/100-20).

    • @pikuma
      @pikuma  Рік тому +1

      My understanding is that this z "normalization" will happen after the perspective divide, placing the z values between 0 and 1 (in front of us in a left-handed system). Or simply -1 and 1 in most APIs.

    • @alexfish7792
      @alexfish7792 3 місяці тому

      @@aprile1710 I was able to build an engine without this part. I use the following matrix below, then I perform perspective division. Works just fine without this step. (See link below)
      // Perspective Projection Matrix
      float persp[4][4] = {
      {aspect * 1/tan(fov/2), 0, 0, 0},
      {0, 1/tan(fov/2), 0, 0},
      {0, 0, 1, 0},
      {0, 0, -1, 0}
      };
      ua-cam.com/video/IO9sT3t2fSc/v-deo.html&ab_channel=AlexFish

  • @adrok8644
    @adrok8644 2 місяці тому

    its a shame he ruined the video by flashing his satan hands all the way through it.

  • @GodbornNoven
    @GodbornNoven Рік тому +4

    Why do we multiply x by the aspect ratio but not y?

    • @neuralworknet
      @neuralworknet 8 місяців тому

      this is exactly what i wonder

    • @ohanime5755
      @ohanime5755 4 місяці тому +1

      Because it is a ratio between the x and y axis, specifically the width and the height which means one of the them is the base which always will be 1.0 or 100% whereas the other will have a percentage that based on the aforementioned base. For instance, a screen with 500 pixels height and 1000 pixels width will have an aspect ratio of 0.5:1. The reason why you only multiply x and not y is because once again it is a ratio, if you multiply both of them means nothing has change and this is not we wanted. Assuming that an object originally comes from a space that is considered square, the distribution of the values across x-axis and y-axis are equal but that is not the case in the screen space because its width and height are not equal. For example, a square with one of its vector as 0.5x, 0.5y if converted onto the screen space without multiplying the aspect ratio, what will happens? 0.5y = 50% of the height and 0.5x = 50% of the width and 50% of 500pixels and 50% of 1000pixels are clearly not the same. However if you now multiply x with 0.5 (the aspect ratio that we just calculated), 0.5x0.5 = 0.25, and 25% of 1000 pixels is indeed equal to 50% of 500pixels thus the square is now rendered correctly on the screen space