Stand between the rails of a long straight railway and look down the track. The two rails are
exactly parallel — they never meet — yet your eye swears they rush together to a single point on
the horizon. That everyday illusion is perspective, and it is the last step of the 3-D
graphics pipeline: after all the
Put the camera (the eye) at the origin, looking down the
Everything interesting lives in that division by
Notice this is not a linear operation — you cannot capture "divide by
A real camera does not see everything — it sees a truncated pyramid of space called the view frustum. Its apex is the eye; its sloping sides are the edges of your field of view; and it is capped by two planes perpendicular to the depth axis: a near plane (nothing closer than this is drawn) and a far plane (nothing beyond it is drawn). Anything outside this box-with-a-pointy-end is clipped — thrown away before it ever costs a pixel. Everything inside gets projected onto the image plane.
A wider frustum (a larger field-of-view angle) crams more of the world into the same image, so each object appears smaller — a wide-angle lens. A narrow frustum acts like a telephoto lens, magnifying a small slice of the scene. The frustum, in other words, is the camera's lens, expressed as pure geometry.
Sometimes you want the opposite of perspective. In an orthographic projection the
rays do not converge to the eye — they run perfectly parallel, straight onto the image
plane, and there is no divide by
This means an object never changes size with distance — two identical cubes, one near and one far, project to identical squares. That is useless for a natural-looking game but perfect for engineering drawings, CAD, floor plans, and the "2.5-D" look of many strategy games, where you need a far wall to measure the same as a near wall. Perspective looks real; orthographic preserves measurements. Every 3-D tool lets you flip between the two.
This is a side view of the camera. The eye sits at the origin on the left; the vertical line is the
image plane at focal distance
Take a focal length
Now move an identical point (still
Same real height, but tripling the depth divided the on-screen height by three, from
The formula
This is exactly why the frustum has a near plane at some small positive depth. Its
job is not artistic — it is to guarantee
It feels the same — both make your subject bigger — but geometrically they are completely
different, and photographers exploit the difference constantly. Zooming narrows
the frustum (a longer focal length
The famous "dolly zoom" in thriller films — where the character stays the same size but the corridor behind them seems to lunge or recede sickeningly — is made by walking the camera in while zooming out (or vice-versa) so the subject's projected size is held constant while the background's perspective divide changes underneath it. Confusing "field of view" with "camera distance" is one of the most common beginner mistakes in setting up a 3-D scene, and the dolly zoom is the proof that they are truly two different knobs.