Show HN: Reverse perspective camera for OpenGL (Three.js)
github.com43 points by bntr 7 days ago
43 points by bntr 7 days ago
I've extended the standard OpenGL camera to allow smooth transition between normal perspective, orthographic, and reverse perspective projection. To demonstrate the effect, I built a demo using Three.js.
Reverse perspective can feel a bit disorienting at first, but this demo is meant to highlight a few of its interesting advantages:
1. An extended Dolly zoom effect. https://en.wikipedia.org/wiki/Dolly_zoom
You can think of it as an extrapolation of the classic Dolly zoom into negative space. It produces a cinematic sense of vertigo or sudden insight, and also lets you pull the camera back from an object without distracting the viewer with surrounding geometry.
2. A wider and more complete spatial view.
Near objects no longer obscure distant ones; the viewer can see both the façade of a building and what’s happening on its roof, or even behind it.
Code and details: https://github.com/bntre/reverse-perspective-threejs
Makes me feel the z-test should be reversed in reverse perspective mode but maybe it would just be even weirder?
Link to live demo linked on the github -> https://bntre.github.io/reverse-perspective-threejs/
Well that is just the right amount of nauseating, trippy and interesting
this is really neat. going to try it out with a creative coding tool I've been playing with.
are there any performance considerations to consider here relative to standard three cameras (either perspective or orthographic) ?