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[author] Thanks for reposting this! It was a small but cool learning that all perspective correction needs is dividing screen-space barycentrics by vertex depth
by reasonableklout 2y ago
[author] Thanks for reposting this! It was a small but cool learning that all perspective correction needs is dividing screen-space barycentrics by vertex depths and normalizing. I wanted to share my understanding of the math.
3D graphics is a rich and old field with lots of tricks like this. It's cool to see faster algorithms and alternative explanations in the comments!