Field

What a machine computes

A renderer does not divide by depth and stop. It multiplies by a matrix and postpones the divide, clips while the points behind the eye are still finite, quantises what it kept, and lands on a grid of samples half a pixel from where the arithmetic put them. Each of those is a decision about what the picture is a projection of, and each has a number attached.
x/z, y/z — the pinholeM·p, then divide by wworst disagreement 4.0e-14 px over 8 verticescorrect from 21 cm, at 160 mm wide42° across · near 0.1 m, far 1000 m

The divide is postponed, not avoided

A renderer does not divide by depth. It multiplies by a four-by-four matrix that carries the depth in a fourth coordinate and divides later, and the postponement is not an optimisation — it is what makes clipping and texture interpolation possible at all. The matrix and this site's pinhole put every point on the same pixel to five parts in a hundred trillion.

clipped at the near planedivided without clippingdirection cosine -1.0000 — the far end is drawn 2142 px away20 grid segments, 2.4 m of them behind the eyea reversed line is not a large error, it is a different picture

What happens behind the eye

A point behind the camera has a perfectly plausible image. Dividing by a negative fourth coordinate flips both signs, so the point lands through the principal point on the far side of the frame, and a segment crossing the eye plane is drawn straight, inside the frame, and running in exactly the opposite direction — a direction cosine of −1.0000.

00.2500.5000.7501-10123distance from the eye — log₁₀ metresfraction of the buffer's codes used uphalf the codes by 0.20 ma linear map, for comparisonnear 0.1 m, far 1000 mharmonic mean 0.20 m against arithmetic 500 m

The precision a depth buffer has left

Depth is stored as an affine function of one over the distance, so half of a buffer's codes are spent before the harmonic mean of the near and far planes — twenty centimetres out of a kilometre. The resolution goes as the square of the distance, and the fix that works is not more bits.

one pixel is an areacentrescornersprincipal point moves0.707 pxfocal length changes by4.5e-13 pxan edge-versus-centre viewport1.303 pxa half-pixel convention is a principal-point error; an off-by-one viewport is a focal-length error8 vertices, all shifted by the same 0.7071 pxspread across marks 0.0e+0 px

A pixel is not a point

Where the sample sits inside a pixel is a convention, and getting it wrong shifts every mark by half a pixel in each axis. What that costs can be measured by recovering the camera from the picture — the answer is a principal point exactly 0.707 px from the truth with the focal length untouched, and the other half-pixel mistake does precisely the reverse.

-0.400-0.200000.2000.4000.6000.8001position across the drawn surfacehow far along the real surface, minus how far along the drawn one(√k−1)/(√k+1) = 0.5195at the page's midpoint, 40.9%depth ratio 10 : 1peak 0.5195 at s = 0.760

A texture does not interpolate on the page

Walking across a drawn surface at a constant rate walks across the real one at a rate that changes, and the worst gap is a closed form in the depth ratio alone — 0.52 at ten to one, more than half the whole range. It is exactly the error a person makes dividing depth by eye, made by a machine, and the fix is the fourth coordinate the pipeline kept.

the eyenear 0.90 mfar 4.20 mfocal 740 pxprincipal 345, 210

Four numbers and a window

A projection matrix is built from six numbers and one of them is not a number at all. Four sides carry the focal length and the principal point; the near and far planes move nothing a reader can see; and the bottom row, (0, 0, 1, 0), is the only place the depth divides — set it to (0, 0, 0, 1) and the same machine draws a parallel projection.

worst 1e-13 px outcorrect from 17 cm, at 160 mm wide3 × 3 tiles

A tile is an off-centre frustum

Rendering a picture in tiles is exact, and the way to do it is one line of arithmetic: a tile's sides are the whole frustum's sides read at the tile's own pixel bounds. Aiming the camera at each tile instead is defensible at every step and is a different picture, out by about a tenth of a tile whatever the tile size.

24 kept · 26 clipped · every mark unmovedcorrect from 17 cm, at 160 mm wideclip plane tilted 18°

The near plane can be any plane

Rewrite one row of a projection matrix and the near plane stops being perpendicular to the axis and becomes whatever plane is asked for. Every x and every y is untouched — it is the same projection of the same scene from the same eye — and the depth order is wrecked, which is a clean separation of the two things a projection matrix does.

01230123the plane moved by a factor of ten to the …depth resolution, relative (powers of ten)near plane, brought infar plane, pushed out1/near − 1/farone term does all the work

One plane is nearly free

The near and far planes enter a depth buffer's precision through 1/near − 1/far, and one of those reciprocals is enormous. Pushing the far plane out by a factor of a thousand costs a tenth of a per cent; bringing the near plane in by the same factor costs a factor of a thousand — and an infinite far plane is the limit of the first rather than a separate case.

the seat3 chords against the arccurved monitor, 3 flat pieces6.80 mm of sag · 5.50 px at the seat

A curved screen is eight flat ones

A projection matrix is a plane and nothing else, so a curved display cannot be rendered — it has to be driven as several planes and assembled. The gap between chord and arc is the whole error, it goes as the square of the angle each piece spans, and the piece count therefore goes as the inverse root of the tolerance — three for eight pixels, eight for one, fifteen for a quarter.

00.2500.5000.7501-10-50510across the edge, in pixels of the picturehow much of the background reaches the sensorwhere a pinhole puts the edgethe pupilone depth per samplethe same edge, two ways of blurring it70% apart

One depth per sample is not enough

A depth buffer keeps a single distance at each sample, so a post-process blur can only ask how far away the thing at this pixel is. Across an occluding edge that answer is two depths and an occlusion, and the gather it produces differs from the pupil's own integral by 70 per cent of full scale over a band eleven pixels wide.

0.25°0.5°1°2°5°10°20°45°90°0.1110angle of the span from the horizon's direction (log scale)worst texel along a 120 px span (px, log scale)80 px below the horizon160 px below the horizonparallel to the horizon: 0 pxfloor · eye 1.5 m · 60° field

Along a line of constant depth the page is affine

Stepping a texture by a constant amount per pixel is wrong across a receding floor and exactly right along any line of it that stays at one depth — and on every plane those lines run parallel to its own vanishing line. Turn a 120 px span 1° away from that direction and it is 0.79 px out; roll the camera a hundredth of a degree and a floor drawn to 30 m is out by 0.69 px on its worst scanline.

6 vertices with w = 0 · each on its vanishing point to 7e-12 pxcorrect from 17 cm, at 160 mm wideedges extended to where their w = 0 vertex lands

A point at infinity is an ordinary vertex

Give a vertex a zero in its fourth slot and it stops being a point and becomes a direction — and the projection matrix draws it anyway, through the same multiply and the same divide, on that direction's vanishing point to seven trillionths of a pixel. Slide the eye ten metres and it does not move. Two of them bound a ground that reaches the horizon, where a ground drawn to ten kilometres stops a fifth of a pixel short.

5710142028400.31310distance along the floor from below the eye (m, log scale)pixels one shadow-map texel spans on screen (log scale)1 pxlamp beside the eyelamp 30 m overheadlamp 40 m ahead, facing backmeasured against the closed form: 4e-91024-texel map · eye 1.7 m · 50° field

A shadow map's texels land by two distances and two cosines

A renderer finds its shadows by taking a second picture from the lamp and storing a depth in every texel. Each texel reaches the screen through the surface it falls on, and how many pixels it covers there is a closed form — two focal lengths, two distances and two cosines. From a lamp beside the eye every texel lands at 0.79 px; from a lamp 40 m ahead facing back, the same map lands texels of 8.69 px on the floor 5 m out.

the constant-depth direction, 20.0°a floor banked 20°, 40 pixels of the walkworst 0.60 px off the line

A tilted span walks a staircase

A span along a banked floor's constant-depth direction is exact, and a renderer visits pixels rather than the span. Snapped to the grid, a 120 px span at a 20° bank costs 0.577 px where the same span along a page row costs 13.26 — twenty-three times better — and it never rises above 1.22 px at any bank. The price is bookkeeping: a band of twenty-four such spans draws 53 of its 1,368 pixels twice.

the whole picture, one density9530²the frustum fitted to the floor7322²the best projective warp of its rows897²the best warp of its rows, any shape840²one texel per pixel of the floor385²the same, with a wall at every point502²facing lamp, floor to 60 m, no texel over a pixel · log scale÷113 by one warp

One warped shadow map, and what it cannot reach

The lamp facing the eye needed a shadow map 9,530 texels square — 90.8 million texels — for none of them to land on the near floor larger than a pixel. Fitted to the floor and warped by one projective parameter, the same map needs 805 thousand; nothing can do better than one texel per pixel of the eye's picture, 148 thousand. What stays out of reach is not the cosine of a surface, which a warp absorbs, but two surfaces that want different densities along one ray from the lamp.

rate vertices at w = 0 · texture exact to 6e-10 checks at half a pixel from the horizoncorrect from 17 cm, at 160 mm wideone-metre checks, no far plane

A texture reaches the horizon as a rate

A ground drawn to infinity cannot carry a texture coordinate at its far corners, because a repeating texture has no coordinate there. It can carry a rate — so many checks per metre along the direction — and a second number that is 1 at points and 0 at directions. Interpolated like every other attribute and divided once, that pair is exact half a pixel from the horizon. Give the same corner a value instead and the ground is drawn in reverse perspective.

the frustum fitted to the floor53.61 millionits rows re-spaced, one parameter805 thousandits rows re-spaced, any shape706 thousanda true perspective, one parameter752 thousanda full projective warp154 thousandone texel per pixel of the floor148 thousandlamp 40 m ahead, facing back, floor to 60 m, no texel over a pixel · log scale÷4.6 over any row warp

One homography makes a shadow map the eye's picture

A shadow map for a lamp facing the eye needed 706 thousand texels however its rows were re-spaced, nearly five times the one texel per pixel no map can beat. Warp the whole map by a projective transformation, not only its rows, and it needs 154 thousand — within five per cent of the bound — and every texel, carried into the eye's picture, lands at one pixel. The reason is exact: the eye's picture of a floor and the lamp's picture of the same floor are one homography apart.

three vertices at w = 0 · directions exact to 3e-14° · angles off by 7.7°correct from 6 cm, at 160 mm wideno far plane, no point in the triangle

A sky is carried as a direction

A triangle of sky has all three vertices at infinity, so the weight that lets a texture reach the horizon is zero everywhere and there is nothing to divide by. The attribute that belongs to such a triangle is the direction itself: carried over w like any other, it is every pixel's own ray to 5e-14 degrees. Carry the vertices' azimuth and elevation instead and a 60° triangle is 7.7° out, a 4096-texel sky needs triangles under ten degrees wide, and a triangle across the seam where azimuth wraps is painted with the opposite sky.

camera rolled 11.3°, positions snapped to 1/256 px0 lost · 0 doubled

Ground and sky meet at the horizon without a crack

A ground of rate triangles and a sky of direction triangles share their vertices along the horizon, and rasterised as a graphics processor does it — positions snapped to a fraction of a pixel, every centre given to one triangle by the top-left rule — they lose no pixel and claim none twice, at any roll and any snapping. What the horizon does have is a sliver: a centre that falls within half a snapping step of it goes to whichever side the snapped edge puts it, and one that falls exactly on it, rolled one way, is given to the ground at a weight of zero. A ground stopped at a far plane leaves the crack the shared vertex never does: f·h/D rows.

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