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:
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.
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