Projection & the Frustum

See the camera’s frustum as an object in the world, and the picture it produces, side by side.

What you should come away with: What the perspective divide actually does, and why near and far are a hard clip rather than a fade.

World · the frustum from outside
  • frustum
  • kept
  • clipped
drag to orbit
Camera · what it renders

The projection matrix

P perspective
1.3400.0000.0000.000
0.0002.1450.0000.000
0.0000.000-1.316-3.474
0.0000.000-1.0000.000

The −1 in the bottom row is the whole trick. It copies −z into w, and the divide the GPU performs after your vertex shader — x/w, y/w — is what makes distant things small. Switch to orthographic and that entry becomes 0: w stays 1, nothing shrinks.