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Reverse Z in 3D graphics (and why it's so awesome)


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The first is a quick look at one way to create a reverse Z projection matrix (without making lots of new variations) and how to use them in a simple graphics scene. The incredible thing about this is we gain all this extra precision and improved fidelity at no cost in performance or memory, which usually never happens in computer science or software engineering ( There are no solutions, there are only tradeoffs - Thomas Sowell). To get a feel for these calculations, checkout these little interactive Desmos links (not all of them plot something but they’re useful to play around with by changing the near and far clipping planes and input depth values to see what the outputs are).

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