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Perspective Correction
The mathematical transformation that is used to produce perspective
in 3D computer graphics is not perfect. Human vision doesn't actually
give you a realistic view of the world anyway, but either way the end
result is that, without correcting for the mathematical inaccuracy,
objects can appear to warp or bend at the side edges, top and bottom
of a display, rather like looking through a fish-eye camera lens.
When you're watching a TV and playing a computer game such as Mario or
Turok, perspective correction helps to make the displayed image look
much closer to what you would actually see if you were in the world
you're playing in. In short, it makes the 'angle of view' more
accurate and prevents rendered objects from swimming unrealistically
at the periphery of the display.
(check my current auctions!)
[WhatsNew]
[Intro]
[Sys Desc]
[PR]
[CPU]
[RCP]
[GFX]
[Polygons]
[MIPS/MFLOPS]
[Res/Video]
[FPS]
[Future Technology Research Index]
[SGI Tech/Advice Index]
[Nintendo64 Tech Info Index]