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Pomax
three-point-perspective
OPEN SOURCE2021–2021
Pomax / three-point-perspective

three-point-perspective

Implementing strict three point perspective is ridiculous. You'll never need it. Let's do it anyway.

2Distinct people
2Mentions
0Explicit recommenders
6GitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

Implementing strict three point perspective is ridiculous. You'll never need it. Let's do it anyway.

GitHub

Where it is used

No documented product use has been verified yet.

What people are saying

No recommendation phrase was found in the indexed comments.

No classified warning is attached to this page. Read the discussions before treating silence as approval.

Also in these discussions

No other repository is repeatedly linked in the same discussions.

This week on Hacker News

Nov 7–Nov 14 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/14/2026, 3:56:07 PM UTC.

No direct repository links were found in the indexed HN discussions over the past seven days. Older discussions are available below.

Mentions over time

HN mentions by hour2 dated mentions

Observed mentions: 2021-06-06 00:10:55 UTC to 2021-06-06 00:52:31 UTC.

0122021-06-06 00:00:00 UTC to 2021-06-06 01:00:00 UTC (exclusive): 2 mentions; 0 submissions, 2 commentsJun 6, 00:00

Counts come from the repository’s dated source evidence. Index cutoff: 2026-11-02 08:16:59 UTC. One observed period does not establish a trend.

View mention counts and date ranges
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PeriodStart (UTC)End (exclusive, UTC)MentionsSubmissionsComments
Jun 6, 00:002021-06-06 00:00:00 UTC2021-06-06 01:00:00 UTC202

What Hacker News says

2 sources
I did have art class in high school, and I’m aware that most artists won’t have been taught the formulas in full mathematical detail. But you’re the one describing your method as “based on how it gets taught in art class” and calling it “strict” and “true” three-point perspective (or at least calling the usual method “not true three-point perspective”). What I’m suggesting is that maybe you should examine the extra assumptions you made in addition to the rules from art class before drawing conclusions from them. (Filed https://github.com/Pomax/three-point-perspective/issues/1 as you asked.)
In Implementing strict three-point perspective
Except this article isn't interested in "the usual computer graphics". We already know how to do that one, it looks great, it barely has any problems, and on the whole if you want to render things in a cool perspective, use a camera. The whole point of the article is to show what happens if we don't follow conventional computer graphics wisdom and instead implement it based on how it gets taught in art class, and what happens if you break the fundamental "don't get too close to your vanishing points" rule you get taught there. Mind you, it's great advice in general, it just doesn't match up with art class, which was the whole point of this article. That said, if you want to file an issue over on the repo (https://github.com/Pomax/three-point-perspective/issues), I'm sure a new section can be added at the end going "how can we fix this?"
Read the rest
and then show this is one of the several ways in which real world 3D graphics handle perspective.
In Implementing strict three-point perspective

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