# OpenGL [HOWTO] Perspective to Parallel Canonical View Volume.

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Hi, How is the perspective canonical view volume transformed to parallel canonical view volume? I am interested in the step-by-step (if possible) tutorial on how the following matrix is derived: [...1...0...0......................0..............................] [...0...1...0......................0..............................] [...0...0...1/(1 - zmin)....-zmin/(1 - zmin)...] [...0...0...-1.....................0..............................] (The dots in the above matrix are to maintain formatting of the matrix :)) where zmin = -(_VRPz + F) / (_VRPz + B) _VRPz = z component of View Reference Point after translating the Perspecfive Reference Point to origin and shearing the view volume such that the "center line" of view volume is parallel to the z-axis. F is front plane and B is the back plane. This is from the Computer Graphics book by Dr. Foley et.al (Chapter 6). In that book the derivation of this matrix is not explained and I want to know how this is done. BTW, what does the following equation mean and how is this derived: z' = A + (B / z) The eqaution is used in the book Computer Graphics using OpenGL by Prof. Hill Jr. Cheers, ~Ajit

Anyone??

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