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Life & fun · November 10, 2025

Reverse perspective camera for OpenGL (Three.js)

I've extended the standard OpenGL camera to allow smooth transition between normal perspective, orthographic, and reverse perspective projection. To demonstrate the effect, I built a demo using Three.js. Reverse perspective can feel a bit disorienting at first, but this demo is meant to highlight a few of its interesting advantages: 1. An extended Dolly zoom effect. https://en.wikipedia.org/wiki/Dolly_zoom You can think of it as an extrapolation of the classic Dolly zoom into negative space. It produces a cinematic sense of vertigo or sudden insight, and also lets you…

Reverse perspective camera for OpenGL (Three.js) launched on November 10, 2025 with 52 votes, #456 of 9,796 launches that month and more than 90% of that year's launches.

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In plain words

This is a Three.js camera extension that enables smooth transitions between standard perspective, orthographic, and reverse perspective projection modes. It's designed for developers and creative technologists working with 3D graphics. The reverse perspective mode creates an extended dolly zoom effect that produces cinematic vertigo and allows viewers to see both near and distant objects simultaneously without occlusion, useful for architectural visualization and dramatic visual effects.

written from the facts on this page · September 2026

From the sources

Reverse Perspective Camera for OpenGL (Three.js). Contribute to bntre/reverse-perspective-threejs development by creating an account on GitHub.

This example demonstrates how to construct a custom OpenGL projection matrix that allows a smooth transition between three types of projection: direct perspective, orthographic projection, and reverse perspective. For background, see https://en.wikipedia.org/wiki/Reverse_perspective . This visual effect is somewhat similar to the well-known "Dolly zoom" ( https://en.wikipedia.org/wiki/Dolly_zoom ), but more radical in nature. Try it live: https://bntre.github.io/reverse-perspective-threejs/ In this approach, the camera position becomes irrelevant when the projection changes. What really matters is how the frustum shape is transformed. Within the usual near and far clip planes, a so-called…from github.com

In the maker’s words, at launch

I've extended the standard OpenGL camera to allow smooth transition between normal perspective, orthographic, and reverse perspective projection. To demonstrate the effect, I built a demo using Three.js. Reverse perspective can feel a bit disorienting at first, but this demo is meant to highlight a few of its…

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