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:
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 pull the camera back from an object without distracting the viewer with surrounding geometry.
2. A wider and more complete spatial view.
Near objects no longer obscure distant ones;
the viewer can see both the façade of a building and what’s happening on its roof, or even behind it.
bntr•2h ago
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 pull the camera back from an object without distracting the viewer with surrounding geometry.
2. A wider and more complete spatial view.
Near objects no longer obscure distant ones; the viewer can see both the façade of a building and what’s happening on its roof, or even behind it.
Code and details: https://github.com/bntre/reverse-perspective-threejs