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I have a 3d renderer I'm working on, and I need to know how the specific details of the human eye so I can project that to a coordinate, what is the math that does this given spherical coordinates and plots it to a 2d projection?

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    \$\begingroup\$ Where do you suppose spherical coordinates enter into this? When you're rendering onto a flat surface like a computer monitor, you use linear perspective — you do not need to account for the roundness of the human eye unless you have some device that's painting laser dots directly onto the viewer's retina. "Perspective projection" and "view projection matrix" are good keywords to search to find existing guides and Q&A about plotting 3D positions to screen space projections. \$\endgroup\$ Commented Oct 26 at 9:46
  • \$\begingroup\$ "i need to know how the specific details of the human eye" this is grammatically awkward. I'm not sure what you want to know. Are you asking how to convert from spherical coordinates to cartesian coordinates? \$\endgroup\$ Commented Oct 27 at 18:53
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    \$\begingroup\$ A diagram might help. Do you have a projector that has human eye optics that this is getting projected through? If not, the human eye thing may be a red herring. If you're trying to match the image captured by a real-world camera, you'd need the camera's optical parameters. If it's a virtual camera, then you don't need to think about optics at all — just geometric ray-casting with straight lines and flat planes in Cartesian coordinates will work. Try explaining, from start to finish, what your game is supposed to do, and we can help you do that. \$\endgroup\$ Commented Oct 27 at 21:03
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    \$\begingroup\$ It sounds like you are totally new to this and don't know the correct terminology to use. You might try reading the Wikipedia articles on 3D projection (specifically the section on "Perspective projection") and on camera matrix. If the matrix math all sounds too complicated, you can work out projection basics and even create a rudimentary renderer using trigonometry, but what you'll end up doing is coming up with equations that do the same thing as matrix math in a more complicated way. \$\endgroup\$ Commented Oct 28 at 0:08
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    \$\begingroup\$ Renderers typically use cartesian coordinates (up/down, left/right, forward/back) rather than spherical coordinates (radial distance, polar angle, azumithal angle). It's not clear why you're asking about spherical coordinates, so I can't help wondering if you are simply using the wrong terminology. If you have a specific reason why you have to use spherical coordinates, please explain it to us. \$\endgroup\$ Commented Oct 28 at 0:16

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