Projections and Cameras
1. Which matrix is commonly used for implementing perspective projection in computer graphics?
2. What role does the 'near' and 'far' planes play in the context of camera frustum?
3. What is the purpose of the view matrix in computer graphics?
4. How does a depth buffer contribute to the realism of rendered scenes?
5. In computer graphics, what is the purpose of the 'aspect ratio' in relation to cameras?