As an architect, I have never thought about the principle behind when I was modeling in Rhino, SketchUp, Revit, etc...
Explains how to derive the matrix in computer graphics using two invariant points, one on the near plane and another on the far plane.
If you've ever found yourself casually tossing around terms like unit cube and canonical cube, assuming they're interchangeable, you're not alone.
C++ bindings, a 3D graphics project, and Typhoon Ragasa.
My Advanced Computer Graphics course final project: real-time fluid sloshing inside a draggable badge inspired by Vercel.