# Vector math for "de-perspective" transform?

**URL:** <https://blenderartists.org/t/vector-math-for-de-perspective-transform/1483916>\
**Category:** Modeling\
**Tags:** geometry-nodes\
**Created:** [September 21, 2023, 12:56pm UTC](https://blenderartists.org/t/vector-math-for-de-perspective-transform/1483916 "2023-09-21T12:56:46Z")\
**Posts on this page:** 1\
**Showing post:** 4

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**Author:** ![Okidoki](https://blenderartists.org/user_avatar/blenderartists.org/okidoki/32/1434104_2.png) [@Okidoki](https://blenderartists.org/u/Okidoki)\
**Post date:** [September 21, 2023, 2:27pm UTC](https://blenderartists.org/t/vector-math-for-de-perspective-transform/1483916/4 "2023-09-21T14:27:54Z")

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Interesting… after this i also just found the original (?) thread:

> [@Reverse perspective rendering](https://blenderartists.org/t/reverse-perspective-rendering/1213342):
>
> Hello wanted to ask for any advice how do i make a reverse perspective effect in a blender like this I think it somehow can be possibly implemented through a osl shader with a projection matrix

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