For Perspective Correction we have terms and definitions in 2 topics. The topics are Computer Graphics and Computer Technology.

A particular way to do texture mapping; it is extremely important for creating a realistic image. It takes into account the effect of the Z value in a scene while mapping texels onto the surface of polygons. As a 3D object moves away from the viewer, the length and height of the object become compressed, making it appear shorter. Without perspective correction, objects will appear to shift and 'tear' in an unrealistic way. True perspective correction is that the rate of change per pixel of texture is proportional to the depth. Since it requires a division per pixel, perspective correction is very computing intensive.
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This correctly alters the textures in a scene to give a sense that all the images on the screen converge on one central point way out in the distance. It's why things far away look smaller.
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