Understanding Perspective Projection Variants: 0→1, 1→0 (Reversed-Z), and Infinite Depth – Why Modern Engines Should Care

In a previous article, we explored the differences in coordinate systems across graphics APIs like Metal, Direct3D, OpenGL, and Vulkan. This follow-up dives deeper into a related but often overlooked topic: perspective projection depth conventions. These conventions—mapping view-space Z to normalized device coordinates (NDC) and the depth buffer—profoundly impact depth precision, shadow mapping…