# Simple Two Point Perspective of a Cube

I know this question may be a little basic, but still I haven't found an answer for it anywhere.

Let's say I have a normalized cube; vertices at (+-0.5, +-0.5, +-0.5) If I render it on screen (omitting the Z axis), I'll see a square.

If I rotate it along the Z axis with 45 degrees, I'll see two rectangles:

However, I would like to see it with perspective, so it should look something like this:

What is the matrix multiplication that transfers the original points to the rotated+perspective points?

• Without matrix form just rotate the points 45 degrees around the y axis. Then divide x and y by z and get rid of the z if you want perspective. How much you divide by z controls the fov (but is not formally the fov). – Andrew Wilson Mar 16 at 11:32