Perspective mapping takes the world space coordinates and divides the X and Y coordinates by the Z coordinate. This is a useful way to model a projector (i.e., by using a texture with this projection as the distribution, with black border mode). You can also use it for camera mapping. The same change as the other projections applies here: the image is mapped to (-1, -1) – (1, 1), so by default, offsets are not needed to use this mapping for projectors or camera mapping.

Figure 1: Perspective Projection applied to RGB Image TexturesTextures are used to add details to a surface. Textures can be procedural or imported raster files., a Saw Wave Texture and a Turbulence Texture.

Figure 2: Perspective projection applied to a box, cylinder, and sphere