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Home/ Questions/Q 7710017
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Editorial Team
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Editorial Team
Asked: June 1, 20262026-06-01T01:00:30+00:00 2026-06-01T01:00:30+00:00

I know RHW is Reciprocal Homogeneous W, but could someone explain how it can

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I know RHW is Reciprocal Homogeneous W, but could someone explain how it can be used and what it does ?

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  1. Editorial Team
    Editorial Team
    2026-06-01T01:00:31+00:00Added an answer on June 1, 2026 at 1:00 am

    Explanation on gamedev forum post and msdn.

    to quote the answer from gamedev, OP jpetrie:

    RHW is the reciprocal of the homogeneous (clip space) w coordinate of
    a vertex (e.g., 1/w).

    Recall that we must expand our 3D vectors to 4D vectors in order to be
    able to multiply them with 4×4 matrices (which we do because 4×4
    matrices allow us to completely encode both rotational, translational,
    and scaling terms). In doing so we often set (or assume) the expanded
    fourth (w) component is 1 for model vertices, and the nature of the
    transforms we use to bring model-space vertices into world or view
    space doesn’t include any terms that alter the w component.

    However, the typical perspective projection transformation often takes
    the follow general form

    A 0 0 0 0 B 0 0 0 0 C D 0 0 E 0

    which, when multiplied with a general view-space vertex vector
    (x,y,z,1), gives you a vector like (Ax, By, Cz + E, zD) — note that
    the resulting vertex has a w component that is proportional to the
    original input’s z component. Also note that the space you’re in after
    multiplication by this matrix is called clip space, because the nature
    of the transform has distorted the viewing frustum into a cuboid, the
    edges of which are much easier to perform clipping against.

    After clipping, the graphics pipeline divided by the w component to
    scale things based on distance to give you the perspective effect.
    This division cannot be encoded in a matrix transform.

    Now, division by w is the same as multiplication by the reciprocal of
    w, and the reason that you are required to give the reciprocal of the
    clip space w coordinate is probably a throwback to the time when
    division was significantly slower than multiplication. When you use
    pre-transformed vertices, the transformation from model to world to
    view to clip space is skipped, but the rest of the pipeline (division
    by w, conversion to window coordinates, and rasterization, obviously)
    must still happen. Since the projection transform was skipped, there
    is no basis for the pipeline to determine the w coordinate to divide
    by, so it asks you for it.

    There are some interesting uses for the value, but for the most part
    people use pretransformed vertices when doing 2D rendering, and in
    that case its most useful to set the RHW value to 1, which effectively
    causes the divide to be a no-op.

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