Open in playproj

playproj

PerspectiveCones and cylindersSpilhausGlobals and interruptedsTissots2 cellsL3 binsModel gridsIndex spaceMGRS and Sentinel-2Tiles and overviewsRasterizeRegular in what?CatastrophesFor exampleHomage
belowantipodecentretangentabove
through the centretangent

The projected basemap on the plane, as RGBA with its CRS, readable by GDAL.

How it works

A plane touches the sphere at the tangent point. A point of light sits on the axis through the centre of the sphere and the tangent point. Each map point is where a ray from the light, passing through a point on the sphere, meets the plane. Where the light sits decides the projection.

LightProjection
at the antipodestereographic
at the centregnomonic
above the tangent pointnear-side perspective
infinitely farorthographic

Two azimuthal projections need no light. With Compass, put the point of a compass on the tangent point, open it to reach a point on the sphere, and swing it down onto the plane: that is the Lambert azimuthal equal-area projection. With String, lay a string along the sphere from the tangent point to the point, then pull it flat onto the plane: that is the azimuthal equidistant projection. The Rays slider sets how many of these are drawn, and the orange ring is where the antipode lands.

The bright part of the coastline on the globe is what reaches the plane, and the orange ring is the horizon beyond which rays miss it. Lights between those positions give valid perspective projections that PROJ does not name.

The flat map is drawn by proj4js from the PROJ string, not from the 3D geometry, so the two views check each other.

This continues the 2016 post Three projections. Coastlines are from Natural Earth.

Source and contributing