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I suspect the method actually used doesn't actually rely on parallel projection and it only seems so through the approximation of the article writer and subsequent translation. The problem with bringing a parallel projection into this is you'll attenuate perspective, which is not what you may want. At any rate the method I describe here achieves the same ...


A coder's guide to spline-based procedural geometry is a video from Unity event Unite 2015. In the video, the presenter gives visual explanation of how splines can be created and modified. Then, he goes on to give code examples for the same. Very informative. The video is for Unity3D, but the algorithms presented can be adapted to any platform.

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