Simple perspective calculations used in rendering 3D points onto a 2D screen take the form of dividing the camera-relative coordinates by distance from camera and multiplying by a field-of-view parameter, as described here: http://en.wikipedia.org/wiki/Perspective_transform#Perspective_projection
So if I have a set of long horizontal parallel lines, like looking across a huge chess board, shouldn't the lines take on a slight curve on the 2D rendered output, since the lines are closer to the camera in the middle than at the ends?
I don't see this happening in real 3D rendering so I wondered if I have a mistake in my math, or if it's simply the case that the effect is so small it's not noticed?