# Coordinate conversion from scene units to pixels

**URL:** <https://discourse.threejs.org/t/coordinate-conversion-from-scene-units-to-pixels/86525>\
**Category:** Questions\
**Created:** [August 25, 2025, 4:25pm UTC](https://discourse.threejs.org/t/coordinate-conversion-from-scene-units-to-pixels/86525 "2025-08-25T16:25:30Z")\
**Posts on this page:** 1\
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**Author:** ![manthrax](https://yyz1.discourse-cdn.com/flex035/user_avatar/discourse.threejs.org/manthrax/32/2596_2.png) [@manthrax](https://discourse.threejs.org/u/manthrax)\
**Post date:** [August 25, 2025, 4:48pm UTC](https://discourse.threejs.org/t/coordinate-conversion-from-scene-units-to-pixels/86525/3 "2025-08-25T16:48:36Z")

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You’ll need to use vector.project(camera) on the point to take into account the camera viewpoint.

> [@How to converting world coordinates to 2D mouse coordinates in ThreeJS](https://discourse.threejs.org/t/how-to-converting-world-coordinates-to-2d-mouse-coordinates-in-threejs/2251/3):
>
> vector.project( camera ); This only converts a vector to normalized device space. You still have to map the vector to 2D screen space. Something like: vector.x = ( vector.x + 1) \* width / 2; vector.y = - ( vector.y - 1) \* height / 2; vector.z = 0; width and height represent the dimensions of the canvas (renderer.domElement).

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