Questions tagged [depth-map]
The depth-map tag has no usage guidance.
22
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Patchy patterned artefacting in depth buffer
I am writing a polygon rasterization renderer. Some meshes render flawlessly, but some produce strange artefacts in the depth buffer. These artefacts do not just appear when I save the depth buffer ...
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123
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Previous frame reprojection fails for camera translation
I'm trying to perform forward pixel projection based on previous frame depth. Using UV, I'm reading prevDepth for given pixel and based on that I'm recreating worldPos in camera space (where (0, 0, 0) ...
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362
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Why need glClipControl-like extensions when implementing ReverseZ in opgl?
I read this article (https://developer.nvidia.com/content/depth-precision-visualized) about reverseZ and I'm confused about why is glClipControl necessary.Can't we juse modify ProjectionMatrix to make ...
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508
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How to sprite cast in a raycasting engine?
I'm trying to render sprites/textures in my raycasting engine, but I don't quite understand the math behind drawing the columns of the texture I intend to project. I've tried looking at several ...
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365
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A solution to sprite visibility in a raycasting engine with variable wall heights?
I am writing a raycasting engine. At this point, I have added sprites, and I am using a z-buffer, with one stored length to a wall for the x coordinate of each ray. Below is an image of a sprite which ...
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108
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Scale Sampled Depth Value
I am currently porting the atmosphere algorithm used by the UE4 engine to my engine.
As the original algorithm from Bruneton is in Kilometers i had to adapt it to my engine which uses meters. ...
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Finding a flat plane within iPhone depth data
I have real time depth data coming from an iPhone and I want to identify flat objects within the point cloud so that I can highlight the Hard edges in the images. The objects can be at any angle and I'...
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How to calculate position from depth pass of the ZED camera?
I'm using the ZED 2 camera, and although the API provides a means of getting a point cloud position from a specific pixel, for my project I need to be able to perform this calculation myself from the ...
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Why is OpenGL recompiling my depth map vertex shader based on the GL state?
I've written a shader that writes depth to each face of a cube map, as part of rendering cube map shadows for a realtime 3D engine I'm writing with OpenGL and C++.
The shader transforms each vertex ...
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3k
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3ds max: Z-fighting when working with Large Objects
I had a z-fighting/z-clipping issue with a scene containing some very large objects yesterday in 3ds max. It can be seen in the image below:
For some reason downscaling the scene significantly (a ...
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2k
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Why are depth buffer values clamped to (0, 1)?
This is a simple question.
I know that in OpenGL or other graphics API, the values stored in the depth buffer are automatically clamped to (0,1).
I just want to know why people do this instead of ...
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Sorting my geometry for alpha testing
Here is my predicament. I am trying to draw a multitude of dots that leave trails behind them real time. Heres the difficulty, that line fades. Each dot line has a defined z position and the goal ...
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3k
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Bokeh from depth map
How do I generate bokeh that simulates shallow depth of field given a perfect depth map?
Here's what I tried:
Generated a sample scene using blender and corresponding depth map
Using Python, ...
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566
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Creating depth map from a 2-D image?
My question is oriented towards the generation of depth map using any of the state of the art depth sensor.
However, each of these method required the presence of an 3-D object in front of the sensor....
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Questions about Blur effect
I am working on a specific blur effect that implies several behaviours. But before I would like to know what you think about those blurring algorithms according to performances and quality :
Kawase ...