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Questions tagged [depth-map]

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2
votes
1answer
50 views

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 ...
2
votes
1answer
131 views

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 ...
1
vote
0answers
41 views

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 ...
6
votes
2answers
391 views

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, ...
4
votes
1answer
195 views

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....
1
vote
0answers
215 views

Depth aware blur - Kawase

I am using this Kawase Blur, to apply blur onto my buffer. But I would like to apply this blur in an uniform way, no matter the distance of the objects from the camera. I guess that I need to use the ...
1
vote
1answer
102 views

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 ...
1
vote
0answers
237 views

Getting improper undistorted images for stereo calibration

I am trying to calibrate stereocamera using left and right chessboard images available at github.com->opencv/opencv/tree/master/samples/data After undistorting them, left images seem to look right ...
4
votes
2answers
265 views

How does UnrealEngine handle depth?

Today I found something really interesting (I've never seen something like that). While debugging the buffers used in lightning, I see that the depth information is stored in what looks like cascades ...
2
votes
0answers
202 views

Do you have to clear the depth buffer each frame in OpenGL

I am trying to make it so that objects leave trails behind them and if an object is in the back and tries to draw over a previous trail it is transparent because of it. The problem is whenever I do ...
4
votes
0answers
187 views

How to output a 32 floating value in a render buffer with fragment shader

I would like to downsample my depth buffer and my normals. For that, I take in input of my shader, the corresponding textures (depth, normal), and I write my new values in a multi render target. I ...
4
votes
1answer
67 views

What happens when GL_Depth is disabled

In my simulation I draw a bunch of rectangles with GL_TRIANGLE_STRIP inside of one draw call. What will happen if I turn off GL_DEPTH_SORT? If all of the rectangles were stacked on top of themselves ...
6
votes
1answer
983 views

What is stereo about multi-view stereo?

What 3D scene reconstruction methods does the term "multi-view stereo" encompass? Is it only used for methods that apply binocular stereo algorithms (taking 2 views as input) in a pairwise manner? Or ...
6
votes
1answer
158 views

How should I generate the view position for a light at infinity when creating depth maps?

I'm working on implementing Bruneton's cloud rendering paper, which requires one to render a pair of depth maps, similar to how shadow mapping works. In this case, my light source is the sun (or ...
8
votes
1answer
329 views

Rendering fog underneath water

I'm aware of glFog, which blends between the fog and surface colour based on distance to the camera, like this: The equations are even given in the docs. But the fog is applied immediately in front ...