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Questions tagged [depth-map]

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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 ...
sunsigil's user avatar
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123 views

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) ...
DirectX_Programmer's user avatar
1 vote
1 answer
362 views

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 ...
Grown's user avatar
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0 answers
511 views

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 ...
Joshua Crotts's user avatar
2 votes
1 answer
367 views

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 ...
Caspian Ahlberg's user avatar
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1 answer
109 views

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. ...
André Ferreira's user avatar
1 vote
0 answers
27 views

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'...
d0n13's user avatar
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1 answer
811 views

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 ...
LocalStarlight's user avatar
4 votes
1 answer
2k views

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 ...
b1skit's user avatar
  • 161
3 votes
3 answers
3k 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 ...
Maarten -Monica for president's user avatar
4 votes
2 answers
2k 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 ...
yuchen's user avatar
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1 vote
0 answers
177 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 ...
J.Doe's user avatar
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6 votes
2 answers
3k 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, ...
Saravanabalagi Ramachandran's user avatar
3 votes
1 answer
566 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....
Virange's user avatar
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1 answer
223 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 ...
MaT's user avatar
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3 votes
2 answers
2k 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 ...
Nacho's user avatar
  • 110
2 votes
0 answers
471 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 ...
J.Doe's user avatar
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2 votes
0 answers
300 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 ...
user3596305's user avatar
3 votes
1 answer
74 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 ...
J.Doe's user avatar
  • 1,445
7 votes
1 answer
2k 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 ...
tmlen's user avatar
  • 173
6 votes
1 answer
174 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 ...
stix's user avatar
  • 163
10 votes
1 answer
567 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 ...
jozxyqk's user avatar
  • 679