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Rendering a Depthmap


 
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lucasamparo (Lucas Amparo)
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Joined: 04 Jun 2019
Posts: 11

PostPosted: Tue Jun 04, 2019 6:27 pm    Post subject:
Rendering a Depthmap
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Hi, everyone

I'm trying to render a depthmap using shaders. Very simple, just using the distance from an arbitrary point P to the camera's eye. That map will be deprojected into a pointcloud.

The problem is an unexpected (by me lol) behavior from the deprojection. Using a tutorial (can't post links yet), I've done the work but the result seems weird.

For example, if I had a perfect wall on the scene, the depthmap is projected similar to a "rinnegan" (do you remember naruto? Is the best way to represent the problem kkkk)

Someone already did something similar to that? What's the best way to make a depthmap on OSG? Tutorials, examples, books are very welcomed.

Thank you!

Cheers,
Lucas
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gwaldron (Glenn Waldron)
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Joined: 25 Aug 2011
Posts: 246

PostPosted: Wed Jun 12, 2019 12:25 pm    Post subject:
Rendering a Depthmap
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Lucas,Just guessing, but it sounds like you are experiencing a problem knows as "shadow acne." There's a good explanation of it here along with some possible mitigation ideas. Very common problem when projecting a depth map back onto the main camera.


http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-16-shadow-mapping/ 
 Glenn Waldron







On Wed, Jun 12, 2019 at 6:47 AM Lucas Amparo < (
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Quote:
Hi, everyone

I'm trying to render a depthmap using shaders. Very simple, just using the distance from an arbitrary point P to the camera's eye. That map will be deprojected into a pointcloud.

The problem is an unexpected (by me lol) behavior from the deprojection. Using a tutorial (can't post links yet), I've done the work but the result seems weird.

For example, if I had a perfect wall on the scene, the depthmap is projected similar to a "rinnegan" (do you remember naruto? Is the best way to represent the problem kkkk)

Someone already did something similar to that? What's the best way to make a depthmap on OSG? Tutorials, examples, books are very welcomed.

Thank you!

Cheers,
Lucas

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Trajce Nikolov NICK
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PostPosted: Wed Jun 12, 2019 7:18 pm    Post subject:
Rendering a Depthmap
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Hi Lucas,

I have this working (Lidar scans simulation). If you post snippets I might be able to help you. You can private msg me too


Cheers
Nick


On Wed, Jun 12, 2019 at 2:25 PM Glenn Waldron < (
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Quote:
Lucas,Just guessing, but it sounds like you are experiencing a problem knows as "shadow acne." There's a good explanation of it here along with some possible mitigation ideas. Very common problem when projecting a depth map back onto the main camera.


http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-16-shadow-mapping/ 
 Glenn Waldron







On Wed, Jun 12, 2019 at 6:47 AM Lucas Amparo < (
Only registered users can see emails on this board!
Get registred or enter the forums!
)> wrote:

Quote:
Hi, everyone

I'm trying to render a depthmap using shaders. Very simple, just using the distance from an arbitrary point P to the camera's eye. That map will be deprojected into a pointcloud.

The problem is an unexpected (by me lol) behavior from the deprojection. Using a tutorial (can't post links yet), I've done the work but the result seems weird.

For example, if I had a perfect wall on the scene, the depthmap is projected similar to a "rinnegan" (do you remember naruto? Is the best way to represent the problem kkkk)

Someone already did something similar to that? What's the best way to make a depthmap on OSG? Tutorials, examples, books are very welcomed.

Thank you!

Cheers,
Lucas

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=76186#76186





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