Here is the
function I use to map the depthbuffer values into a range
between the near and far planes accounting for the mapping: double reverseComputeZ(double depthBufferZ) { // compute the world space distance taking into account perspective // projection interpolation return near / (1.0 - ((depthBufferZ * (far - near)) / far)); } I found it in Tomas Mueller's Real Time Rendering book. I can't speak to its portability on other platforms or APIs, but it works perfectly on Win2k with OpenGL and Nvidia hardware. -Pedro ----- Original Message ----- From: "Anthony Ashbrook" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Thursday, May 24, 2001 8:13 AM Subject: [JAVA3D] Interpretation of depth buffer values > I have an application in which I need to interpret values > in the depth buffer as distances relative to the camera or > the image plane. > > I have been able to obtain the depth data using the > DepthComponentFloat object but I am unsure of the > mapping from these float values to distances. I am > also concerned that this mapping might be dependant > on the graphics hardware being used. > > Does anyone have any suggestions or comments on > this subject. > > Regards. > > Anthony. > > =========================================================================== > To unsubscribe, send email to [EMAIL PROTECTED] and include in the body > of the message "signoff JAVA3D-INTEREST". For general help, send email to > [EMAIL PROTECTED] and include in the body of the message "help". > |
- [JAVA3D] Interpretation of depth buffer values Anthony Ashbrook
- Re: [JAVA3D] Interpretation of depth buffer values Chris Thorne
- Re: [JAVA3D] Interpretation of depth buffer values Philip Taylor
- Re: [JAVA3D] Interpretation of depth buffer values Kelvin Chung
- Re: [JAVA3D] Interpretation of depth buffer values Kelvin Chung
- Re: [JAVA3D] Interpretation of depth buffer valu... Anthony Ashbrook
- Pedro Estrada