I agree with Christopher. Normalizing is a bad idea, because it may not be 
consistent throughout the entire sequence. When you have a distant object 
travel through frame, or simply pan from an empty sky area to a cityscape the Z 
buffer will pump back and forth.
It's also unnecessary with 32-bit float.

We're saving the straight distance values. For the sake of a good default I 
configured our own pipeline with a factor of 0.1, just so a distance of 10 
meters becomes a value of 1. So far that seems to be working great for most 
scenes.

I did setup Normalizing in an alternative pipeline (where Z is rendered 
separately for better AA control), but that requires the artists to visually 
pick the near and far values using OpenGL fog, and those values are kept 
consistent across the sequence.

.Christian Bloch

On Mar 14, 2012, at 2:41 PM, Christopher Horvath wrote:

> If you're using 32-bit float for depth, why do you need to normalize at all? 
> Doesn't that defeat the purpose?
> 
> Oh good idea. I'll be normalizing my values, but everything is float.
> 
> 

_______________________________________________
Openexr-devel mailing list
Openexr-devel@nongnu.org
https://lists.nongnu.org/mailman/listinfo/openexr-devel

Reply via email to