"depth" (aka "Z") always means your choice B. That's true for every textbook, file format, or renderer, from OpenGL z-buffers to RenderMan shadow map files.
I can't speak for 3delight, but if your interpretation is correct, they are just wrong (and incompatible with other renderers they try hard to be compatible with), or have chosen a very strange naming convention that is different than the rest of the computer graphics field. On May 29, 2014, at 6:34 PM, Daniel Dresser <dani...@image-engine.com> wrote: > I'm not exactly sure what the best way of wording this question is, which may > be why I haven't turned up many answers in my searching. Hopefully someone > here can suggest the best terminology and/or point me to an answer. > > Assuming that we want to store depth in an image using unnormalized world > space distance units, there are two main ways we could do this: > A) Distance from the point location of the camera (ie. if the camera is > facing directly at a flat plane, the depth value is highest at the corners > and lowest in the middle ) > B) Distance from the image plane (ie. if the camera is facing directly at a > flat plane, the depth value is constant ) > > The depth channel in an OpenEXR image is by convention named Z, which > suggests interpretation B), where depth is orthogonal to the pixel X/Y > location. > > I tried looking through the document "Interpreting OpenEXR Deep Pixels" for > any sort of suggestion one way or another, but all I could find was: > "Each of these samples is associated with a depth, or distance from the > viewer". I'm not sure how to parse this - it's either defining depth as > "distance from the viewer", which suggests A), or it is saying you could use > either A) or B). > > Is there a convention for this in OpenEXR? The two renderers I currently > have convenient access to are Mantra, which does B), and 3delight, which does > A). I'm wondering whether I should try and pressure 3delight to switch to > B), or whether our pipeline needs to support and convert between both. It > shouldn't be hard to convert back and forth, but it's one more confusing > thing that can go subtly wrong when moving data between renderers. > > -Daniel > -- Larry Gritz l...@larrygritz.com
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