Re: [osg-users] Rendering a Depthmap

2020-01-25 Thread 'Tom Pollok' via OpenSceneGraph Users
Is there a way to do this directly with osg or does it need a custom 
implementation? If no, is anybody able to share code for how to render a 
depthmap with intrinsic camera parameters as a 3d pointcloud using shaders?

Am Mittwoch, 12. Juni 2019 21:18:38 UTC+2 schrieb Trajce Nikolov NICK:
>
> 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  > wrote:
>
>> 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 > > wrote:
>>
>>> 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 )
>>>
>>> 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
>>>
>>>
>>>
>>>
>>>
>>> ___
>>> osg-users mailing list
>>> osg-...@lists.openscenegraph.org 
>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>>
>> ___
>> osg-users mailing list
>> osg-...@lists.openscenegraph.org 
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>
>
> -- 
> trajce nikolov nick
>

-- 
You received this message because you are subscribed to the Google Groups 
"OpenSceneGraph Users" group.
To unsubscribe from this group and stop receiving emails from it, send an email 
to osg-users+unsubscr...@googlegroups.com.
To view this discussion on the web visit 
https://groups.google.com/d/msgid/osg-users/fdcf0da7-44d8-4c83-beda-42f710fb57ef%40googlegroups.com.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Rendering a Depthmap

2019-06-12 Thread Trajce Nikolov NICK
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  wrote:

> 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 
> wrote:
>
>> 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 )
>>
>> 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
>>
>>
>>
>>
>>
>> ___
>> osg-users mailing list
>> osg-users@lists.openscenegraph.org
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>


-- 
trajce nikolov nick
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Rendering a Depthmap

2019-06-12 Thread Glenn Waldron
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 
wrote:

> 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 )
>
> 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
>
>
>
>
>
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Rendering a Depthmap

2019-06-12 Thread Lucas Amparo
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 )

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





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org