Problems creating depth images in Unity
I want to create some depth images and convert the values to real world distances in meter.
So to get to the depth images I am using this example:
https://answers.unity.com/questions/877170/render-scene-depth-to-a-texture.html
however it is not working very well for me, since I dont get much different values.
At the moment moment the convertion is done like:
double step = (_zFar - _zNear) / 255.0;
for (int h = 0; h < height; h++)
{
for (int w = 0; w < width; w++)
{
//compute real depth value in meters from the normalized z-buffer [0..1] values
//z-buffer values are non-linear so have to apply transformation to linearize the distance in world-space coordinates
float z = 2.0f * _zNear * _zFar /
(_zFar + _zNear - (2.0f * tex2d.GetPixel(h,w).a - 1.0f) * (_zFar - _zNear));
z = (float) (z / step);
Debug.Log(tex2d.GetPixel(h, w).a + " -> " + z);
Color c = new Color(z, z, z, z);
tex2d.SetPixel(h, w, c);
}
}
For zFear & zNear I take the nearClipPlane & farClipPlane values.
In the one pic you can see the Log output of the values and the other ne an example of the saved image.
unity3d computer-vision depth depth-buffer
add a comment |
I want to create some depth images and convert the values to real world distances in meter.
So to get to the depth images I am using this example:
https://answers.unity.com/questions/877170/render-scene-depth-to-a-texture.html
however it is not working very well for me, since I dont get much different values.
At the moment moment the convertion is done like:
double step = (_zFar - _zNear) / 255.0;
for (int h = 0; h < height; h++)
{
for (int w = 0; w < width; w++)
{
//compute real depth value in meters from the normalized z-buffer [0..1] values
//z-buffer values are non-linear so have to apply transformation to linearize the distance in world-space coordinates
float z = 2.0f * _zNear * _zFar /
(_zFar + _zNear - (2.0f * tex2d.GetPixel(h,w).a - 1.0f) * (_zFar - _zNear));
z = (float) (z / step);
Debug.Log(tex2d.GetPixel(h, w).a + " -> " + z);
Color c = new Color(z, z, z, z);
tex2d.SetPixel(h, w, c);
}
}
For zFear & zNear I take the nearClipPlane & farClipPlane values.
In the one pic you can see the Log output of the values and the other ne an example of the saved image.
unity3d computer-vision depth depth-buffer
You are getting varied data out. Pull that image into GIMP and adjust the values with the curve tool. Yes, the left half is broken, probably too far away, unclear, but the right half? Lots of good data there. Your eye just can't tell.
– Draco18s
Nov 12 at 16:14
OK and you think the Convention to real world values ist right too?
– mojado
Nov 13 at 8:41
No idea. I'm not even sure how I'd come to the conclusion one way or the other.
– Draco18s
Nov 13 at 14:20
add a comment |
I want to create some depth images and convert the values to real world distances in meter.
So to get to the depth images I am using this example:
https://answers.unity.com/questions/877170/render-scene-depth-to-a-texture.html
however it is not working very well for me, since I dont get much different values.
At the moment moment the convertion is done like:
double step = (_zFar - _zNear) / 255.0;
for (int h = 0; h < height; h++)
{
for (int w = 0; w < width; w++)
{
//compute real depth value in meters from the normalized z-buffer [0..1] values
//z-buffer values are non-linear so have to apply transformation to linearize the distance in world-space coordinates
float z = 2.0f * _zNear * _zFar /
(_zFar + _zNear - (2.0f * tex2d.GetPixel(h,w).a - 1.0f) * (_zFar - _zNear));
z = (float) (z / step);
Debug.Log(tex2d.GetPixel(h, w).a + " -> " + z);
Color c = new Color(z, z, z, z);
tex2d.SetPixel(h, w, c);
}
}
For zFear & zNear I take the nearClipPlane & farClipPlane values.
In the one pic you can see the Log output of the values and the other ne an example of the saved image.
unity3d computer-vision depth depth-buffer
I want to create some depth images and convert the values to real world distances in meter.
So to get to the depth images I am using this example:
https://answers.unity.com/questions/877170/render-scene-depth-to-a-texture.html
however it is not working very well for me, since I dont get much different values.
At the moment moment the convertion is done like:
double step = (_zFar - _zNear) / 255.0;
for (int h = 0; h < height; h++)
{
for (int w = 0; w < width; w++)
{
//compute real depth value in meters from the normalized z-buffer [0..1] values
//z-buffer values are non-linear so have to apply transformation to linearize the distance in world-space coordinates
float z = 2.0f * _zNear * _zFar /
(_zFar + _zNear - (2.0f * tex2d.GetPixel(h,w).a - 1.0f) * (_zFar - _zNear));
z = (float) (z / step);
Debug.Log(tex2d.GetPixel(h, w).a + " -> " + z);
Color c = new Color(z, z, z, z);
tex2d.SetPixel(h, w, c);
}
}
For zFear & zNear I take the nearClipPlane & farClipPlane values.
In the one pic you can see the Log output of the values and the other ne an example of the saved image.
unity3d computer-vision depth depth-buffer
unity3d computer-vision depth depth-buffer
asked Nov 12 at 13:35
mojado
246
246
You are getting varied data out. Pull that image into GIMP and adjust the values with the curve tool. Yes, the left half is broken, probably too far away, unclear, but the right half? Lots of good data there. Your eye just can't tell.
– Draco18s
Nov 12 at 16:14
OK and you think the Convention to real world values ist right too?
– mojado
Nov 13 at 8:41
No idea. I'm not even sure how I'd come to the conclusion one way or the other.
– Draco18s
Nov 13 at 14:20
add a comment |
You are getting varied data out. Pull that image into GIMP and adjust the values with the curve tool. Yes, the left half is broken, probably too far away, unclear, but the right half? Lots of good data there. Your eye just can't tell.
– Draco18s
Nov 12 at 16:14
OK and you think the Convention to real world values ist right too?
– mojado
Nov 13 at 8:41
No idea. I'm not even sure how I'd come to the conclusion one way or the other.
– Draco18s
Nov 13 at 14:20
You are getting varied data out. Pull that image into GIMP and adjust the values with the curve tool. Yes, the left half is broken, probably too far away, unclear, but the right half? Lots of good data there. Your eye just can't tell.
– Draco18s
Nov 12 at 16:14
You are getting varied data out. Pull that image into GIMP and adjust the values with the curve tool. Yes, the left half is broken, probably too far away, unclear, but the right half? Lots of good data there. Your eye just can't tell.
– Draco18s
Nov 12 at 16:14
OK and you think the Convention to real world values ist right too?
– mojado
Nov 13 at 8:41
OK and you think the Convention to real world values ist right too?
– mojado
Nov 13 at 8:41
No idea. I'm not even sure how I'd come to the conclusion one way or the other.
– Draco18s
Nov 13 at 14:20
No idea. I'm not even sure how I'd come to the conclusion one way or the other.
– Draco18s
Nov 13 at 14:20
add a comment |
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You are getting varied data out. Pull that image into GIMP and adjust the values with the curve tool. Yes, the left half is broken, probably too far away, unclear, but the right half? Lots of good data there. Your eye just can't tell.
– Draco18s
Nov 12 at 16:14
OK and you think the Convention to real world values ist right too?
– mojado
Nov 13 at 8:41
No idea. I'm not even sure how I'd come to the conclusion one way or the other.
– Draco18s
Nov 13 at 14:20