Problems creating depth images in Unity












0














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.



current image



current image values










share|improve this question






















  • 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
















0














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.



current image



current image values










share|improve this question






















  • 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














0












0








0







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.



current image



current image values










share|improve this question













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.



current image



current image values







unity3d computer-vision depth depth-buffer






share|improve this question













share|improve this question











share|improve this question




share|improve this question










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


















  • 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

















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