[osg-users] Rendering a Depthmap

Trajce Nikolov NICK trajce.nikolov.nick at gmail.com
Wed Jun 12 10:18:20 PDT 2019


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 <gwaldron at gmail.com> 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 <lucas.barbosa at fieb.org.br>
> 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 kkkk)
>>
>> 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
>>
>>
>>
>>
>>
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>>
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-- 
trajce nikolov nick
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