<div dir="ltr">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?<br><br>Am Mittwoch, 12. Juni 2019 21:18:38 UTC+2 schrieb Trajce Nikolov NICK:<blockquote class="gmail_quote" style="margin: 0;margin-left: 0.8ex;border-left: 1px #ccc solid;padding-left: 1ex;"><div dir="ltr">Hi Lucas,<div><br></div><div>I have this working (Lidar scans simulation). If you post snippets I might be able to help you. You can private msg me too</div><div><br></div><div>Cheers</div><div>Nick</div></div><br><div class="gmail_quote"><div dir="ltr">On Wed, Jun 12, 2019 at 2:25 PM Glenn Waldron <<a href="javascript:" target="_blank" gdf-obfuscated-mailto="6s2uvdqIBAAJ" rel="nofollow" onmousedown="this.href='javascript:';return true;" onclick="this.href='javascript:';return true;">gwal...@gmail.com</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex"><div dir="ltr">Lucas,<div>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.</div><div><br></div><div><a href="http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-16-shadow-mapping/" target="_blank" rel="nofollow" onmousedown="this.href='http://www.google.com/url?q\x3dhttp%3A%2F%2Fwww.opengl-tutorial.org%2Fintermediate-tutorials%2Ftutorial-16-shadow-mapping%2F\x26sa\x3dD\x26sntz\x3d1\x26usg\x3dAFQjCNE2R4KlYL3FWv_GBFhAEZhH46ZSow';return true;" onclick="this.href='http://www.google.com/url?q\x3dhttp%3A%2F%2Fwww.opengl-tutorial.org%2Fintermediate-tutorials%2Ftutorial-16-shadow-mapping%2F\x26sa\x3dD\x26sntz\x3d1\x26usg\x3dAFQjCNE2R4KlYL3FWv_GBFhAEZhH46ZSow';return true;">http://www.opengl-tutorial.<wbr>org/intermediate-tutorials/<wbr>tutorial-16-shadow-mapping/</a> </div><div> <br clear="all"><div><div dir="ltr"><div dir="ltr"><div>Glenn Waldron</div></div></div></div><br></div></div><br><div class="gmail_quote"><div dir="ltr">On Wed, Jun 12, 2019 at 6:47 AM Lucas Amparo <<a href="javascript:" target="_blank" gdf-obfuscated-mailto="6s2uvdqIBAAJ" rel="nofollow" onmousedown="this.href='javascript:';return true;" onclick="this.href='javascript:';return true;">lucas....@fieb.org.br</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex">Hi, everyone<br>
<br>
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.<br>
<br>
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.<br>
<br>
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)<br>
<br>
Someone already did something similar to that? What's the best way to make a depthmap on OSG? Tutorials, examples, books are very welcomed.<br>
<br>
Thank you!<br>
<br>
Cheers,<br>
Lucas<br>
<br>
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</blockquote></div><br clear="all"><div><br></div>-- <br><div dir="ltr">trajce nikolov nick<br></div>
</blockquote></div>

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