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Depthmap lighting #1529
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There is more than one way of computing normals for a depth map though (e.g. look at just the closest four neighbors, or look at a larger neighborhood and ignore outliers, etc etc) so it is unlikely there will be a single solution that fits all. So allowing users to log a separate normal for each pixel would make sense here. This will be easier once we have: |
### What We should make people who file issues feel seen by commenting on them Example output: ``` #1529 by rasmusgo has 0 comments #1544 by cortwave has 0 comments #1571 by pablovela5620 has 0 comments ``` ### Checklist * [x] I have read and agree to [Contributor Guide](https://github.com/rerun-io/rerun/blob/main/CONTRIBUTING.md) and the [Code of Conduct](https://github.com/rerun-io/rerun/blob/main/CODE_OF_CONDUCT.md) <!-- This line will get updated when the PR build summary job finishes. --> PR Build Summary: https://build.rerun.io/pr/2532 <!-- pr-link-docs:start --> Docs preview: https://rerun.io/preview/e91e000/docs Examples preview: https://rerun.io/preview/e91e000/examples <!-- pr-link-docs:end -->
### What We should make people who file issues feel seen by commenting on them Example output: ``` #1529 by rasmusgo has 0 comments #1544 by cortwave has 0 comments #1571 by pablovela5620 has 0 comments ``` ### Checklist * [x] I have read and agree to [Contributor Guide](https://github.com/rerun-io/rerun/blob/main/CONTRIBUTING.md) and the [Code of Conduct](https://github.com/rerun-io/rerun/blob/main/CODE_OF_CONDUCT.md) <!-- This line will get updated when the PR build summary job finishes. --> PR Build Summary: https://build.rerun.io/pr/2532 <!-- pr-link-docs:start --> Docs preview: https://rerun.io/preview/e91e000/docs Examples preview: https://rerun.io/preview/e91e000/examples <!-- pr-link-docs:end -->
+1. linking some documentation that does just this: But I agree that it's not straightforward to make this work. |
Judging the quality of a depth map is hard when it is only colored by the depth because local details are lost. These details can become visible by computing normals and using them for lighting. An alternative to lighting is to simply display the normals by encoding them directly in rgb (as normals maps are typically done). Lighting is more flexible than coloring by normals because it also works together with other ways of coloring the depth data, eg by a colormap, solid color or an image from a color camera.
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