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yuumei
05-24-2012, 03:23 AM
Hello~

I have looked at many posts now on how to reconstruct world position from a depth value. However I am trying to avoid writing my depth out to a separate fbo and instead use the depth in my depth buffer as a texture to reconstruct the world position. I previously had this working by writing out linear depth to a separate fbo, but now I want to not write to that extra fbo...

I believe the bottom of this page shows me how to do it: http://mynameismjp.wordpress.com/2010/09/05/position-from-depth-3/ But I have had no luck. Could someone tell me what "EyeZAxis" is supposed to represent? I thought it was the direction the camera is looking in world space?

Thanks! :D

Dark Photon
05-24-2012, 05:19 AM
This should get you back to EYE-SPACE:



vec3 PositionFromDepth_DarkPhoton(in float depth)
{
vec2 ndc; // Reconstructed NDC-space position
vec3 eye; // Reconstructed EYE-space position

eye.z = near * far / ((depth * (far - near)) - far);

ndc.x = ((gl_FragCoord.x * widthInv) - 0.5) * 2.0;
ndc.y = ((gl_FragCoord.y * heightInv) - 0.5) * 2.0;

eye.x = ( (-ndc.x * eye.z) * (right-left)/(2*near)
- eye.z * (right+left)/(2*near) );
eye.y = ( (-ndc.y * eye.z) * (top-bottom)/(2*near)
- eye.z * (top+bottom)/(2*near) );

return eye;
}


depth is the 0..1 input depth buffer value, gl_FragCoord.xy is its 0..1 position across the window, widthInv and heightInv are 1/resolution values, and left/right/bottom/top/near/far are your glFrustum projection parameters

yuumei
05-24-2012, 06:00 AM
Thanks dark photon! Is it correct that my depth is going to be 0..1 ? Because I am using the depth straight out of the depth buffer so it will not be linear. (At least it doesn't seem to be)

Dark Photon
05-24-2012, 08:06 AM
Thanks dark photon! Is it correct that my depth is going to be 0..1 ?

The eye-space Z (-near,-far) range is mapped to the window-space Z range you specify with glDepthRange() (by default 0..1). The above math presumes a 0..1 window-space Z range, though you can easily modify it if that's not the case.


Because I am using the depth straight out of the depth buffer so it will not be linear. (At least it doesn't seem to be)
Correct, if you are using a Perspective projection. The above math presumes Perspective and re-linearizes the depth value (notice the 1/depth in computing eye.z).

(Note however that, different from Perspective, Orthographic projection maps eye-space Z linearly to window-space Z.)