<div dir="ltr">Not sure if this helps (or is your issue) but the depth values are post light-camera perspective transform. To get them back into world coordinates you have to apply the inverse of that transform (or something simpler if you just want the world coordinate distance). It is a non-linear mapping. If you google zbuffer to world there are usually a number of hits that talk about this process. To do it you need the light-camera clipping range from the original matrix (around line 619 in the shadow map baker pass)<div><br></div><div>Thanks</div><div>Ken<br><div><br></div><div><br></div></div></div><div class="gmail_extra"><br><div class="gmail_quote">On Thu, Jun 9, 2016 at 7:05 AM, Maximilian Dankbar <span dir="ltr"><<a href="mailto:indienator@gmx.de" target="_blank">indienator@gmx.de</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div><div style="font-family:Verdana;font-size:12.0px"><div style="font-family:Verdana;font-size:12.0px">
<div>Hi everyone,</div>
<div> </div>
<div>I try to use the depth maps generated by vtkShadowMapBakerPass to determine which objects are occluded by other objects. To do that I download the texture to an unsigned int array.</div>
<div> </div>
<div>However I can not figure out how to interpret the values within the map. Normalizing with the clipping range values of the corresponding light camera only works for one camera position. In that case the direction of projection of the camera is (0, 1, 0). In all other cases that I tested the near clipping range is far too low and the far clipping range probably too high.</div>
<div> </div>
<div>Is there any other way to normalize the depth values?</div>
<div> </div>
<div>Thank you in advance for your help!</div>
<div>
<div>Max</div>
</div>
</div></div></div>
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