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Question by dusansvilarkovic · Jun 11, 2021 at 08:00 PM · recordingdepth-bufferz-fighting

Inversing AOV Depth Image Sequence to actual depth

Hi, I started using AOV Depth Image Sequence Recorder to record depth maps from my single camera. My question is: how can I inverse the [0,1] range I have right now in .png, to actual distance from camera? Which parameters I can use for such a operation and is there something intrinsic that I can use for this?

Here is my depth map:

alt text

photo-2021-06-10-20-28-50.jpg (8.6 kB)
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Answer by Namey5 · Jun 12, 2021 at 04:40 AM

Unity's shader function for converting raw depth buffer values to linear view-space depth is as follows;

 // Where:
 //  z - raw depth
 //  _ZBufferParams - x is (1-far/near), y is (far/near), z is (x/far) and w is (y/far)
 inline float LinearEyeDepth( float z )
 {
     return 1.0 / (_ZBufferParams.z * z + _ZBufferParams.w);
 }

Using that information, we can simplify the above into a function useable in C#;

 float LinearEyeDepth (Camera camera, float depth)
 {
     float n = 1f / camera.nearClipPlane;
     float f = (1f / camera.farClipPlane) - n;
     return 1f / (f * depth + n);
 }

Keep in mind that this is still view-space depth - you'll need to do some additional calculations to translate that to actual 3D distance from the camera.

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