jussing
09-20-2006, 02:46 PM
OK, a theoretical discussion here. Don't know if this has already been done, but the idea struck me yesterday, and I haven't heard about it before.
If your scene is large enough, a normal 24-bit z-depth render just isn't enough, cause even with 24 bits, you still only get a grayscale image, which means your zepth image is limited to 256 levels, which isn't very detailed.
Using 32-bit or 64-images I guess would increase this fairly, but I'm just a little bit behind on that development.
So, my big idea is to have a regular zdepth buffer cover the scene, with a RED gradient from front-to-back, and then a 256 times TILED GREEN z-depth buffer. So, for each of the 256 values of the red buffer, you have extra 256 levels of detail in the green buffer. -An increment from 256 to 65536.
Tiling a blue zdepth buffer 65536 times on top of that would give you 16 million levels of detail, rather than the usual 256. That would be pretty cool I think!
Rendering this is easy, but I don't know how to use it in compositing.
Any thoughts on this? Discuss! :)
Cheers,
- Jonas
If your scene is large enough, a normal 24-bit z-depth render just isn't enough, cause even with 24 bits, you still only get a grayscale image, which means your zepth image is limited to 256 levels, which isn't very detailed.
Using 32-bit or 64-images I guess would increase this fairly, but I'm just a little bit behind on that development.
So, my big idea is to have a regular zdepth buffer cover the scene, with a RED gradient from front-to-back, and then a 256 times TILED GREEN z-depth buffer. So, for each of the 256 values of the red buffer, you have extra 256 levels of detail in the green buffer. -An increment from 256 to 65536.
Tiling a blue zdepth buffer 65536 times on top of that would give you 16 million levels of detail, rather than the usual 256. That would be pretty cool I think!
Rendering this is easy, but I don't know how to use it in compositing.
Any thoughts on this? Discuss! :)
Cheers,
- Jonas
