Timeline for How to correct point cloud distortion
Current License: CC BY-SA 3.0
8 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Feb 21, 2019 at 17:11 | vote | accept | kinkersnick | ||
| Jul 20, 2017 at 18:10 | answer | added | kinkersnick | timeline score: 1 | |
| Jul 20, 2017 at 15:41 | history | edited | trichoplax is on Codidact now | CC BY-SA 3.0 | Remove thanks |
| Jul 20, 2017 at 9:17 | comment | added | kinkersnick | I'm exporting custom render passes out of the Sequencer. The specific pass is 'Scene Depth World Units'. The standard depth pass ('Scene Depth') doesn't give actual world Z position in correct units. | |
| Jul 20, 2017 at 8:36 | comment | added | Simon F | Sorry, how are you getting these values? Are you simply reading the depth buffer (which is a linear function of the inverse value of Z) value for each pixel? If so, then for a plane, all the points should still lie in a plane if you map them (correctly) back into 3D. (Yes the distance from the camera for each point will vary and you would get a curve, but you shouldn't be using that) | |
| Jul 20, 2017 at 7:24 | history | edited | kinkersnick | edited tags | |
| Jul 20, 2017 at 7:14 | review | First posts | |||
| Jul 20, 2017 at 8:28 | |||||
| Jul 20, 2017 at 7:14 | history | asked | kinkersnick | CC BY-SA 3.0 |