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Re: [Public WebGL] determining depth of z-buffer



Awesome tricks, Steve.

Unfortunately I think gl_FragDepth isn't supported in GLES/WebGL,
though, so the last trick isn't easily doable ;(

--
Ben Vanik
http://www.noxa.org



On Wed, Feb 2, 2011 at 4:02 PM, Steve Baker <steve@sjbaker.org> wrote:
>
> On 02/02/2011 04:03 PM, Giles Thomas wrote:
>> You may already be familiar with this trick, but just in case: if
>> you're finding that the depth buffer's not deep enough to handle your
>> scene's level of detail (say, skybox/sphere 10,000,000,000 units away,
>> Sun 100,000,000 units away, planet 90,000 units away and spaceship 0.1
>> units away), you can avoid having to worry at least about the distance
>> of the sky by drawing it at -- say -- half the far clipping distance
>> and then clearing the depth buffer so that whatever you draw next will
>> wind up on top of it, using gl.clear(gl.DEPTH_BUFFER_BIT);  I did
>> something like this in my (long-unupdated)
>> <http://learningwebgl.com/spacelike/>
>>
>> In general, I think (experts please correct me if I'm wrong here!)
>> that if you have various objects at very distinct bands of distances,
>> where no object intersects two bands, you can draw each band, most
>> distant band first, closest last, using a different projection matrix
>> each time -- same fov and aspect, but appropriately-adjusted near and
>> far clipping distances -- thus being able to get maximum use of the
>> depth buffer's precision each time.  You just need to clear the depth
>> buffer after each band, so that each closer level is always drawn on
>> top of the previous one.
>>
>> This is something I've inferred from lots of reading rather than read
>> specifically, however, so it could absolutely standard practice, with
>> a well-known name that I just don't know, or it could be utter
>> nonsense.  Or possibly some combination of the two.
>>
>>
>> Cheers,
>>
>> Giles
>
> That technique is often called "depth stripeing" or "depth stripping".
> It works OK for simple renderings but having to clear the Z buffer
> between passes is problematic if you want to use the Z buffer for
> something else afterwards.
>
> Another trick I've used is to draw small, nearby objects N times too big
> and N times further away than they really are.   That lets me push the
> near clip plane much further away - which improves Z precision immensely.
>
> The simulator we built to train US "Predator" drone aircraft pilots does
> this.  The Predator's camera has a phenomenal zoom factor so it can see
> things tens of miles away like they were right next to you...but it can
> also see parts of the aircraft itself that are mere inches from the
> camera!   This is horrible for Z-buffer precision - so we cheat and draw
> the aircraft somewhere between 'actual size' and 100 times too big
> depending on altitude.   You can build this into the vertex shader so
> the rest of your software doesn't have to do anything special.
>
> For things like the "sky ball", you can change the fragment shader to
> write a specific, known value to the Z buffer rather than using the
> hardware interpolated value that comes from the vertex shader.  That
> allows you much more control over how close you can push it out and
> prevents it from "flimmering" as you induce different roundoff errors
> when you move the camera around.
>
> There are a LOT of tricks out there.
>
>  -- Steve
>
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