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In 3D computer graphics and computer vision, a depth map is an image or image channel that contains information relating to the distance of the surfaces of scene objects from a viewpoint. The term is related (and may be analogous) to depth buffer , Z-buffer , Z-buffering , and Z-depth . [ 1 ]
The metadata types include: depth map, camera pose, point cloud, lens model, image reliability data, and identifying info about the hardware components. This metadata can be used, for instance, to create depth effects such as a bokeh filter, recreate the exact location and position of the camera when the picture was taken, or create 3D data ...
Range imaging is the name for a collection of techniques that are used to produce a 2D image showing the distance to points in a scene from a specific point, normally associated with some type of sensor device.
The stereo cameras approach is a method of distilling a noisy video signal into a coherent data set that a computer can begin to process into actionable symbolic objects, or abstractions. Stereo cameras is one of many approaches used in the broader fields of computer vision and machine vision .
Depth (ring theory), an important invariant of rings and modules in commutative and homological algebra; Depth in a well, the measurement between two points in an oil well; Color depth (or "number of bits" or "bit depth"), in computer graphics; Market depth, in financial markets, the size of an order needed to move the market a given amount
Date/Time Thumbnail Dimensions User Comment; current: 20:24, 24 December 2007: 215 × 114 (13 KB): Tinctorius~commonswiki: Swapped di{1,2} labels; the labels make sense now.
A depth buffer, also known as a z-buffer, is a type of data buffer used in computer graphics to represent depth information of objects in 3D space from a particular perspective. The depth is stored as a height map of the scene, the values representing a distance to camera, with 0 being the closest.
The surface reflection makes water shallower than about 0.9 m (3 ft) difficult to resolve, and absorption limits the maximum depth. Turbidity causes scattering and has a significant role in determining the maximum depth that can be resolved in most situations, and dissolved pigments can increase absorption depending on wavelength. [46]