Search results
Results from the WOW.Com Content Network
The tools consisting of Flux.1 Fill for inpainting and outpainting, Flux.1 Depth for control based on extracted depth map of input images and prompts, Flux.1 Canny for control based on extracted canny edges of input images and prompts, and Flux.1 Redux for mixing existing input images and prompts. Each tools are available in both Dev and Pro ...
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 ]
An example of depth map Generating and reconstructing 3D shapes from single or multi-view depth maps or silhouettes [10] The major steps of depth-based conversion methods are: Depth budget allocation – how much total depth in the scene and where the screen plane will be. Image segmentation, creation of mattes or masks, usually by rotoscoping ...
Unlike the simple depth planes created by simple wallpaper autostereograms, subtle changes in spacing specified by the depth map can create the illusion of smooth gradients in distance. This is possible because the grayscale depth map allows individual pixels to be placed on one of 2 n depth planes, where n is the number of bits used by each ...
A depth buffer storing inverse depth values, which has some advantages for interpolation and precision scaling. Weight map A set of Vertex attributes controlling deformation of a 3D model during skeletal animation. Per-vertex weights are assigned to control the influence of multiple bones (achieved by interpolating the transformations from each ...
2D image and its depth map, lighter depth map areas are regarded as closer to a viewer 2D-plus-Depth is a stereoscopic video coding format that is used for 3D displays, such as Philips WOWvx. Philips discontinued work on the WOWvx line in 2009, citing "current market developments". [ 1 ]
Heightmap comes from the mathematical term 'map' and heightfield comes from the mathematical term 'vector field'. Heightmap is the more correct description because most heightfields are not a (vector) field in mathematical terms but they are always a map (in mathematical terms as well as in the visual representation).
Another application which found widespread use in video games is projective texture mapping. It relies on cube maps to project images of an environment onto the surrounding scene; for example, a point light source is tied to a cube map which is a panoramic image shot from inside a lantern cage or a window frame through which the light is filtering.