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Lagrange
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Options for computing the texture map and confidence from a rendering. More...
#include <lagrange/texproc/TextureRasterizer.h>
Public Attributes | |
| unsigned int | depth_discontinuity_erosion_radius = 20 |
| Erosion radius (in texels). | |
| double | depth_discontinuity_threshold = 1 |
| Depth discontinuity threshold (in view space). | |
| double | depth_precision = 1e-3 |
| Depth precision (for determining visibility). | |
| size_t | width = 1024 |
| Texture width. | |
| size_t | height = 1024 |
| Texture height. | |
Options for computing the texture map and confidence from a rendering.
| double depth_precision = 1e-3 |
Depth precision (for determining visibility).
Ideally we'd use raytracing to determine if a texel is visible. But for simplicity we just compare the texel depth with depth map value at the screen location.