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Thanks! And, that javascript canvas demo is relevant to my interest - thanks for the link! You're right in your suspicion that depth map generation in Sprite L
by Dinaroozie 13y ago
Thanks! And, that javascript canvas demo is relevant to my interest - thanks for the link!
You're right in your suspicion that depth map generation in Sprite Lamp is not a silver bullet for stuff like that. Images with big discontinuities in depth (especially open scenes, like the one you linked) will likely get you some pretty dubious results in Sprite Lamp. On the other hand, if you look closely at the self-shadowing on the brick gif from the website, I think you'll agree that the results are pretty accurate (note that the little notches and scrapes in the surface of some bricks get picked up accurately too) - while you could paint that map by hand, I suspect that getting the results that nice would take some time, and Sprite Lamp does it in a second or two (pre-optimisation). Stuff like character artwork (like the zombie or the plague doctor) fall somewhere in between - you get results that are good enough for self-shadowing, and with some tweaking you can generate a nice stereogram, but it's not necessarily 'physically accurate' (which in this case is another way of saying "I can't guarantee the results are what the artist pictured").
I'm reluctant to promise features that I haven't tried yet, but I'm planning on some experimentation with a combination of painting depth values and using Sprite Lamp - this will take the form of some tools for messing with the depth map from within Sprite Lamp after it's been generated, with an eye to intelligently detecting potential edges and letting you move whole bits of the scene around at once (and then an integrated means of actually looking at the depth map you've created - wigglegifs might be a good option there, actually).