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Endemoniada

Edge Detection with Normal/Depth and Sobel ?

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Hi guys,

 

I want to do edge detection using the normal/depth and Sobel method. I understand the concept but don't know how to put it together.

 

I do a first pass to get a texture like this:

 

x=normal.x

y=normal.y

z=normal.z

w=depth

 

I'd use this texture as input to the edge detector. I know how to do a Sobel on the depths (single values) but how do I use the normals ? I don't get it.

 

Thanks.

 

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Exactly the same way, except on each component separately. The filter just shows discontinuities in a single dimension. Running the filter on 3 dimensions gives you discontinuities in 3 dimensions.

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