2D3D Levels

Converting in 1 Level only has some limitations. There is a natural displacement noise because we brutally displace stuff to a new location, without having anything to take its place where it used to be.

The depth map object outline needs to be wider than the object not to repeat its self sideways. This means that parts of the background becomes part of the object outline in 3D.

Eventually you want to separate Objects from Space to create the image hidden behind objects, while maintaining a sharp object outline. The way to do this is by working in multi Leveled ConversionSets.

2 Level

Working in 2 Levels is a conversion minimum to create the illusion of looking around and behind objects, and have a sharp object outline that stands out from the background in 3D.

2levelSee the video demonstration please…



3 Level

With the third Level called “Overlaps”, we can work with objects overlapping other objects and space.


See the video demonstration please…



64 planes depth mapper

If you like the simplicity of depth map topography, 20 depth planes may not be satisfactory to you. There are 256 depth planes in a depth map, but what we see is connected to how many pixels and half pixels the image is displaced on each side of RGB 127, which again is connected to the pixel height of the image. Long story. 50-64 depth planes is usually sufficient to make detailed depth maps with topography, the depth planes will be hard to detect in 3D.


Any questions ?

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