In 3D computer graphics and computer vision, a depth map is an or 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. The "Z" in these latter terms relates to a convention that the central axis of view of a camera is in the direction of the camera's Z axis, and not to the absolute Z axis of a scene. File:Cubic Structure.jpg|Cubic Structure File:Cubic Frame Stucture and Floor Depth Map.jpg|Depth Map: Nearer is darker File:Cubic Structure and Floor Depth Map with Front and Back Delimitation.jpg|Depth Map: Nearer the Focal Plane is darker Two different depth maps can be seen here, together with the original model from which they are derived. The first depth map shows luminance in proportion to the distance from the camera. Nearer surfaces are darker; further surfaces are lighter. The second depth map shows luminance in relation to the distances from a nominal focal plane. Surfaces closer to the focal plane are darker; surfaces further from the focal plane are lighter, (both closer to and also further away from the viewpoint). Depth maps have a number of uses, including: Simulating the effect of uniformly dense semi-transparent media within a scene - such as fog, smoke or large volumes of water. Simulating shallow depths of field - where some parts of a scene appear to be out of focus. Depth maps can be used to selectively blur an image to varying degrees. A shallow depth of field can be a characteristic of macro photography and so the technique may form a part of the process of miniature faking. Z-buffering and z-culling, techniques which can be used to make the rendering of 3D scenes more efficient. They can be used to identify objects hidden from view and which may therefore be ignored for some rendering purposes. This is particularly important in real time applications such as computer games, where a fast succession of completed renders must be available in time to be displayed at a regular and fixed rate.
Sabine Süsstrunk, Majed El Helou, Ruofan Zhou, Radu Timofte