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It is differentiable to some changes in the input but not others (e.g. object boundaries moving), and this can be combined with soft blending/ shading to get a more differentiable result. |
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Thank you very much for your prompt response! Could you elaborate more on what you mean by "object boundaries moving"? And how can I leverage soft blending/shading to get a more differentiable results on the depth map? Then in the But fragments.zbuf is not affected by either shading or blending... |
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I found out that in the latest release there is a SoftDepthShader, I'll try to use that. |
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Hi everyone,
I am trying to understand whether the output of the mesh resterizer, more specifically
fragments.zbuf[0, ..., 0]is differentiable or not. From the discussion in issue #35 it seem that it IS differentiable.Nevertheless, my doubt comes from the fact is that if we look at

fragments.zbuf[0, ..., 0]of a random object as belowand I zoom in to try to visualize the differentiability, I only see sharp boundaries.

The same does NOT apply when I visualize the silhouette extracted from the
SoftSilhouetteShader, in this case the silhouette looks and is differentiable.Thank you in advance for any insights!
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