Using the Depth Sensing API

Depth Sensing Configuration #

To configure depth sensing, use InitParameters at initialization and RuntimeParameters to change specific parameters during use.

// Set configuration parameters
InitParameters init_params;
init_params.depth_mode = DEPTH_MODE::ULTRA; // Use ULTRA depth mode
init_params.coordinate_units = UNIT::MILLIMETER; // Use millimeter units (for depth measurements)
# Set configuration parameters
init_params = sl.InitParameters()
init_params.depth_mode = sl.DEPTH_MODE.ULTRA # Use ULTRA depth mode
init_params.coordinate_units = sl.UNIT.MILLIMETER # Use millimeter units (for depth measurements)
// Set depth mode in ULTRA
InitParameters init_parameters = new InitParameters();
init_parameters.depthMode = DEPTH_MODE.ULTRA; // Use ULTRA depth mode
init_parameters.coordinateUnits = UNIT.MILLIMETER; // Use millimeter units (for depth measurements)

For more information on depth configuration parameters, see Depth Settings.

Getting Depth Data #

To extract the depth map of a scene, use grab() to grab a new image and retrieveMeasure() to retrieve the depth aligned on the left image. retrieveMeasure() can be used to retrieve a depth map, a confidence map, or normal map, or a point cloud.

sl::Mat image;
sl::Mat depth_map;
if (zed.grab() == ERROR_CODE::SUCCESS) {
  // A new image and depth is available if grab() returns SUCCESS
  zed.retrieveImage(image, VIEW::LEFT); // Retrieve left image
  zed.retrieveMeasure(depth_map, MEASURE::DEPTH); // Retrieve depth
}
image = sl.Mat()
depth_map = sl.Mat()
runtime_parameters = sl.RuntimeParameters()
if zed.grab(runtime_parameters) == sl.ERROR_CODE.SUCCESS :
  # A new image and depth is available if grab() returns SUCCESS
  zed.retrieve_image(image, sl.VIEW.LEFT) # Retrieve left image
  zed.retrieve_measure(depth_map, sl.MEASURE.DEPTH) # Retrieve depth
sl.Mat image = new sl.Mat();
sl.Mat depth_map = new sl.Mat();
uint mWidth = (uint)zed.ImageWidth;
uint mHeight = (uint)zed.ImageHeight;
image.Create(mWidth, mHeight, MAT_TYPE.MAT_8U_C4, MEM.CPU); // Mat needs to be created before use.
depth.Create(mWidth, mHeight, MAT_TYPE.MAT_32F_C1, MEM.CPU); // Mat needs to be created before use.

sl.RuntimeParameters runtimesParameters = new sl.RuntimeParameters();
if (zed.Grab(ref runtimeParameters) == sl.ERROR_CODE.SUCCESS) {
  // A new image and depth is available if Grab() returns SUCCESS
  zed.RetrieveImage(image, VIEW.LEFT); // Retrieve left image
  zed.RetrieveMeasure(depth_map, MEASURE.DEPTH); // Retrieve depth
}

Accessing Depth Values #

The depth matrix stores 32-bit floating-point values which represent depth (Z) for each (X,Y) pixel. To access these values, use getValue().

float depth_value=0;
depth_map.getValue(x, y, &depth_value);
depth_value = depth_map.get_value(x, y)
depth_value.GetValue(1, 2, out float depth_value);

By default, depth values are expressed in millimeters. Units can be changed using InitParameters::coordinate_units. Advanced users can retrieve images, depth and points clouds either in CPU memory (default) or in GPU memory using retrieveMeasure(*, *, MEM_GPU).

Displaying Depth Image #

The 32-bit depth map can be displayed as a grayscale 8-bit image. To display the depth map, we scale its values to [0, 255], where 255 (white) represents the closest possible depth value and 0 (black) represents the most distant possible depth value. We call this process depth normalization. To retrieve a depth image, use retrieveImage(depth, VIEW::DEPTH). Do not use the 8-bit depth image in your application for other purposes than displaying depth.

sl::Mat depth_for_display;
zed.retrieveImage(depth_for_display, VIEW::DEPTH);
depth_for_display = sl.Mat()
zed.retrieve_image(depth_for_display, sl.VIEW.DEPTH)
sl.Mat depth_for_display = new sl.Mat();
uint mWidth = (uint)zed.ImageWidth;
uint mHeight = (uint)zed.ImageHeight;
depth_for_display.Create(mWidth, mHeight, MAT_TYPE.MAT_32F_C1, MEM.CPU); // Mat needs to be created before use.
zed.RetrieveImage(depth_for_display, VIEW.DEPTH);

Getting Point Cloud Data #

A 3D point cloud with (X,Y,Z) coordinates and RGBA color can be retrieved using retrieveMeasure().

sl::Mat point_cloud;
zed.retrieveMeasure(point_cloud, MEASURE::XYZRGBA);
point_cloud = sl.Mat()
zed.retrieve_measure(point_cloud, sl.MEASURE.XYZRGBA)
sl.Mat point_cloud = new sl.Mat();
uint mWidth = (uint)zed.ImageWidth;
uint mHeight = (uint)zed.ImageHeight;
point_cloud.Create(mWidth, mHeight, MAT_TYPE.MAT_32F_C4, MEM.CPU); // Mat needs to be created before use.
zed.RetrieveMeasure(point_cloud, MEASURE.XYZRGBA);

To access a specific pixel value, use getValue().

float4 point3D;
// Get the 3D point cloud values for pixel (i, j)
point_cloud.getValue(i, j, &point3D);
float x = point3D.x;
float y = point3D.y;
float z = point3D.z;
float color = point3D.w;
# Get the 3D point cloud values for pixel (i, j)
point3D = point_cloud.get_value(i, j)
x = point3D[0]
y = point3D[1]
z = point3D[2]
color = point3D[3]
float4 point3D = new float4();
// Get the 3D point cloud values for pixel (i, j)
point_cloud.GetValue(i, j, out point3D);
float x = point3D.x;
float y = point3D.y;
float z = point3D.z;
float color = point3D.w;

The point cloud stores its data on 4 channels using a 32-bit float for each channel. The last float is used to store color information, where R, G, B, and alpha channels (4 x 8-bit) are concatenated into a single 32-bit float. You can choose between different color formats using XYZ<COLOR>. For example, BGRA color is available using retrieveMeasure(point_cloud, MEASURE::XYZBGRA).

Measuring distance in point cloud #

When measuring distances, use the 3D point cloud instead of the depth map. The Euclidean distance formula allows us to calculate the distance of an object relative to the left eye of the camera.

float4 point3D;
// Measure the distance of a point in the scene represented by pixel (i,j)
point_cloud.getValue(i, j, &point3D);
float distance = sqrt(point3D.x * point3D.x + point3D.y * point3D.y + point3D.z * point3D.z);
# Measure the distance of a point in the scene represented by pixel (i,j)
point3D = point_cloud.get_value(i, j)
distance = math.sqrt(point3D[0] * point3D[0] + point3D[1] * point3D[1] + point3D[2] * point3D[2])
float4 point3D = new float4();
// Measure the distance of a point in the scene represented by pixel (i,j)
point_cloud.GetValue(i, j, out point3D);
float distance = (float)Math.Sqrt(point3D.x * point3D.x + point3D.y * point3D.y + point3D.z * point3D.z);

Getting Normal Map #

Surface normals can be retrieved using retrieveMeasure(normal_map, sl::MEASURE::NORMALS). Normal maps are useful for traversability estimation and real-time lighting. The output is a 4 channels 32-bit matrix (X,Y,Z,empty), where X,Y,Z values encode the direction of the normal vectors.

Adjusting Depth Resolution #

To improve the performance of your application and speed up data acquisition, you can retrieve a lower resolution measure by specifying the width and height parameters in retrieveMeasure(). You can also specify where you would like to have the data available, in CPU (RAM) or GPU memory.

sl::Mat point_cloud;
// Retrieve a resized point cloud
// width and height specify the total number of columns and rows for the point cloud dataset
width = zed.getResolution().width / 2;
height = zed.getResolution().height / 2;
zed.retrieveMeasure(point_cloud, MEASURE::XYZRGBA, MEM::GPU, width, height);
point_cloud = sl.Mat()
# Retrieve a resized point cloud
# width and height specify the total number of columns and rows for the point cloud dataset
width = zed.get_resolution().width / 2
height = zed.get_resolution().height / 2
zed.retrieve_measure(point_cloud, sl.MEASURE.XYZRGBA, sl.MEM.GPU, width, height)
sl.Mat point_cloud = new sl.Mat();
// Retrieve a resized point cloud
// width and height specify the total number of columns and rows for the point cloud dataset
width = zed.ImageWidth / 2;
height = zed.ImageHeight / 2;
point_cloud.Create(width, height, MAT_TYPE.MAT_32F_C4, MEM.CPU); // Mat needs to be created before use.

zed.RetrieveMeasure(point_cloud, MEASURE.XYZRGBA, MEM.GPU, new Resolution(width, height));

Code Example #

For code examples, check out the Tutorial and Sample on GitHub.