Depth coding in 3D-HEVC for the multiview video plus depth (MVD) architecture (i) deforms object shapes due to block-level edge-approximation; (ii) misses an opportunity for high compressibility at near-lossless quality by failing to exploit strong homogeneity (clustering tendency) in depth syntax, motion vector components, and residuals at frame-level; and (iii) restricts interactivity and limits responsiveness of independent use of depth information for "non-viewing" applications due to texture-depth coding dependency. This paper presents a standalone depth sequence coder, which operates in the lossless to near-lossless quality range while compressing depth data superior to lossy 3D-HEVC. It preserves edges implicitly by limiting quantisation to the spatial-domain and exploits clustering tendency efficiently at frame-level with a novel binary tree based decomposition (BTBD) technique. For mono-view coding of standard MVD test sequences, on average, (i) lossless BTBD achieved ×42.2 compression-ratio and −60.0 % coding gain against the pseudo-lossless 3D-HEVC, using the lowest quantisation parameter QP = 1, and (ii) near-lossless BTBD achieved −79.4 % and 6.98 dB Bjøntegaard delta bitrate (BD-BR) and distortion (BD-PSNR), respectively, against 3D-HEVC. In viewsynthesis applications, decoded depth maps from BTBD rendered superior quality synthetic-views, compared to 3D-HEVC, with −18.9 % depth BD-BR and 0.43 dB synthetic-texture BD-PSNR on average.Index Terms-Depth map sequence coding, hierarchical partitioning, lossless/near-lossless coding, multiview extension of High Efficiency Video Coding (3D-HEVC), multiview video plus depth (MVD), spatial-domain quantisation.S. Shahriyar was with the ). M. Murshed is and M. Ali was with the Faculty