Authors:
Martin Prantl
;
Libor Váša
and
Ivana Kolingerová
Affiliation:
University of West Bohemia, Czech Republic
Keyword(s):
Curvature, Screen Space, GPU, Visualisation, Discrete Differential Geometry, Computer Graphics.
Related
Ontology
Subjects/Areas/Topics:
Computer Vision, Visualization and Computer Graphics
;
Geometric Computing
;
Geometry and Modeling
;
Modeling and Algorithms
;
Real-Time Rendering
;
Rendering
Abstract:
Curvature is an important geometric property in computer graphics that provides information about the behavior
of object surfaces. The exact curvature can only be calculated for a limited set of surfaces description.
Most of the time, we deal with triangles, point sets or some other discrete representation of the surface. For
those, curvature computation is problematic. Moreover, most of existing algorithms were developed for static
geometry and can be slow for interactive modeling. This paper proposes a screen space method which estimates
the mean and Gaussian curvature at interactive rates. The algorithm uses positions and normals to
estimate the curvature from the second fundamental form matrix. Using the screen space has advantages over
the classical approach: low-poly geometry can be used and additional detail can be added with normal and
bump maps. The screen space curvature can be easily added to existing rendering pipelines. The proposed
algorithm was tested on several models
and it outperforms current state-of-the-art GPU approaches.
(More)