2012
DOI: 10.1109/tvcg.2012.113
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Real-Time GPU Surface Curvature Estimation on Deforming Meshes and Volumetric Data Sets

Abstract: Surface curvature is used in a number of areas in computer graphics, including texture synthesis and shape representation, mesh simplification, surface modeling, and nonphotorealistic line drawing. Most real-time applications must estimate curvature on a triangular mesh. This estimation has been limited to CPU algorithms, forcing object geometry to reside in main memory. However, as more computational work is done directly on the GPU, it is increasingly common for object geometry to exist only in GPU memory. E… Show more

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Cited by 18 publications
(6 citation statements)
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“…In literature, there are several algorithms for computing curvatures of a surface (Besl and Jain, 1988; Abdelmalek, 1990; Gatzke and Grimm, 2006; Griffin et al , 2012), and most of them are based on meshed models. The principal patches, which have the curvature lines as sides of itself, were first introduced in Martin (1983).…”
Section: Related Workmentioning
confidence: 99%
“…In literature, there are several algorithms for computing curvatures of a surface (Besl and Jain, 1988; Abdelmalek, 1990; Gatzke and Grimm, 2006; Griffin et al , 2012), and most of them are based on meshed models. The principal patches, which have the curvature lines as sides of itself, were first introduced in Martin (1983).…”
Section: Related Workmentioning
confidence: 99%
“…One technique is to simply twice-differentiate the surface [4,6], but this can lead to a high sensitivity to noise in the data and generally requires removal or rejection of surface outliers. Another technique is to estimate the surface curvature from a locally connected surface mesh based on the change in adjacent facet normal angles [7,13,14]. This method is predominantly used for computer graphics and low-noise data as it operates on a small neighbourhood of facets.…”
Section: Related Workmentioning
confidence: 99%
“…Recent CUDA‐based MC implementations have generated indexed triangles [GWBO12, CJD15], but results have shown that their speed performance is worse than approaches that create triangle soup [NVI15b, DBG10], as generating the indexed triangles introduces severe overheads. If triangle soup is generated, a post‐processing step [Wnb12] can weld triangle vertices by eliminating redundant vertices and coincident edges, but this may introduce even more computing time and extra memory usage.…”
Section: Related Workmentioning
confidence: 99%