DocumentCode
1497783
Title
Real-Time GPU Surface Curvature Estimation on Deforming Meshes and Volumetric Data Sets
Author
Griffin, Wesley ; Wang, Yu ; Berrios, David ; Olano, Marc
Author_Institution
University of Maryland, Baltimore County, Baltimore
Volume
18
Issue
10
fYear
2012
Firstpage
1603
Lastpage
1613
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. Examples include vertex skinned animations and isosurfaces from GPU-based surface reconstruction algorithms. For static models, curvature can be precomputed and CPU algorithms are a reasonable choice. For deforming models where the geometry only resides on the GPU, transferring the deformed mesh back to the CPU limits performance. We introduce a GPU algorithm for estimating curvature in real time on arbitrary triangular meshes. We demonstrate our algorithm with curvature-based NPR feature lines and a curvature-based approximation for an ambient occlusion. We show curvature computation on volumetric data sets with a GPU isosurface extraction algorithm and vertex-skinned animations. We present a graphics pipeline and CUDA implementation. Our curvature estimation is up to {sim}18{times} faster than a multithreaded CPU benchmark.
Keywords
Face recognition; Graphics processing unit; Isosurfaces; Real time systems; GPU; Real-time rendering; ambient occlusion.; curvature; geometry shader; line drawing;
fLanguage
English
Journal_Title
Visualization and Computer Graphics, IEEE Transactions on
Publisher
ieee
ISSN
1077-2626
Type
jour
DOI
10.1109/TVCG.2012.113
Filename
6185550
Link To Document