GPU curvature estimation on deformable meshes
| dc.contributor.author | Griffin, Wesley | |
| dc.contributor.author | Wang, Yu | |
| dc.contributor.author | Berrios, David Hyon | |
| dc.contributor.author | Olano, Marc | |
| dc.date.accessioned | 2026-02-03T18:14:46Z | |
| dc.date.issued | 2011-02-18 | |
| dc.description | I3D '11: Symposium on Interactive 3D Graphics and Games,February 18 - 20, 2011,San Francisco, California | |
| dc.description.abstract | Surface curvature is used in a number of areas in computer graphics, including texture synthesis and shape representation, mesh simplification, surface modeling, and non-photorealistic 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 pre-computed 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 ambient occlusion. We show curvature computation on volumetric datasets with a GPU isosurface extraction algorithm and vertex-skinned animations. Our curvature estimation is up to ~18x faster than a multithreaded CPU benchmark. | |
| dc.description.sponsorship | Thanks to the reviewers, whose comments improved this paper. Szymon Rusinkiewicz for the trimesh2 library [2009]. Christopher Twigg for the Skinning Mesh Animations data [2009]. Stefan Röttger for the volume data sets [2010]. Lee Perry-Smith for the head scan [2010]. NVIDIA for providing the Quadro FX5800. Maryland Industrial Partnerships (MIPS) for providing support. | |
| dc.description.uri | https://dl.acm.org/doi/10.1145/1944745.1944772 | |
| dc.format.extent | 8 pages | |
| dc.genre | conference papers and proceedings | |
| dc.genre | preprints | |
| dc.identifier | doi:10.13016/m21ela-twxt | |
| dc.identifier.citation | Griffin, Wesley, Yu Wang, David Berrios, and Marc Olano. “GPU Curvature Estimation on Deformable Meshes.” Symposium on Interactive 3D Graphics and Games, I3D ’11, February 18, 2011, 159–66. https://doi.org/10.1145/1944745.1944772. | |
| dc.identifier.uri | https://doi.org/10.1145/1944745.1944772 | |
| dc.identifier.uri | http://hdl.handle.net/11603/41661 | |
| dc.language.iso | en | |
| dc.publisher | ACM | |
| dc.relation.isAvailableAt | The University of Maryland, Baltimore County (UMBC) | |
| dc.relation.ispartof | UMBC College of Engineering and Information Technology Dean's Office | |
| dc.relation.ispartof | UMBC Faculty Collection | |
| dc.relation.ispartof | UMBC Computer Science and Electrical Engineering Department | |
| dc.relation.ispartof | UMBC Student Collection | |
| dc.rights | This item is likely protected under Title 17 of the U.S. Copyright Law. Unless on a Creative Commons license, for uses protected by Copyright Law, contact the copyright holder or the author. | |
| dc.subject | UMBC Ebiquity Research Group | |
| dc.subject | UMBC Visualization, Animation, Non-photorealistic Graphics, Object modeling, and Graphics Hardware (VANGOH) Labs | |
| dc.subject | UMBC High Performance Computing Facility (HPCF) | |
| dc.title | GPU curvature estimation on deformable meshes | |
| dc.type | Text | |
| dcterms.creator | https://orcid.org/0000-0003-4209-6103 | |
| dcterms.creator | https://orcid.org/0000-0002-3615-1463 |
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