GPU curvature estimation on deformable meshes

dc.contributor.authorGriffin, Wesley
dc.contributor.authorWang, Yu
dc.contributor.authorBerrios, David Hyon
dc.contributor.authorOlano, Marc
dc.date.accessioned2026-02-03T18:14:46Z
dc.date.issued2011-02-18
dc.descriptionI3D '11: Symposium on Interactive 3D Graphics and Games,February 18 - 20, 2011,San Francisco, California
dc.description.abstractSurface 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.sponsorshipThanks 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.urihttps://dl.acm.org/doi/10.1145/1944745.1944772
dc.format.extent8 pages
dc.genreconference papers and proceedings
dc.genrepreprints
dc.identifierdoi:10.13016/m21ela-twxt
dc.identifier.citationGriffin, 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.urihttps://doi.org/10.1145/1944745.1944772
dc.identifier.urihttp://hdl.handle.net/11603/41661
dc.language.isoen
dc.publisherACM
dc.relation.isAvailableAtThe University of Maryland, Baltimore County (UMBC)
dc.relation.ispartofUMBC College of Engineering and Information Technology Dean's Office
dc.relation.ispartofUMBC Faculty Collection
dc.relation.ispartofUMBC Computer Science and Electrical Engineering Department
dc.relation.ispartofUMBC Student Collection
dc.rightsThis 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.subjectUMBC Ebiquity Research Group
dc.subjectUMBC Visualization, Animation, Non-photorealistic Graphics, Object modeling, and Graphics Hardware (VANGOH) Labs
dc.subjectUMBC High Performance Computing Facility (HPCF)
dc.titleGPU curvature estimation on deformable meshes
dc.typeText
dcterms.creatorhttps://orcid.org/0000-0003-4209-6103
dcterms.creatorhttps://orcid.org/0000-0002-3615-1463

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