Figure 18: Proposed algorithm tested with all 3 edges of the
triangle used for the curvature calculation.
5 CONCLUSIONS
This paper presented an algorithm for estimating cur-
vature in screen space which can compute principal
curvatures, is easy to implement and runs in real-time.
It can be easily added to existing rendering pipelines.
Apart from the screen space, the same algorithm can
be used to compute the curvature directly from the tri-
angle meshes.
The limitations of this technique are similar to
other screen-space algorithms. There are possible
problems with surface discontinuities. Estimated cur-
vature depends on the distance of the mesh from the
camera, where small details are smoothed if camera
is far away from the surface.
In the future work, further LOD improvement and
stability during view changes are planned.
We would also like to use the algorithm for the
ambient occlusion estimation. Some research has
been done on this topic by (Hattori et al., 2011), but
the curvature was precalculated from the model in ob-
ject space.
A reference implementation of the proposed
method (shader source code and test application) is
available at http://graphics.zcu.cz/ sscurvature.html.
ACKNOWLEDGEMENTS
This work was supported by the Czech Ministry of
Education, Youth and Sports - the project LO1506 and
University spec. research - 1311; and by the UWB
grant SGS-2013-029 Advanced Computer and Infor-
mation Systems.
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