Marching cubes: A high resolution 3D surface construction algorithm
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Functional optimization for fair surface design
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Optimal triangulation and quadric-based surface simplification
Computational Geometry: Theory and Applications - Special issue on multi-resolution modelling and 3D geometry compression
A survey of methods for recovering quadrics in triangle meshes
ACM Computing Surveys (CSUR)
Estimating the tensor of curvature of a surface from a polyhedral approximation
ICCV '95 Proceedings of the Fifth International Conference on Computer Vision
Suggestive contours for conveying shape
ACM SIGGRAPH 2003 Papers
Texture Synthesis for 3D Shape Representation
IEEE Transactions on Visualization and Computer Graphics
A novel cubic-order algorithm for approximating principal direction vectors
ACM Transactions on Graphics (TOG)
Estimating Curvatures and Their Derivatives on Triangle Meshes
3DPVT '04 Proceedings of the 3D Data Processing, Visualization, and Transmission, 2nd International Symposium
Normal Based Estimation of the Curvature Tensor for Triangular Meshes
PG '04 Proceedings of the Computer Graphics and Applications, 12th Pacific Conference
Robust Estimation of Adaptive Tensors of Curvature by Tensor Voting
IEEE Transactions on Pattern Analysis and Machine Intelligence
Proceedings of the 2005 symposium on Interactive 3D graphics and games
ACM SIGGRAPH 2005 Papers
Real-time ambient occlusion for dynamic character skins
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Apparent ridges for line drawing
ACM SIGGRAPH 2007 papers
ACM SIGGRAPH 2007 courses
Image-space horizon-based ambient occlusion
ACM SIGGRAPH 2008 talks
Line-art illustration of dynamic and specular surfaces
ACM SIGGRAPH Asia 2008 papers
Demarcating curves for shape illustration
ACM SIGGRAPH Asia 2008 papers
Data-driven curvature for real-time line drawing of dynamic scenes
ACM Transactions on Graphics (TOG)
Fast high-quality line visibility
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Designing efficient sorting algorithms for manycore GPUs
IPDPS '09 Proceedings of the 2009 IEEE International Symposium on Parallel&Distributed Processing
Multi-layer dual-resolution screen-space ambient occlusion
SIGGRAPH 2009: Talks
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Curvature depended local illumination approximation of ambient occlusion
ACM SIGGRAPH 2010 Posters
Proceedings of the Conference on High Performance Graphics
Ambient occlusion for animated characters
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Screen-space curvature for production-quality rendering and compositing
ACM SIGGRAPH 2013 Talks
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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.