Ray tracing voxel data via biquadratic local surface interpolation
The Visual Computer: International Journal of Computer Graphics
The Visual Computer: International Journal of Computer Graphics
Computing surface normals for 3D models
Graphics gems
Computing vertex normals from polygonal facets
Journal of Graphics Tools
Weights for computing vertex normals from facet normals
Journal of Graphics Tools
On surface normal and Gaussian curvature approximations given data sampled from a smooth surface
Computer Aided Geometric Design
IEEE Computer Graphics and Applications
Estimating normal vectors and curvatures by centroid weights
Computer Aided Geometric Design
Asymptotic analysis of discrete normals and curvatures of polylines
Proceedings of the 21st spring conference on Computer graphics
Continuous Shading of Curved Surfaces
IEEE Transactions on Computers
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There are a number of applications in computer graphics and computer vision that require the accurate estimation of normal vectors at arbitrary vertices on a mesh surface. One common way to obtain a vertex normal over such models is to compute it as a weighted sum of the normals of facets sharing that vertex. But numerical tests and asymptotic analysis indicate that these proposed weighted average algorithms for vertex normal computation are all linear approximations. An open question proposed in [CAGD,17:521-543, 2000] is to find a linear combination scheme of the normals of the triangular faces, based on geometric considerations, that is quadratic convergence in the general mesh case. In this paper, we answer this question in general triangular mesh case. When tested on a few random mesh with valence 4, the scheme proposed by this paper is of second order accuracy, while the existing schemes only provide first order accuracy.