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首页> 外文期刊>Visualization and Computer Graphics, IEEE Transactions on >Real-Time GPU Surface Curvature Estimation on Deforming Meshes and Volumetric Data Sets
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Real-Time GPU Surface Curvature Estimation on Deforming Meshes and Volumetric Data Sets

机译:变形网格和体积数据集的实时GPU表面曲率估计

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摘要

Surface curvature is used in a number of areas in computer graphics, including texture synthesis and shape representation, mesh simplification, surface modeling, and nonphotorealistic 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 precomputed 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 an ambient occlusion. We show curvature computation on volumetric data sets with a GPU isosurface extraction algorithm and vertex-skinned animations. We present a graphics pipeline and CUDA implementation. Our curvature estimation is up to {sim}18{times} faster than a multithreaded CPU benchmark.
机译:表面曲率用于计算机图形学的许多领域,包括纹理合成和形状表示,网格简化,表面建模以及非真实感的线条画。大多数实时应用程序必须估计三角形网格上的曲率。这种估计仅限于CPU算法,从而迫使对象的几何形状驻留在主存储器中。但是,随着直接在GPU上进行更多的计算工作,对象几何仅存在于GPU内存中变得越来越普遍。示例包括基于基于GPU的曲面重构算法的顶点蒙皮动画和等值面。对于静态模型,曲率可以预先计算,CPU算法是一个合理的选择。对于仅几何体位于GPU上的变形模型,将变形的网格转移回CPU会限制性能。我们介绍了一种GPU算法,用于实时估计任意三角形网格上的曲率。我们演示了基于曲率的NPR特征线和环境遮挡的基于曲率的近似算法。我们展示了使用GPU等值面提取算法和顶点蒙皮动画对体积数据集进行曲率计算的过程。我们提出了图形管道和CUDA实现。我们的曲率估计比多线程CPU基准测试快{sim} 18 {times}。

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