Jump to content
  • Advertisement
Sign in to follow this  
JDX_John

Determining how sharply curved a mesh is at each point

This topic is 2074 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

If we have a surface represented as a mesh with a normal at each vertex, and/or a normal map, either way so that a normal at any point can be obtained...

 

... how might we calculate how flat/curved the surface is at each point? Sorry for the loose wording, but I don't even know exactly what it is I want to measure! In 2D it's just the rate of change of the normal to a line, but in 3D...

 

It sounds like something there will be common methods used which basically give a reasonable approach. I want to apply this to the skin on a human body. For example on fingers, these are approximately cylindrical so in one direction they are totally flat but in the other they are very tightly curved. I think I'd want to take the most curved dimension in this scenario.

 

Any thoughts?

Share this post


Link to post
Share on other sites
Advertisement
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!