Determining how sharply curved a mesh is at each point

Started by
0 comments, last by JTippetts 10 years, 2 months ago

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?

www.simulatedmedicine.com - medical simulation software

Looking to find experienced Ogre & shader developers/artists. PM me or contact through website with a contact email address if interested.

Advertisement

A quick google turned up this paper: http://gfx.cs.princeton.edu/pubs/_2004_ECA/curvpaper.pdf

This topic is closed to new replies.

Advertisement