Curvature based Rendering
Sam Eskandari · KTH Publication Database DiVA (KTH Royal Institute of Technology) · 2010
In this thesis work, mean curvature and Gaussian curvature are taken into account. Vertex normal calculation is one of the important parts of this thesis work. Vertex normal calculation is done in order to improve the appearance and smoothness of the surface in our model. Vertex normal is also one of the parts of the mean curvature calculation. Curvature based illumination is the main goal of this thesis work. To achieve our goal we have to define locally backscattered light, ambient attenuation and subsurface scattering based on both mean curvature and Gaussian curvature calculations. All of these calculations are also done in this thesis work. We cannot see anything without having the light, thus we need also a light source which acts as sun with different angles to the horizon. The sun and its angle are also simulated in this thesis work. Since this thesis work is based on local curvature based lighting model for rendering of snow, curvature calculations are applied to the lighting model. Then, mean and Gaussian curvature calculations also evaluated for this model and finally mean curvature and Gaussian curvature values are compared to another calculations method which those values are available in an ASCII file. The idea behind these comparisons is to determine whether the mean and Gaussian curvatures of my calculations or from the ASCII file are more suitable in general if it is possible to say and the advantages and disadvantages of these calculations if any.