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Screen-Space Curvature for Production-Quality Rendering and Compositing

Nicolas Mellado 1, 2, 3, * Pascal Barla 1, 2, 3 Gael Guennebaud 1, 2, 3 Patrick Reuter 1, 2 Gregory Duquesne 4 
* Corresponding author
1 MANAO - Melting the frontiers between Light, Shape and Matter
LaBRI - Laboratoire Bordelais de Recherche en Informatique, Inria Bordeaux - Sud-Ouest, LP2N - Laboratoire Photonique, Numérique et Nanosciences
Abstract : Curvature is commonly employed for enhancing details in textured 3D models, or to modulate shading at the rendering or compositing stage. However, existing methods that compute curvature in object space rely on mesh-based surfaces and work at the vertex level. Consequently, they are not well adapted to production-quality models that rely on either subdivision surfaces with displacement and bump maps, or on implicit and procedural representations. In practice they would require a view-dependent scene discretization at each frame, to adapt geometry to visible details and avoid aliasing artifacts. Our approach is independent of both scene complexity and the choice of surface representations since it computes mean curvature from scratch at each frame in screen-space. It works without any pre-process and provides a controllable screen-space scale parameter, which makes it ideal for production requirements, either during rendering or compositing.
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Submitted on : Tuesday, April 16, 2013 - 2:13:15 PM
Last modification on : Friday, November 18, 2022 - 9:27:45 AM
Long-term archiving on: : Monday, April 3, 2017 - 6:01:09 AM



  • HAL Id : hal-00813560, version 2


Nicolas Mellado, Pascal Barla, Gael Guennebaud, Patrick Reuter, Gregory Duquesne. Screen-Space Curvature for Production-Quality Rendering and Compositing. SIGGRAPH Talk Program, Aug 2013, Anaheim, United States. ⟨hal-00813560v2⟩



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