Advertisement

The Visual Computer

, Volume 21, Issue 1–2, pp 71–82 | Cite as

A comparison of algorithms for vertex normal computation

  • Shuangshuang Jin
  • Robert R. LewisEmail author
  • David West
original article

Abstract

We investigate current vertex normal computation algorithms and evaluate their effectiveness at approximating analytically computable (and thus comparable) normals for a variety of classes of model. We find that the most accurate algorithm depends on the class and that for some classes, none of the available algorithms is particularly good. We also compare the relative speeds of all algorithms.

Keywords

Vertex normals modeling rendering meshes 

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. 1.
    Desbrun M, Meyer M, Schröder P, Barr A (1999) Implicit fairing of irregular meshes using diffusion and curvature flow. Proceedings of SIGGRAPH 99, pp 317–324Google Scholar
  2. 2.
    Ebert D et al. (1998) Texturing and modeling: a procedural approach, (2nd edn). Academic Press, San Diego, CAGoogle Scholar
  3. 3.
    Gouraud H (1971) Continuous shading of curved surfaces. IEEE Trans Comput C-20(6):623–629Google Scholar
  4. 4.
    Max N (1999) Weights for computing vertex normals from facet normals. J Graph Tools 4(2):1–6CrossRefGoogle Scholar
  5. 5.
    Meyer M (2004) Discrete differential operators for computer graphics. Dissertation, California Institute of TechnologyGoogle Scholar
  6. 6.
    Lorenson W, Cline H (1987) Marching cubes: a high resolution 3D surface construction algorithm. Comput Graph 21(4):163–169CrossRefGoogle Scholar
  7. 7.
    Overveld C, Wyvill B (1997) Phong normal interpolation revisited. ACM Trans Graph 16(4):379–419Google Scholar
  8. 8.
    Phillips M (2000) Geomview Manual. The Geometry Center, http://www.geomview.orgGoogle Scholar
  9. 9.
    Thurmer G, Wuthrich C (1998) Computing vertex normals from polygonal facets. J Graph Tools 3(1):43–46CrossRefGoogle Scholar
  10. 10.
    Treece GM, Prager RW, Gee AH (1998) Regularised marching tetrahedra: improved iso-surface extraction. Comput Graph 23(4):583–598CrossRefGoogle Scholar
  11. 11.
    Wyvill G, McPheeters C, Wyvill B (1986) Data structure for soft objects. Vis Comput 2(4):227–234CrossRefGoogle Scholar

Copyright information

© Springer-Verlag 2005

Authors and Affiliations

  1. 1.School of Electrical Engineering and Computer ScienceWashington State UniversityRichlandUSA

Personalised recommendations