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Outline

I'll start with some background mathematics about implicit surface curvature, and I'll talk about how to measure curvature in volumes, with an emphasis on practical, take-home advice, and then I'll use curvature in some volume rendering applications.

I think of this as a very applied paper, because this mathematics is not new-- its all been done in computer vision, years ago. I'm just trying to present it in a way that's easy to understand, so that its very clear how to map it to actual working code.

I think the contribution of this paper, then, is that description of a practical method for curvature measurement, combined with these 3 new ways of leveraging that information in volume rendering.