To get started: Clone this repository then issue
git clone --recursive http://github.com/[username]/geometry-processing-curvature.git
See introduction.
Once built, you can execute the assignment from inside the build/
by running
on a given mesh:
./curvature [path to mesh.obj]
In this assignment we explore discrete curvature quantities computed on a surface. These quantities give us local information about a shape. Beyond inspecting the surface (the extent of this assignment), these quantities become the building blocks to:
- define energies to minimize during smoothing/deformation,
- identify salient points and curves on the shape, and
- provide initial conditions/constraints for remeshing.
The fundamental difference between a segment on the real line and a curve is the introduction of curvature. This is quite natural and intuitive. When we draw a 1D object in the plane or in space we have the freedom to let that object bend. We quantify this "bending" locally as curvature.
Curvature is also the
fundamental difference between a chunk (i.e., subregion) of the Euclidean
Plane and a
surface that has been
immersed in (or
elsewhere). Unlike curves, surfaces can bend in each direction at any point.
We start our discussion assuming a smooth surface . We would like to
categorize points on the surface
in terms of how the surface bends or
curves locally.
Let us briefly recall how
curvature is
defined for a planar curve
.
There are multiple equivalent definitions.
We can define the tangent direction at
a point as the limit of the
secant formed between
and
another point on the curve
as
approaches
:
It always possible, and often convenient, to assume without loss of generality
that is an arc length
parameterization of the curve
so
that
and therefor the unit tangent vector is simply
.
In an analogous fashion, we can consider the limit of the
circumcircle
that passes
through
and points
and
before and after it on the curve:
This limit circle is called the osculating
circle at the point on
the curve
. By construction the tangent of the curve and the circle match at
: they're both
. The
radius
of the
osculating circle
at the the point
is proportional to how straight
the curve is locally: as the curve becomes more and more straight then the
radius tends toward infinity. This implies that the radius is inversely
proportional to the "curvy-ness" of the curve. Hence, the inverse of the radius
is dubbed the curvature:
The radius is a non-negative measure of length with units meters, so the
curvature is an non-negative scalar with units 1/meters. The radius of the
osculating circle can also be written as a limit of the circumcircle
radius:
Plugging in our arc-length parameterization this reveals that the curvature (inverse of radius) is equal to the magnitude of change in the tangent or equivalently the magnitude of second derivative of the curve:
Because we chose the arc-length parameterization, the only change to the
tangent vector is a change in direction (as opposed to magnitude, since
). This means that the change--as a vector itself--is
orthogonal to the tangent. In other words, the change in tangent
points
along the normal direction
:
If we define an orientation to our curve then we can endow the curvature with a sign based on whether the center of the osculating circle lies on the left or right side of the curve. As already established, the tangent of the osculating circle and the curve agree, so the vector pointing toward the circle's center must be perpendicular to the tangent: i.e., in either the positive or negative normal directions.
If the orientation agrees with increasing the arc-length parameter , then the sign can
be
determined by comparing the second derivative vector
to the unit normal
. The signed
curvature at a point
is thus given by:
This definition neatly conforms to our intuition of a curve as the trajectory
of a moving point. Imagine the curved formed by driving along a particular
trajectory , where we really interpret
as time.
While corresponds to your velocity vector and
corresponds to
your speed, the arc-length (re-)parameterization would correspond to having
your friend re-trace your path traveling at a perfectly uniform speed
, where your friends "time"
may be different from yours (it may take
longer or shorter depending if you drove fast or slow).
Curvature in the path corresponds to turning and quite literally the amount by which your friend needs to turn the steering wheel away from the "straight" position: on a straight course, the steering wheel remains at zero-angle position and the curvature is zero, on a circular course the steering wheel is fixed at a constant angle in the left or right direction corresponding to constant positive or negative curvature respectively.
Changing the steering wheel changes the direction of the vehicle's velocity.
For your friend driving at constant speed, this is the only change admissible
to the velocity, hence the curvature exactly corresponds to and to the
steering wheel angle.
If somebody wants to make a Sega Out Run inspired gif showing a steering wheel turning next to a little car tracing a curve, I'll be very impressed.
The integrated signed curvature around a closed
curve must be an integer multiple of
:
where is an integer called the "turning number" of the curve.
This is a bit surprising at first glance. However, in the moving point
analogy a closed curve corresponds to a period trajectory (e.g., driving
around a race-track). When we've made it once around the track, our velocity
direction (e.g., the direction the vehicle is facing) must be pointing in the
original direction. That is, during the course, the car either have turned all the
way around once () or turned as much clockwise and it did
counter-clockwise (e.g., on a figure 8 course:
), or made multiple
loops, etc.
In the discrete world, if a curve is represented as a piecewise-linear chain of segments, then it's natural to associate curvature with vertices: the segments are flat and therefor contain no curvature.
A natural analog to the definition of curvature as
the derivative of the tangent vector
(i.e., ) is to define discrete curvature as the change in
tangent direction between discrete segments meeting at a vertex:
that is, the signed exterior
angle at
the vertex
.
The turning number theorem for continuous curves finds an immediate analog in
the discrete case. For a closed polygon the discrete signed angles must sum up
to a multiple of in order to close up:
In this way, we preserve the structure found in the continuous case in our discrete analog. This structure preservation leads to an understanding of the exterior angle as an approximation or discrete analog of the locally integrated curvature.
Alternatively, we could literally fit an circle to the discrete curve based on local samples and approximate curvature as the inverse radius of the osculating circle. This curvature measure (in general) will not obey the turning number theorem, but (conducted properly) it will converge to the pointwise continuous values under refinement (e.g., as segment length shrinks).
We will explore these two concepts for surfaces, too: discrete analogs that preserve continuous structures and discretizations that approximate continuous quantities in the limit.
A surface can be curved locally in multiple ways. Consider the difference between a flat piece of paper, a spherical ping-pong ball and a saddle-shaped Pringles chip. The Pringles chip is the most interesting because it curves "outward" in one direction and "inward" in another direction. In this section, we will learn to distinguish and classify points on a surface based on how it curves in each direction.
The simplest way to extend the curvature that we defined for planar curves to a
surface is to slice the surface through a given point
with a
plane
that is parallel
to the surface normal
.
The (local) intersection of the surface and the plane
will trace a
curve
, upon which we can immediately use the planar curvature definition
above.
There are infinitely many planes that pass through a given point and lie
parallel to a given normal vector
: the plane can rotate around the
normal
by any angle
. For each choice of
, the plane will define
an intersecting curve
and thus for every angle
there will be a
normal curvature:
Normal curvature requires choosing an angle, so it doesn't satiate our desire to reduce the "curvy-ness" to a single number for any point on the surface. A simple way to reduce this space of normal curvatures is to, well, average all possible normal curvatures. This defines the mean curvature:
Another obvious way to reduce the space of normal curvatures to a single number
is to consider the maximum or minimum normal curvature over all choices of :
Collectively, these are referred to as the principal curvatures and correspondingly the angles that maximize and minimize curvature are referred to as the principal curvature directions:
Euler's
theorem
states that the normal curvature is a quite simple function of and the
principal curvatures:
(proof).
There are two immediate and important consequences:
- the principal curvature directions (
and
) are orthogonal, and
- the mean curvature reduces to the average of principal curvatures:
For more theory and a proof of Euler's theorem, I recommend "Elementary Differential Geometry" by Barret O'Neill, Chapter 5.2.
Maximum, minimum and mean curvature reduce curvature to a single number, but still cannot (alone) distinguish between points lying on a round ping-pong ball, a flat sheet of paper, the cylindrical Pringles can and a saddle-shaped Pringles chip.
The neck of this cartoon elephant--like a Pringles chip--bends inward in one
direction (positive ) and outward in the other
direction (negative
).
Figure Caption: Maximum , minimum
, and Gaussian curvature
.
The product of the principal curvatures maintains the disagreement in sign that categories this saddle-like behavior. This product is called Gaussian curvature:
Both mean and Gaussian curvature have meaningful relationships to surface area.
Let us consider a seemingly unrelated yet familiar problem. Suppose we would like to flow a given surface in the direction that shrinks its surface area. That is, we would like to move each surface point in the direction that minimizes surface area.
The surface area of may be written as an integral of unit density:
There are many expressions that . We can choose an expression that is
especially easy to work with. Namely, the small change in position over a small
change in position is a unit vector.
The norm of the gradient is a non-linear function involving square roots, but
since the magnitude is one then the squared magnitude is also one (. This allows us to write the surface area as a quadratic function of
positions and familiarly as the Dirichlet energy:
By abuse of notation we can say that is a functional (function
that takes a function as input) and measures the surface area of the surface
defined by the embedding function
. Now, let's consider the
functional derivative of
with respect to
. This special type of derivative can be written
as:
where is an arbitrary function. That is, we consider the limit of
a tiny perturbation of the function in any way.
We can identify this limit by considering the derivative of the perturbation
magnitude evaluated at zero:
Feeding in our Dirichlet energy definition of we can start
working through this derivative:
Assuming that is closed (no boundary), then applying Green's identity leaves us with:
This still leaves us with an expression of the derivative written as an integral
involving this arbitrary function . We would like to have a more
compact expression to evaluate
at some query point
on the surface.
Since this must be true for any choice of perturbation function , we
can choose
to be a function that is
everywhere on the domain
except in the region just around
, where
makes a little
"bump" maxing out at
. Since this bump can be made
arbitrarily skinny, we can argue that
can be factored out of the
integral above (if
everywhere except
arbitrarily close to
, then the integral just evaluates to
at
):
This reveals to us that the Laplacian of the embedding function indicates the direction and amount that the surface should move to decrease surface area.
The Laplacian of a function
on the surface does not depend on the
choice of parameterization. It is defined as the divergence of the gradient of
the function or equivalently the trace of the Hessian:
If we generously choose and
to vary in the principal directions
and
above. In this case, the Laplacian
of the position function
reduces to the sum of principal curvatures times the normal (recall the
definition of curvature normal):
where is called the mean curvature normal vector. We have
shown that the mean curvature normal is equal half the Laplacian of the
embedding function, which is in turn the gradient of surface area.
As the product of principal curvatures, Gaussian curvature measures zero
anytime one (or both) of the principal curvatures are zero. Intuitively, this
happens only for surfaces that curve or bend in one direction. Imagine rolling
up a sheet of paper. Surfaces with zero Gaussian curvature
are called
developable surfaces because the can be flattened (developed) on to the flat
plane (just as you might unroll the piece of paper) without stretching or
shearing. As a corollary, surfaces with non-zero Gaussian curvature cannot be
flattened to the plane without stretching some part.
Locally, Gaussian curvature measures how far from developable the surface is: how much would the local area need to stretch to become flat.
First, we introduce the Gauss map, a
continuous map from every point
on the surface
to the unit
sphere
so that
, the unit normal at
.
Consider a small patch on a curved surface. Gaussian curvature can
equivalently be defined as the limit of the ratio between the area
area swept out by the unit normal on the Gauss map
and
the area of the surface patch
:
Let's consider different types of regions:
- flat:
because the Gauss map is a point,
- cylindrical:
because the Gauss map is a curve,
- spherical:
because the Gauss map will maintain positive swept-area, and
- saddle-shaped:
because the area on the Gauss map will maintain oppositely oriented area (i.e., from the spherical case).
Similar to the turning number theorem for curves, there exists an analogous
theorem for surfaces
stating that the total Gaussian curvature must be an integer multiple of :
where is the Euler
characteristic of the
surfaces
(a topological invariant of the surface revealing how many
holes the surface has).
In stark contrast to mean curvature, this theorem tells us that we cannot add Gaussian curvature to a surface without:
- removing an equal amount some place else, or
- changing the topology of the surface.
Since changing the topology of the surface would require a discontinuous deformation, adding and removing Gaussian curvature must also balance out for smooth deformations. This simultaneously explains why a cloth must have wrinkles when draping over a table, and why a deflated basketball will not lie flat on the ground.
There is yet another way to arrive at principal, mean and Gaussian curvatures.
Consider a point on a surface
with unit normal vector
. If we
pick a unit tangent vector
(i.e., so that
), then we can ask
how does the normal
change as we move in the direction of
along the
surface:
we call the shape
operator
at the point
. Just as how in the definition of curvature normal, the
curvature normal must point in the normal direction, the shape operator takes
as input a tangent vector and outputs another tangent vector (i.e., the change
in the unit normal must be tangential to the surface; no change can occur in
the normal direction itself).
Locally, the tangent vector space is two-dimensional spanned by basis vectors
so we can think of the
shape operator as a mapping from
to
. As a differential operator,
the shape operator is a linear operator. This means we can represent its
action on a tangent vector
as a matrix:
Given and
are the principal curvature directions (as unit 2D tangent
vectors) we can rotate our coordinate frame to align
and
with the
principal curvature directions. The shape operator takes on a very special
form:
Consider why the off-diagonal terms are zero. Think about the extremality of the principal curvatures.
We have actually conducted an eigen decomposition on the shape operator. Reading this progression backwards, the eigen decomposition of the shape operator expressed in any basis will reveal:
- the principal curvatures as the eigen values, and
- the principal curvature directions as the eigen vectors.
By now we are very familiar with the discrete Laplacian for triangle meshes:
where are the mass and cotangent matrices respectively.
When applied to the vertex positions, this operator gives a point-wise (or rather integral average) approximation of the mean curvature normal:
Stripping the magnitude off the rows of the resulting matrix would give the
unsigned mean curvature. To make sure that the sign is preserved we can check
whether each row in agrees or disagrees with consistently oriented
per-vertex normals in
.
This connection between the Laplace operator and the mean curvature normal provides additional understanding for its use as a geometric smoothing operator (see "Computing Discrete Minimal Surfaces and Their Conjugates" [Pinkall and Polthier 1993]).
On a discrete surface represented as a triangle mesh, curvature certainly can't live on the flat faces. Moreover, Gaussian curvature can't live along edges because we can always develop the triangles on either side of an edge to the plane without stretching them. In fact we can develop any arbitrarily long chain of faces connected by edges so long as it doesn't form a loop or contain all faces incident on a vertex. This hints that discrete Gaussian curvature (like curvature for curves) must live at vertices.
Using the definition of Gaussian curvature in terms of the area on the Gauss
map, flat faces correspond
points on the Gauss map (contributing nothing), edges correspond to area-less
curves (traced by their dihedral
angles), but vertices correspond
to spherical polygons connecting face normal-points. The area subtended on
the Gauss map is call the solid
angle. Conveniently, this area is
simply the angle
defect of
internal angles
incident on the
-th vertex contributed by each
-th
incident face:
Thus, our discrete analog of locally integrated Gaussian curvature is given
as the angle defect at the -th vertex. The local integral average (or
pointwise) discrete Gaussian curvature is the angle defect divided by the
local area associated with the
-th vertex:
By way of closing up the Gauss map, closed polyhedral surfaces (i.e., meshes) will obey the Gauss-Bonnet above, too:
We can connect this to Euler's formula for polyhedra in our very first assignment:
where are the number of vertices, edges and faces respectively.
Alternatively, we can approximate all curvatures of a surface by locally fitting an analytic surface and reading off its curvature values. Since planes have no curvature, the simplest type of analytic surface that will give a non-trivial curvature value is a quadratic surface.
Thus, the algorithm proceeds as follows. For each vertex of the given mesh,
- gather a sampling of points in the vicinity. For simplicity, let's just
grab all other vertices that share an edge with
or share an edge with a vertex that shares an edge with
(i.e., the "two-ring" of
). For most sane meshes, this will provide enough points. Gather the positions of these
points relative to
(i.e.,
) into a matrix
.
- Next, we are going to define a quadratic surface as a height field above
some two-dimensional plane passing through
. Ideally, the plane is orthogonal to the normal at
. To find such a plane, compute the principal-component analysis of
(i.e., conduct eigen decomposition on
). Let
be the coefficients for two most principal directions (call them the
- and
- directions) corresponding to each point in
, and let
be the "height" of each point in the least principal direction (call it the
-direction).
- An quadratic function as a height-field surface passing through the origin is given by:
We have sets of
values and
values. Treat this as a
least-squares fitting problem and solve for the 5 unknown coefficients.
(
igl::pinv
is good for solving this robustly).
- Each element of the shape operator for the graph of a quadratic function over the plane has a closed form expression. You need to derive these by hand. Just kidding. The shape operator can be constructed as the product of two matrices:
known as the second and first fundamental forms respectively. The entries of these matrices categorize the stretch and bending in each direction:
See Table 1 of "Estimating Differential Quantities Using Polynomial Fitting of Osculating Jets" [Cazals & Pouget 2003] to double check for typos :-).
-
Eigen decomposition of
reveals the principal curvatures
and
and the principal tangent directions (in the
PCA basis).
-
Lift the principal tangent directions back to world
coordinates.
Download Barret O'Neill's book. This is my go-to differential geometry book. The section on curvature and the shape operator should help resolve questions and fill in missing proofs above.
igl::gaussian_curvature
igl::internal_angles
(or any of the other overloads)igl::principal_curvatures
igl::adjacency_matrix.h
igl::cotmatrix
igl::invert_diag
igl::massmatrix
igl::per_vertex_normals
igl::pinv
igl::slice
igl::sort
igl::squared_edge_lengths
Compute the discrete mean curvature at each vertex of a mesh (V
,F
) by
taking the signed magnitude of the mean curvature normal as a pointwise (or
integral average) quantity.
Given (squared) edge-lengths of a triangle mesh l_sqr
compute the internal
angles at each corner (a.k.a. wedge) of the mesh.
Compute the discrete angle defect at each vertex of a triangle mesh
(V
,F
), that is, the locally integrated discrete Gaussian
curvature.
Approximate principal curvature values and directions locally by considering
the two-ring neighborhood of each vertex in the mesh (V
,F
).