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computer graphics Computer graphics deals with generating images and art with the aid of computers. Computer graphics is a core technology in digital photography, film, video games, digital art, cell phone and computer displays, and many specialized applications. ...
, metaballs, also known as blobby objects, are organic-looking ''n''-dimensional isosurfaces, characterised by their ability to meld together when in close proximity to create single, contiguous objects. In solid modelling,
polygon mesh In 3D computer graphics and solid modeling, a polygon mesh is a collection of , s and s that defines the shape of a polyhedron, polyhedral object's surface. It simplifies Rendering (computer graphics), rendering, as in a wire-frame model. The fac ...
es are commonly used. In certain instances, however, metaballs are superior. A metaball's "blobby" appearance makes them versatile tools, often used to model organic objects and also to create base meshes for sculpting. The technique for rendering metaballs was invented by Jim Blinn in the early 1980s to model atom interactions for
Carl Sagan Carl Edward Sagan (; ; November 9, 1934December 20, 1996) was an American astronomer, planetary scientist and science communicator. His best known scientific contribution is his research on the possibility of extraterrestrial life, including e ...
's 1980 TV series ''
Cosmos The cosmos (, ; ) is an alternative name for the universe or its nature or order. Usage of the word ''cosmos'' implies viewing the universe as a complex and orderly system or entity. The cosmos is studied in cosmologya broad discipline covering ...
''. It is also referred to colloquially as the "jelly effect" in the
motion In physics, motion is when an object changes its position with respect to a reference point in a given time. Motion is mathematically described in terms of displacement, distance, velocity, acceleration, speed, and frame of reference to an o ...
and UX design community, commonly appearing in UI elements such as navigations and buttons. Metaball behavior corresponds to
mitosis Mitosis () is a part of the cell cycle in eukaryote, eukaryotic cells in which replicated chromosomes are separated into two new Cell nucleus, nuclei. Cell division by mitosis is an equational division which gives rise to genetically identic ...
in cell biology, where chromosomes generate identical copies of themselves through cell division.


Definition

Each metaball is defined as a function in '' n'' dimensions (e.g., for three dimensions, f(x,y,z); three-dimensional metaballs tend to be most common, with two-dimensional implementations popular as well). A thresholding value is also chosen, to define a solid volume. Then, \sum_ \mbox_i(x,y,z) \geq \mbox that is, all points larger than the threshold are inside the metaball.


Implementation

A typical function chosen for metaballs is simply inverse distance, that is, the contribution to the thresholding function falls off asymptotically toward zero as the distance from the centre of the metaball increases: :f(r) = \frac where a scales the magnitude of the contribution (changing the radius of a metaball) and r is the distance from the ball's center, calculated from cartesian coordinates as: :r = \sqrt where (x_0, y_0, z_0) is the center of the metaball. Various other falloff functions have historically been used for reasons of computational efficiency. Desirable properties of the function include: * Finite support. A function with finite support goes to zero at a maximum radius. When evaluating the metaball field, any points beyond their maximum radius from the sample point can be ignored.
Nearest neighbor search Nearest neighbor search (NNS), as a form of proximity search, is the optimization problem of finding the point in a given set that is closest (or most similar) to a given point. Closeness is typically expressed in terms of a dissimilarity function: ...
can ensure only adjacent metaballs need to be evaluated regardless of the total number in the field. *
Smoothness In mathematical analysis, the smoothness of a function is a property measured by the number of continuous derivatives (''differentiability class)'' it has over its domain. A function of class C^k is a function of smoothness at least ; t ...
. Because the isosurface is the result of adding the fields together, its smoothness is dependent on the smoothness of the falloff curves. More complicated models use an inverse square law, or a Gaussian potential constrained to a finite radius or a mixture of polynomials to achieve smoothness. The Soft Object model by the Wyvill brothers provides higher degree of smoothness. A simple generalization of metaballs is to apply the falloff curve to distance-from-lines or distance-from-surfaces. There are a number of ways to render the metaballs to the screen. In the case of three dimensional metaballs, the two most common are brute force raycasting and the marching cubes algorithm. 2D metaballs were a very common demo effect in the 1990s. The effect is also available as an XScreenSaver module.


See also

* NURBS *
Bézier surface Bézier surfaces are a type of mathematical spline used in computer graphics, computer-aided design, and finite element modeling. As with Bézier curves, a Bézier surface is defined by a set of control points. Similar to interpolation in many ...


References


Further reading

*{{cite journal , last1=Blinn , first1=J. F. , title=A Generalization of Algebraic Surface Drawing , doi=10.1145/357306.357310 , journal= ACM Transactions on Graphics , volume=1 , issue=3 , pages=235–256 , date=July 1982 , s2cid=24838292 , url=https://dl.acm.org/doi/pdf/10.1145/357306.357310, url-access=subscription


External links


Interactive 2D metaballs
using the online Desmos graphing calculator
Implicit Surfaces article
by Paul Bourke

from Blender wiki
Metaballs article
from
SIGGRAPH SIGGRAPH (Special Interest Group on Computer Graphics and Interactive Techniques) is an annual conference centered around computer graphics organized by ACM, starting in 1974 in Boulder, CO. The main conference has always been held in North ...
website *
Exploring Metaballs and Isosurfaces in 2D
, 3 September 2008, Stephen Whitmore, gamedev.net 3D computer graphics Demo effects Implicit surface modeling