Path: utzoo!utgpu!jarvis.csri.toronto.edu!mailrus!ames!husc6!rice!titan!foo From: foo@titan.rice.edu (Mark Hall) Newsgroups: comp.graphics Subject: Re: Blobbly Polygons Keywords: meta-ball, blobby molecules Message-ID: <2642@kalliope.rice.edu> Date: 19 Feb 89 20:16:24 GMT References: <439@celia.UUCP> <2607@kalliope.rice.edu> Sender: usenet@rice.edu Reply-To: foo@titan.rice.edu (Mark Hall) Distribution: usa Organization: Rice University, Houston Lines: 75 In article <2607@kalliope.rice.edu> foo@titan.rice.edu (Mark Hall) writes: >In article <439@celia.UUCP> celia!charlie@tis.llnl.gov (Charlie Gibson) writes: >>Can anyone recommend some references for "Meta-Sphere" or "Blobby Molecule" >>algorithms that create a tesselated 3-d geometry? >>-- >>Charlie Gibson | What IS the secret powder >>Rhythm & Hues, Inc. | that makes "Orange Julius" > I left a few things unclear in my posting of references in polygonalizing implicit surfaces, among which are the "blobby molecules". If you want a copy of the paper I co-authored, send an email request with a physical mail address. The figures and photos in the paper do not travel by email very well. At least, I don't have that capability. The "tricky" part of Bloomenthal's polygonalization algorithm is in the adaptive part. If you don't care about adaptively polygonalizing his algorithmic approach is quite straightforward.(If you are rendering "blobby molecules", for instance, there will probably not be large flat portions on your surface, so adaptivity will probably not buy you much). Note that Lorenson & Cline's method presupposes a fixed grid of values that the algorithm is presented with. Lots of scientific data comes in this form. The other algorithms show their graphics origins in that they can take advantage of (or require) the ability to generate density information at arbitrary locations. This allows much smaller amounts of data to be sufficient. If you are concerned with a single connected structure, it is often possible to "walk" along the surface, generating data only in a small area just inside and outside the surface. (see Bloomenthal's paper) A previous article mentioned that Lorenson and Cline's method can cause holes to appear at saddle points of the surface. That is the problem that Duurst mentioned. However, I feel that the holes are a symptom of a more general and underlying problem. The real problem is that the lookup table method they use can cause data on a single face to be interpreted differently by the two cubes which share the face. A quick note: All these methods are point-sampling methods, and are therefore subject to the problems of undersampling just as in signal processing. Therefore it is impossible to know that you have sampled the volume closely enough unless you can determine the maximum "frequency" and sample twice that closely. All these methods can be "fooled" by data with a high enough frequency component. Lorenson and Cline's method has the additional problem that two cubes may differently interpret how the surface crosses their shared face. in out in out * * * * * * * *.* * * * * . * * . * *. . * *. .* * . .* * . * * . * * . * * * * * * * * * * * * * out in out in (the above is supposed to be two squares with a pair of diagonal lines in each. ) Consider the 2D case: you have 4 data values at the corners of a square (or rectangle). Consider the case where diagonally opposite corners match as to "inside/outside"edness. There are 2 ways to interpret the data for simple functions. (1) the 2 corners that are "inside" are connected to each other or (2) they are unconnected on this face. The two interpretations will lead to a different set of polygon edges on the face. In 3D, the above scenario happens on a face shared by two abutting cubes. If the two cubes interpret the shared face inconsistently, problems arise. One is the creation of holes at saddle points. All the other methods insure consistency in the interpretation of shared faces and so not have the same problems. - mark