CompuServe Messages

Jurassic Park

    12-Jun-93 00:56:23
Sb: #58360-Jurassic Park
Fm: John Dowdell 71165,3065
To: Mark Danner 70731,1162
Hi Mark, Well, I think it'd be *possible* to use metaballs in a poly modeler…! Metaballs and blobby modeling both fall under "implicit modeling"…using algebraic expressions (instead of a listing of poly vertices, or a parametric patchmesh description, or quadrics) to describe a shape. The "sphere of influence" that Jim Roof describes is a special case of this, but not the only way it can be used! The hard part is figuring out the equations needed for a certain shape, and I think that may be why most of the action is on the blobby methods now — it's easier for designers to interface with. But it's tough to render these equations. One popular way is to first polygonize the data, and then send it out to a normal renderer. Paradoxically, it's easier to fit poly vertices to a specified shape than it is to fit a spline patch to it — the tradeoff is lower fidelity vs. quicker development. But blobs->polys is being done today! (And isn't this "zone of influence" idea similar to the way that bones deform vertice positions?) It seems metaball computation is a bear, though…takes significant time even on a workstation. There's already a PC program (it's either Poly-Ray or POV-Ray) that uses Blinn-style blobby modeling…haven't fired it up yet myself…more info in GraphDev. And there's what sounds to be a hot class on Implicit Modeling at SIGGRAPH this year, with many of the folks who've done the basic research. Odds are that we'll be able to use this stuff "soon" — cool! Anyone have more info?