Creating and Rendering Convolution Surfaces
Abstract
Implicit surfaces obtained by convolution of multi-dimensional primitives with some potential function, are a generalisation of popular implicit surface models: blobs, metaballs and soft objects. These models differ in their choice of potential function but agree upon the use of underlying modelling primitives, namely, points. In this paper a method is described for modelling and rendering implicit surfaces built upon an expanded set of skeletal primitives: points, line segments, polygons, arcs and planes. An analytical solution to the convolution is described. This solution offers a more accurate and robust representation of the resultant implicit surface than previous methods. An algorithm for ray-tracing the surfaces formed through convolution of any combination of these primitives is also outlined.
BibTeX
@article {10.1111:1467-8659.00232,
journal = {Computer Graphics Forum},
title = {{Creating and Rendering Convolution Surfaces}},
author = {McCormack, Jon and Sherstyuk, Andrei},
year = {1998},
publisher = {Blackwell Publishers Ltd and the Eurographics Association},
ISSN = {1467-8659},
DOI = {10.1111/1467-8659.00232}
}
journal = {Computer Graphics Forum},
title = {{Creating and Rendering Convolution Surfaces}},
author = {McCormack, Jon and Sherstyuk, Andrei},
year = {1998},
publisher = {Blackwell Publishers Ltd and the Eurographics Association},
ISSN = {1467-8659},
DOI = {10.1111/1467-8659.00232}
}