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		<summary type="html">&lt;p&gt;212.174.145.126: /* Other countries */&lt;/p&gt;
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&lt;div&gt;[[Image:Metaballs.png|thumb|1: The influence of 2 positive metaballs on each other. &amp;lt;br /&amp;gt; 2: The influence of a negative metaball on a positive metaball by creating an indentation in the positive metaball&#039;s surface.|200px]]&lt;br /&gt;
&#039;&#039;&#039;Metaballs&#039;&#039;&#039; are, in [[computer graphics]], organic-looking n-dimensional objects.  The technique for [[rendering (computer graphics)|rendering]] metaballs  was invented by [[Jim Blinn]] in the early 1980s.&lt;br /&gt;
&lt;br /&gt;
Each metaball is defined as a [[function (mathematics)|function]] in &#039;&#039;n&#039;&#039;-dimensions (i.e. for three dimensions, &amp;lt;math&amp;gt;f(x,y,z)&amp;lt;/math&amp;gt;; 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,&lt;br /&gt;
:&amp;lt;math&amp;gt;\sum_{i=0}^n \mbox{metaball}_i(x,y,z) \leq \mbox{threshold}&amp;lt;/math&amp;gt;&lt;br /&gt;
represents whether the volume enclosed by the surface defined by &amp;lt;math&amp;gt;n&amp;lt;/math&amp;gt; metaballs is filled at &amp;lt;math&amp;gt;(x,y,z)&amp;lt;/math&amp;gt; or not.  &lt;br /&gt;
&lt;br /&gt;
A typical function chosen for metaballs is &amp;lt;math&amp;gt;f(x,y,z) = 1 / ((x-x_0)^2 + (y-y_0)^2 + (z-z_0)^2)&amp;lt;/math&amp;gt;, where &amp;lt;math&amp;gt;(x_0, y_0, z_0)&amp;lt;/math&amp;gt; is the center of the metaball. However, due to the divide, it is [[computationally expensive]]. For this reason, approximate [[polynomial function]]s are typically used.{{Citation needed|date=February 2007}}&lt;br /&gt;
&lt;br /&gt;
When seeking a more efficient falloff function, several qualities are desired:&lt;br /&gt;
* [[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.  A hierarchical [[culling]] system can thus ensure only the closest metaballs will need to be evaluated regardless of the total number in the field.&lt;br /&gt;
* [[Smoothness]].  Because the [[isosurface]] is the result of adding the fields together, its smoothness is dependent on the smoothness of the falloff curves.&lt;br /&gt;
&lt;br /&gt;
The simplest falloff curve that satisfies these criteria is: &amp;lt;math&amp;gt;f(r) = (1 - r^2)^2&amp;lt;/math&amp;gt;, where r is the distance to the point.  This formulation avoids expensive [[square root]] calls.&lt;br /&gt;
&lt;br /&gt;
More complicated models use 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 and still avoids square roots.&lt;br /&gt;
&lt;br /&gt;
A simple generalization of metaballs is to apply the falloff curve to distance-from-lines or distance-from-surfaces.&lt;br /&gt;
&lt;br /&gt;
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 [[raycasting|brute force raycasting]] and the [[marching cubes]] algorithm.&lt;br /&gt;
&lt;br /&gt;
2D metaballs were a very common [[demo effect]] in the 1990s. The effect is also available as an [[XScreensaver]] module.&lt;br /&gt;
&lt;br /&gt;
[[Image:Metaball contact sheet.png|frame|left|The interaction between two differently coloured 3D positive metaballs, created in [[Bryce (software)|Bryce]].&amp;lt;br /&amp;gt;&#039;&#039;Note that the two smaller metaballs combine to create one larger object.&#039;&#039;]]&lt;br /&gt;
{{-}}&lt;br /&gt;
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==Further reading==&lt;br /&gt;
*{{cite doi|10.1145/357306.357310}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [http://local.wasp.uwa.edu.au/~pbourke/miscellaneous/implicitsurf/ Implicit Surfaces article] by Paul Bourke&lt;br /&gt;
* [http://wiki.blender.org/index.php/Manual/Meta_Objects Meta Objects article] from [[Blender (software)|Blender]] wiki&lt;br /&gt;
* [http://www.siggraph.org/education/materials/HyperGraph/modeling/metaballs/metaballs.htm Metaballs article] from [[SIGGRAPH]] website&lt;br /&gt;
* [http://www.gamedev.net/page/resources/_//feature/fprogramming/exploring-metaballs-and-isosurfaces-in-2d-r2556 Exploring Metaballs and Isosurfaces in 2D] by Stephen Whitmore (gamedev article)&lt;br /&gt;
* [http://www.digitalartform.com/archives/2009/06/simulating_2d_m.html Simulating 2D Metaball Blobbies with Photoshop]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
*[http://steve.hollasch.net/cgindex/misc/metaballs.html Intro to Metaballs]&lt;br /&gt;
&lt;br /&gt;
[[Category:3D computer graphics]]&lt;br /&gt;
[[Category:Demo effects]]&lt;/div&gt;</summary>
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