Creating and Rendering Convolution Surfaces

dc.contributor.authorMcCormack, Jonen_US
dc.contributor.authorSherstyuk, Andreien_US
dc.date.accessioned2015-02-15T18:37:24Z
dc.date.available2015-02-15T18:37:24Z
dc.date.issued1998en_US
dc.description.abstractImplicit 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.en_US
dc.description.number2en_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume17en_US
dc.identifier.doi10.1111/1467-8659.00232en_US
dc.identifier.issn1467-8659en_US
dc.identifier.pages113-120en_US
dc.identifier.urihttps://doi.org/10.1111/1467-8659.00232en_US
dc.publisherBlackwell Publishers Ltd and the Eurographics Associationen_US
dc.titleCreating and Rendering Convolution Surfacesen_US
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