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Subdivision techniques help make implicit surfaces a more timely option for interactive graphics applications
A hybrid modeling technique being developed by researchers in Canada could help propel implicit surfaces into the computer graphics mainstream.
Unlike most computer-based 3D geometric modeling techniques, which are based on polygonal models or parametric surfaces generated from sets of carefully constructed control points, implicit surfaces consist of contours (isosurfaces) through some scalar field in 3D. The resulting implicit models are defined by finding a field value for a large number of points in space to calculate the 3D contour.
Primitive shapes, or skeletons, such as spheres, planes, and cylinders may be combined using various operations. These include adding, subtracting, and blending multiple skeletons to describe smooth, intricate, deformable shapes that are difficult or inefficient to represent with conventional polygonal or parametric building blocks, even if primitives such as spheres or Bezier-spline surfaces are used.
Unfortunately, implicit surface techniques are hampered by the lack of efficient methods for producing polygonal meshes from the skeletal descriptions, which is necessary for visualizing the implicit models. Current graphics hardware is not fast enough to enable existing polygon conversion techniques (such as particle, voxel-based, and adaptive methods) to be used for the interactive modeling of complex implicit forms. Consequently, computer graphics researchers have been searching for new algorithms that will enable them to fully exploit the advantages of implicit surfaces.
A Smooth Approach
Toward this end, Brian Wyvill and Pauline Jepp of the University of Calgary, together with colleagues Kees van Overveld of Philips Research and Geoff Wyvill of the University of Otago, have developed a system that combines an existing, voxel-based implicit polygonization method with a subdivision surface technique to quickly approximate and smooth an implicit mesh.