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Implicit surfaces collection
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Bahh, my internet access at home is sufficiently terrible that I havn't been able to upload anything. Anyway, the inequality for the heart in 2D was: x^2 - |x|y + y^2 < k. I don't have any records remaining of the 3D heart, except that it was a generalization of the 2D one... probably adding a term like z^2 / (y + c). When dealing with static fields, I generally use equations (such as those above) or metaballs to do fun things. For rendering, I've used many techniques... several recursive quadtree methods (either using monte-carlo sampling of the field or some other method), marching squares/cubes, and interpolation methods, too. Nowadays, I find the best way to do it is with lookup tables (that is, keeping a 2D lookup table for distances from a point)... simpler code, and scales much better. :) (Even with the lookup tables, you'll want to use marching cubes or something for 3D.) [small](Edited by [url=http://www.ozoneasylum.com/user/6658]iron_wallaby[/url] on 02-07-2008 16:30)[/small]
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