Metaballs, in computer graphics terms, are organic-looking n-dimensional objects. The technique for rendering metaballs was invented by Jim Blinn in the early 1980s.
Each metaball is defined as a function in n-dimensions (ie. for three dimensions, ; three-dimensional metaballs tend to be most common). A thresholding value is also chosen, to define a solid volume. Then,
A typical function chosen for metaballs is , where is the center of the metaball. However, due to the divide, it is computationally expensive. For this reason, approximate polynomial functions are typically used (examples?).
There are a number of ways to render the metaballs to the screen. The two most common are brute force raycasting and the marching cubes algorithm.
2D metaballs used to be a very common demo effect in the 1990s. The effect is also available as an XScreensaver module.
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