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Metaballs

In this project, I wanted to make my implementation of Metaballs in TypeScript. You can see it for yourself here.

Metaballs gif

What are those metaballs?

A metaball is an isoline1 shape that has an organic cell-like ability to merge with other metaballs.

How does it work?

First, we calculate the value for every cell using a function. The function takes contributions from each circle. The cells which value is greater than 1 are inside the metaball.

We could change the colour of every pixel if its value is greater than one and call it a day. But if we do some quick maths and calculate how many pixels there are in Full HD resolution - 2 073 600 pixels. We would have to check every pixel in a single frame, and we would have to render 60 frames per second which equals 124 416 000 operations per second. Yeah, that's a little too much, even for today's processors. So how can we optimize it?

Marching squares

Enter the marching squares algorithm. What it does is - it takes the calculated value of every corner of our cell and assigns it a state. There are 16 possible states (2⁴). Based on a state, we draw a line for every cell.

Marching squares We get some fast but very blocky metaballs. Of course, we can pump up the resolution, but that would result in only a little less blocky metaballs.

Linear interpolation

At the moment, for every state, we have a hardcoded line. And if that line doesn't start or end on one of the corners, it does that from the middle of the cell. If there only was a way to calculate those positions on the go. The linear interpolation algorithm comes to the rescue! By adding the lerp output to the starting/ending points of the lines. And decreasing the cell size to 10px. We get this!

Marching squares with linear interpolation

Sources

Footnotes

  1. Isoline - a curve of a mathematical function.