a Little Metaball Demo … as java applet

This is an implementation of the marching cubes algorithm and a software render. Metaball surface is rendered with phong shading. For the shading a map for lightning is calculated using ray tracing which is then used for texture mapping the surface. Light shading map is re-calclulated when the light vector changes.

Instructions: Use keys to switch between szenarios (first click on the applet to focus):

[0] positive blobs

[1] positive and negative

[2] positive and negative, one rendered in line mode

[3] fade (blur) effect Hold down right mouse button to move the lightsource.