Abstract
Equi-Density Surface like Metaballs is good for representing globally smooth surface. But it's difficult to manipulate the surface locally, and to locate primitives based on skeletons to generate it correctly. So, we propose a new method to generate Equi-Density Surface with multiple skeletons using a blending function. By this, required surfaces are generated including the skeletons partly. And the surface patches are blended smoothly on the edges. These generated surfaces can be set in the previously created Equi-Density Shapes as on primitive.