I compute material depths using Level Set methods. Gentaro Hirota
was kind enough to use my new method of computing material depths in a prior
application. In this application however, the material depths were computed
using a brute force projection search.
Regardless, this work shows a useful application for deformed distance fields.
Please see http://www.cs.unc.edu/~sfisher/Research/DDF.html
for further work on the deformation and the fast computation of distance fields.

Data from the Visible Human Project was used to generate a model of a human leg. The data was segmented by hand into the various components of the leg.
This next sequence of images is rendered with pseudocolors so that you can visualize the material depth of each component of the leg model.
These next two images show the realistic folding of skin and bulging of muscle that naturally results from the FEM method. Observe the skin in the crease of the knee.


The natural looking bulging of muscle is due to the simulation of the underlying structure of the leg. These renderings use transparency to reveal the intricate details of the internal structure of the leg.

One screenshot is given. Please see the movie files for the complete animation.

Cross Section of Knee Bending I - compressed quicktime - 8.2
MB
Cross Section of Knee Bending II - compressed quicktime - 7.0
MB
BEST - Opaque to Transparent Knee Bending - compressed quicktime - 5.9 MB
Transparent Knee Bending - quicktime - 5.9 MB
Animated Application (large file) - quicktime - 11.5 MB