“Fast dynamic fracture of brittle objects” by Oda and Chenney

  • ©Ohan Oda and Stephen Chenney

  • ©Ohan Oda and Stephen Chenney

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    Fast dynamic fracture of brittle objects

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Abstract:


    Fracture is an important feature for computer games to enhance interactivity and realism. Due to its high computational expense, most computer games do not provide accurate fracturing features. Those that do typically pre-calculate cracks ahead of time in order to process the break instantaneously, but then only a small number of possible outcomes are available, regardless of how the object is hit. The ideal fracture model for computer games should be fast (things should break instantaneously when there is a collision) and respond to user actions somewhat realistically (if a ball hits the corner of a brick wall, the corner should break off, but not the center of the wall).

References:


    1. Duchaineau, M., Wolinsky, M., Sigeti, D. E., Miller, M. C., Aldrich, C., and Mineev-Weinstein, M. B. 1997. Roaming terrain: real-time optimally adapting meshes. In Proceedings of the conference on Visualization ’97, 81–88.
    2. Müller, M., McMillan, L., Dorsey, J., and Jagnow, R. 2001. Real-time simulation of deformation and fractue of stiff materials. In Eurographics Workshop on Animation and Simulation, 113–124.
    3. O’Brien, J. F., and Hodgins, J. K. August 1999. Graphical modeling and animation of brittle fracture. In Computer Graphics: Proceedings of SIGGRAPH 99, 137–146.
    4. Smith, J., Witkin, A., and Baraff, D. 2001. Fast and controllable simulation of the shattering of brittle objects. Computer Graphics Forum 20, 2, 81–91.


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©Ohan Oda and Stephen Chenney ©Ohan Oda and Stephen Chenney ©Ohan Oda and Stephen Chenney

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