SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Analytical methods for dynamic simulation of non-penetrating rigid bodies
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Dynamic simulation of non-penetrating flexible bodies
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Dynamic simulation of nonpenetrating rigid bodies
Dynamic simulation of nonpenetrating rigid bodies
Fast contact force computation for nonpenetrating rigid bodies
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
I-COLLIDE: an interactive and exact collision detection system for large-scale environments
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Large steps in cloth simulation
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
A Fast and High Quality Multilevel Scheme for Partitioning Irregular Graphs
SIAM Journal on Scientific Computing
ArtDefo: accurate real time deformable objects
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Graphical modeling and animation of brittle fracture
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Collision Detection and Response for Computer Animation
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Graphical modeling and animation of ductile fracture
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Robust treatment of collisions, contact and friction for cloth animation
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Real-time simulation of deformation and fracture of stiff materials
Proceedings of the Eurographic workshop on Computer animation and simulation
Nonconvex rigid bodies with stacking
ACM SIGGRAPH 2003 Papers
Graphical modeling and animation of fracture
Graphical modeling and animation of fracture
Game Physics
A Fast Finite Element Solution for Cloth Modelling
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
GI '04 Proceedings of the 2004 Graphics Interface Conference
A virtual node algorithm for changing mesh topology during simulation
ACM SIGGRAPH 2004 Papers
Invertible finite elements for robust simulation of large deformation
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Physics-based Animation (Graphics Series)
Physics-based Animation (Graphics Series)
Fast frictional dynamics for rigid bodies
ACM SIGGRAPH 2005 Papers
Concepts and Applications of Finite Element Analysis
Concepts and Applications of Finite Element Analysis
Generating surface crack patterns
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
Velocity-based shock propagation for multibody dynamics animation
ACM Transactions on Graphics (TOG)
Proceedings of the 34th annual international symposium on Computer architecture
IEEE Transactions on Visualization and Computer Graphics
A finite element method for animating large viscoplastic flow
ACM SIGGRAPH 2007 papers
Robust treatment of simultaneous collisions
ACM SIGGRAPH 2008 papers
Real time physics: class notes
ACM SIGGRAPH 2008 classes
Interactive simulation of surgical needle insertion and steering
ACM SIGGRAPH 2009 papers
Rigid-body fracture sound with precomputed soundbanks
ACM SIGGRAPH 2010 papers
Volume contact constraints at arbitrary resolution
ACM SIGGRAPH 2010 papers
FASTCD: fracturing-aware stable collision detection
Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
VolCCD: Fast continuous collision culling between deforming volume meshes
ACM Transactions on Graphics (TOG)
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ACM SIGGRAPH 2011 Talks
Particle-based fracture simulation on the GPU
Transactions on edutainment VI
A simple method for real-time metal shell simulation
MIG'11 Proceedings of the 4th international conference on Motion in Games
Interactive editing of deformable simulations
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Mass splitting for jitter-free parallel rigid body simulation
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Updated sparse cholesky factors for corotational elastodynamics
ACM Transactions on Graphics (TOG)
Practical simulation of hierarchical brittle fracture
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Efficient collision detection for brittle fracture
EUROSCA'12 Proceedings of the 11th ACM SIGGRAPH / Eurographics conference on Computer Animation
Efficient collision detection for brittle fracture
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Physical simulation of an embedded surface mesh involving deformation and fracture
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Simulating liquids and solid-liquid interactions with lagrangian meshes
ACM Transactions on Graphics (TOG)
Adaptive fracture simulation of multi-layered thin plates
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Real time dynamic fracture with volumetric approximate convex decompositions
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Interactive authoring of simulation-ready plants
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
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ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
A level set method for ductile fracture
Proceedings of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Fracture animation based on high-dimensional Voronoi diagrams
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FORK-1S: interactive compliant mechanisms with parallel state computation
Proceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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This paper describes a simulation system that has been developed to model the deformation and fracture of solid objects in a real-time gaming context. Based around a corotational tetrahedral finite element method, this system has been constructed from components published in the graphics and computational physics literatures. The goal of this paper is to describe how these components can be combined to produce an engine that is robust to unpredictable user interactions, fast enough to model reasonable scenarios at real-time speeds, suitable for use in the design of a game level, and with appropriate controls allowing content creators to match artistic direction. Details concerning parallel implementation, solver design, rendering method, and other aspects of the simulation are elucidated with the intent of providing a guide to others wishing to implement similar systems. Examples from in-game scenes captured on the Xbox 360, PS3, and PC platforms are included.