Animation of fracture by physical modeling
The Visual Computer: International Journal of Computer Graphics
Simulating free surface flows with SPH
Journal of Computational Physics
Graphical modeling and animation of brittle fracture
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Modeling inelastic deformation: viscolelasticity, plasticity, fracture
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Graphical modeling and animation of ductile fracture
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
A virtual node algorithm for changing mesh topology during simulation
ACM SIGGRAPH 2004 Papers
Meshless animation of fracturing solids
ACM SIGGRAPH 2005 Papers
GI '05 Proceedings of Graphics Interface 2005
Fracture generation on polygonal meshes using Voronoi polygons
ACM SIGGRAPH 2002 conference abstracts and applications
IEEE Transactions on Visualization and Computer Graphics
ACM SIGGRAPH 2008 talks
Enrichment textures for detailed cutting of shells
ACM SIGGRAPH 2009 papers
Impulse-based rigid body interaction in SPH
Computer Animation and Virtual Worlds - CASA' 2009 Special Issue
Geometric fracture modeling in Bolt
SIGGRAPH 2009: Talks
Energy stability and fracture for frame rate rigid body simulations
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Real-time deformation and fracture in a game environment
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Rigid-body fracture sound with precomputed soundbanks
ACM SIGGRAPH 2010 papers
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A novel practical method for brittle fracture simulation is presented. Our fracture model is represented by a tree structure, and all elementary fracture pieces are hierarchically connected. Each node in a fracture tree has a glue table to define connections and strengths among its child nodes. With our hierarchical fracture method, one can control the whole process of fracture formulation and simulation in a more direct way. Given an input object, a hierarchical fracture pattern is constructed by a series of recursive decompositions where the variation of fragment sizes can be intuitively controlled through a drawing interface. A noise pattern is applied on the interfaces of fragments for adding a natural look. A new simple and practical fracture criterion is also introduced, and we capture the difference of virtual and inherited velocities of fracture nodes to break the connection. Our fracture criterion is fast and robust because it does not involve any matrix solves or finite element analysis that is essential in the prior fracturing algorithms. We implement the proposed method on a fluid solver by extending a rigid body interaction unit, and as a result, we achieve that the fracture objects can interact with fluid and ordinary rigid bodies in a fully two-way manner. Copyright © 2012 John Wiley & Sons, Ltd.