Marching cubes: A high resolution 3D surface construction algorithm
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Animation of fracture by physical modeling
The Visual Computer: International Journal of Computer Graphics
Animating soft substances with implicit surfaces
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Computing the separating surface for segmented data
VIS '97 Proceedings of the 8th conference on Visualization '97
Graphical modeling and animation of brittle fracture
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
A visual model for blast waves and fracture
Proceedings of the 1999 conference on Graphics interface '99
Modeling inelastic deformation: viscolelasticity, plasticity, fracture
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Practical animation of liquids
Proceedings of the 28th 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
Animating suspended particle explosions
ACM SIGGRAPH 2003 Papers
Material Interface Reconstruction
IEEE Transactions on Visualization and Computer Graphics
A virtual node algorithm for changing mesh topology during simulation
ACM SIGGRAPH 2004 Papers
Point based animation of elastic, plastic and melting objects
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Meshless animation of fracturing solids
ACM SIGGRAPH 2005 Papers
Particle-based simulation of granular materials
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
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We present a hybrid framework for physics-based simulation of fracture and debris clouds. Previous methods mainly consider bulk fractures. However, in many situations, small fractured pieces and debris are visually important. Our framework takes a hybrid approach that integrates both tetrahedron-based finite element and particlebased meshfree methods. The simulation starts with a tetrahedral mesh. When the damage of elements reaches a damage failure threshold, the associated nodes are converted into mass-based particles. Molecular dynamics is used to model particle motion and interaction with other particles and the remaining elements. In rendering, we propose an algorithm of dynamically extracting a polygonal boundary surface for the damaged elements and particles. Our framework is simple, accurate, and efficient. It avoids the remeshing and stability problems of pure mesh-based techniques and pure meshfree methods and offers high visual realism.