Real-time deformation and fracture in a game environment
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
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Physically simulating non-rigid virtual objects which can deform or break apart within their environments is now common in state-of-the-art virtual simulations such as video games or surgery simulations. Real-time performance requires a physical model which provides an approximation to the true solution for fast computations but at the same time conveys enough believability of the simulation to the user. By embedding a complex surface mesh within simpler physical geometry, the mesh complexity can be separated from the algorithmic complexity of the physical simulation. Embedding methods have been successful in production quality products (e.g. [Parker and O'Brien 2009]). In the presence of fracture it is still unclear how to derive the graphical representation of a solid object defined only as a surface mesh with no volume information.