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ACM SIGGRAPH 2005 Papers
A virtual node algorithm for changing mesh topology during simulation
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Generating surface crack patterns
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Objects and scenes in virtual worlds such as 3-d computergames are typically represented by polygonal surfacemeshes. On the other hand, physically-based simulationsof deformations or fracture effects require volumetricrepresentations such as tetrahedral meshes. Inthis paper we propose techniques to generate volumetricmeshes dynamically for objects represented by surfacemeshes allowing the simulation of physical effects suchas motion, deformation and fracture.We use the Finite Element Method based on cubicalelements of uniform size. Regular cube meshes have severaladvantages over geometrically more complex representations.Because of their simplicity, cube meshes canbe generated quickly by voxelizing objects while neithergeometry nor stiffness information needs to be stored explicitly.The low memory consumption makes physically-basedanimation possible for large scenes even on gameconsoles. We animate the original high resolution surfacemesh by coupling it to the underlying volumetric mesh.This way, the regular structure of the volumetric meshis hidden from the user. We also propose a technique tofracture the surface mesh along with the cube mesh whichkeeps the surface watertight and results in realistic fracturepatterns.