Real-Time Deformation and Fracture in a Game Environment
Abstract
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.
This paper recieved the award for best paper at SCA 2009.
Citation
Eric G. Parker and James F. O'Brien. "Real-Time Deformation and Fracture in a Game Environment". In Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation, pages 156–166, August 2009.