Proceedings of Annual Conference, Digital Game Research Association JAPAN
Online ISSN : 2758-6480
14th Annual Conference
Session ID : 4-3
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Real-Time Fracture Simulation Considering Debris Shape
*Youta Asano*Taichi Watanabe*Masaki Abe
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CONFERENCE PROCEEDINGS OPEN ACCESS

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Abstract

Destruction is one of the most commonly used expressions in interactive content such as video games, which require visual reality and computational efficiency to respond dynamically. Real-time destruction simulation can be divided into physics-based methods, which determine the shape of debris based on external forces applied to the object, and non-physics-based methods, which determine the shape of debris based on geometric patterns and artists. In practice, non-physics-based methods are often used. Although there are examples of physics-based methods used in video games, they cannot generate accurate cracks and debris because the generated debris shapes depend on the model boundaries. In this study, we propose a physics-based method that can generate more accurate cracks and debris. This method uses the finite element method, and the failure target is represented by a volume mesh. The principal stresses applied to each element are used to determine whether the element should fail or not, and if so, the element is split along the fracture surface to generate physically correct cracks and debris.

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