Yousif Ali Hassan Najim, G. Triantafyllidis, G. Palamas
{"title":"DYNAMIC FRACTURING OF 3D MODELS FOR REAL TIME COMPUTER GRAPHICS","authors":"Yousif Ali Hassan Najim, G. Triantafyllidis, G. Palamas","doi":"10.1109/3DTV.2018.8478546","DOIUrl":null,"url":null,"abstract":"This work proposes a method of fracturing one-sided 3D objects, in real time, using standard GPU shaders. Existing implementations include either pre-fracturing objects and replacing them at run-time, or precomputing the fracture patterns and using them to fracture the objects depending on user interaction. In this article we describe a novel method in which the fracturing calculations are handled by the GPU and only having the initial positions of the fracture fields handled by the CPU. To obtain higher resolutions of fractures, scalable tessellation is also implemented. As a result, this method allows for fast fracturing that could be utilized in real-time applications such as videogames.","PeriodicalId":267389,"journal":{"name":"2018 - 3DTV-Conference: The True Vision - Capture, Transmission and Display of 3D Video (3DTV-CON)","volume":"27 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2018-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2018 - 3DTV-Conference: The True Vision - Capture, Transmission and Display of 3D Video (3DTV-CON)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/3DTV.2018.8478546","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 2
Abstract
This work proposes a method of fracturing one-sided 3D objects, in real time, using standard GPU shaders. Existing implementations include either pre-fracturing objects and replacing them at run-time, or precomputing the fracture patterns and using them to fracture the objects depending on user interaction. In this article we describe a novel method in which the fracturing calculations are handled by the GPU and only having the initial positions of the fracture fields handled by the CPU. To obtain higher resolutions of fractures, scalable tessellation is also implemented. As a result, this method allows for fast fracturing that could be utilized in real-time applications such as videogames.