Physics based virtual cutting using j-integral method for gaming applications

P. Shrivastava, Sukhendu Das
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Abstract

Powerful graphic cards have enabled the game engine developers to add deformable assets. Many games require the players to cut/chop/slash game assets. To render interaction of deformable assets with sharp weapons they use pre-defined fracture patterns. These pre-defined fracture patterns are used to break/cut objects and the use of physics is limited due to computational costs of the virtual cutting process. In this work, we present a low cost solution for performing physics based virtual cutting on deformable assets. Our aim is to provide a highly tunable physics based virtual cutting algorithm on GPU to meet the varying needs of a game engine.
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基于物理的基于j积分方法的虚拟切割游戏应用
强大的图形卡使游戏引擎开发人员能够添加可变形的资产。许多游戏要求玩家削减游戏资产。为了呈现可变形资产与锋利武器的交互作用,他们使用了预定义的断裂模式。这些预先定义的裂缝模式用于破坏/切割物体,由于虚拟切割过程的计算成本,物理的使用受到限制。在这项工作中,我们提出了一种低成本的解决方案,用于在可变形资产上执行基于物理的虚拟切割。我们的目标是在GPU上提供一个高度可调的基于物理的虚拟切割算法,以满足游戏引擎的不同需求。
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