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dc.contributor.authorParker, Eric G.en_US
dc.contributor.authorO'Brien, James F.en_US
dc.contributor.editorEitan Grinspun and Jessica Hodginsen_US
dc.date.accessioned2016-02-18T11:50:49Z
dc.date.available2016-02-18T11:50:49Z
dc.date.issued2009en_US
dc.identifier.isbn978-1-60558-610-6en_US
dc.identifier.issn1727-5288en_US
dc.identifier.urihttp://dx.doi.org/10.1145/1599470.1599492en_US
dc.description.abstractThis 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.en_US
dc.publisherACM SIGGRAPH / Eurographics Associationen_US
dc.subjectComputer Graphics [I.3.7]en_US
dc.subjectThree Dimensional Graphics and Realismen_US
dc.subjectAnimationen_US
dc.subjectSimulation and Modeling [I.6.8]en_US
dc.subjectTypes of Simulationen_US
dc.subjectGamesen_US
dc.subjectComputing Milieux [K.8.1]en_US
dc.subjectPersonal Computing Gamesen_US
dc.subjectSimulation.en_US
dc.subjectPhysics engineen_US
dc.subjectgame physicsen_US
dc.subjectsimulationen_US
dc.subjectdeformationen_US
dc.subjectfractureen_US
dc.subjectrealen_US
dc.subjecttime physicsen_US
dc.subjectStarWarsen_US
dc.subjectThe Force Unleashed.en_US
dc.titleReal-Time Deformation and Fracture in a Game Environmenten_US
dc.description.seriesinformationEurographics/ ACM SIGGRAPH Symposium on Computer Animationen_US
dc.description.sectionheadersDeformation, Contact, and Fractureen_US
dc.identifier.doi10.1145/1599470.1599492en_US
dc.identifier.pages165-176en_US


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