dc.contributor.author | Morris, Derek John | en_US |
dc.contributor.author | Anderson, Eike Falk | en_US |
dc.contributor.editor | Anders Hast and Ivan Viola | en_US |
dc.date.accessioned | 2015-07-08T13:37:51Z | |
dc.date.available | 2015-07-08T13:37:51Z | |
dc.date.issued | 2010 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/egp.20101029 | en_US |
dc.description.abstract | We introduce a method for the real-time simulation of destructible materials for use within videogame environ- ments. Our system combines a number of existing techniques in a Graphics Processing Unit (GPU) based imple- mentation that employs procedural geometry generation to reduce content creation times while retaining artist control | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.title | GPU Destruction: Real-Time Procedural Demolition of Virtual Environments | en_US |
dc.description.seriesinformation | Eurographics 2010 - Posters | en_US |
dc.description.sectionheaders | Posters | en_US |
dc.identifier.doi | 10.2312/egp.20101029 | en_US |