Procedural Modelling of Destructible Materials
Abstract
Traditional content creation for computer games is a costly process. In particular, current techniques for authoring destructible behaviour are often limited to a single object basis. In this paper, we build on previous research results to develop a novel method for designing reusable destructible behaviour which can be applied in real-time to a variety of objects. To separate the destructible behaviour from particular objects, we introduce the concept of destructible materials: where the material of an object usually defines the way an object looks, a destructible material will determine how it breaks. Destructible materials provide a reusable definition and intuitive way of designing and tweaking destructible behaviour of objects in game development, which can then be applied in real-time.
BibTeX
@inproceedings {10.2312:pt.20111142,
booktitle = {V Ibero-American Symposium in Computer Graphics},
editor = {Silva, F. and Gutierrez, D. and Rodríguez, J. and Figueiredo, M.},
title = {{Procedural Modelling of Destructible Materials}},
author = {Gestel, J. van and Bidarra, R.},
year = {2021},
publisher = {The Eurographics Association},
ISBN = {978-3-03868-152-6},
DOI = {10.2312/pt.20111142}
}
booktitle = {V Ibero-American Symposium in Computer Graphics},
editor = {Silva, F. and Gutierrez, D. and Rodríguez, J. and Figueiredo, M.},
title = {{Procedural Modelling of Destructible Materials}},
author = {Gestel, J. van and Bidarra, R.},
year = {2021},
publisher = {The Eurographics Association},
ISBN = {978-3-03868-152-6},
DOI = {10.2312/pt.20111142}
}