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dc.contributor.authorGestel, J. vanen_US
dc.contributor.authorBidarra, R.en_US
dc.contributor.editorSilva, F. and Gutierrez, D. and Rodríguez, J. and Figueiredo, M.en_US
dc.date.accessioned2021-06-18T07:47:46Z
dc.date.available2021-06-18T07:47:46Z
dc.date.issued2021
dc.identifier.isbn978-3-03868-152-6
dc.identifier.urihttps://doi.org/10.2312/pt.20111142
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/pt20111142
dc.description.abstractTraditional 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.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors
dc.subjectI.3.5 [Computer Graphics]
dc.subjectComputational Geometry and Object Modelling
dc.subjectGeometric algorithms
dc.subjectlanguages
dc.subjectand systems
dc.subjectAdditional Key Words and Phrases
dc.subjectprocedural destruction
dc.subjectgames
dc.subjectfractures
dc.subjectcracks
dc.titleProcedural Modelling of Destructible Materialsen_US
dc.description.seriesinformationV Ibero-American Symposium in Computer Graphics
dc.description.sectionheadersModeling and Simulation
dc.identifier.doi10.2312/pt.20111142
dc.identifier.pages147-152


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