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    Zeng Liang, Wu Yagang, and Li Sikun. Real-Time Rigid Body Fracturing Simulation[J]. Journal of Computer Research and Development, 2010, 47(6): 1032-1037.
    Citation: Zeng Liang, Wu Yagang, and Li Sikun. Real-Time Rigid Body Fracturing Simulation[J]. Journal of Computer Research and Development, 2010, 47(6): 1032-1037.

    Real-Time Rigid Body Fracturing Simulation

    • Rigid body dynamics has been of great interest to the computer graphics researchers for a long time, especially during the latest decade. Purely physical based simulation is not a good solution for the virtual reality application environment because of its low real-time feature; researchers have to balance the simulation speed and the visual effect. Based on the attackers track, an effect algorithm for locking to-be destroyed area is designed. Octree is used to structure the targets geometry model, and then spatial continual subsets in the local area are extracted according to the attacker collision position. A pre-fracturing pattern for rigid body simulation is proposed in this paper. Linear constraints are used to connect the subsets and their fundamental elements. At the same time the whole local area and the other part of the target are connected by the linear constraints too. A unified algorithm will detect how the constraints are impacted, which will lead to fracture effect. Once the constraint is broken, the subsets or the elements will be separated. Different attackers will lead to different levels of fracture. The key reason is that the linear constraint impacted is dynamic due to the attackers collision degree. Finally, a real time rigid body fracturing effect simulation system is designed. Experiments show that the pattern works well and predigests some complexity, and it could be applied in the virtual reality environment requiring real-time feature.
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