Dynamic Fracturing of 3D Models for Real Time Computer Graphics

Yousif Ali Hassan Najim, Georgios Triantafyllidis, George Palamas

Research output: Contribution to book/anthology/report/conference proceedingArticle in proceedingResearchpeer-review

Abstract

This work proposes a method of fracturing one-sided 3D objects, in real time, using standard GPU shaders. Existing implementations include either pre-fracturing objects and replacing them at run-time, or precomputing the fracture patterns and using them to fracture the objects depending on user interaction. In this article we describe a novel method in which the fracturing calculations are handled by the GPU and only having the initial positions of the fracture fields handled by the CPU. To obtain higher resolutions of fractures, scalable tessellation is also implemented. As a result, this method allows for fast fracturing that could be utilized in real-time applications such as videogames.

Original languageEnglish
Title of host publication2018 - 3DTV-Conference : The True Vision - Capture, Transmission and Display of 3D Video, 3DTV-CON 2018
Number of pages4
Volume1
Place of PublicationHelsinki, Finland
PublisherIEEE
Publication date1 Oct 2018
Edition2018
Pages1
Article number8478546
ISBN (Electronic)9781538661253
DOIs
Publication statusPublished - 1 Oct 2018
Event2018 3DTV-Conference: The True Vision - Capture, Transmission and Display of 3D Video - Helsinki, Finland
Duration: 3 Jun 20185 Jun 2018

Conference

Conference2018 3DTV-Conference
Country/TerritoryFinland
CityHelsinki
Period03/06/201805/06/2018
Series3DTV-Conference: The True Vision – Capture, Transmission and Display of 3D Video (3DTV-Con)
ISSN2161-2021

Keywords

  • 3D games
  • Fracture in computer graphics
  • GPGPU
  • VFX
  • Voronoi tessellation

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