Real-time deformation and fracture in a game environment

Real-time deformation and fracture in a game environment
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DOI:
10.1145/1599470.1599492
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发表时间:
2009-08
期刊:
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影响因子:
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通讯作者:
Eric G. Parker;J. F. O'Brien
Eric G. Parker;J. F. O'Brien
中科院分区:
其他
文献类型:
--
作者:
Eric G. Parker;J. F. O'Brien

文献摘要

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本文描述了一种模拟系统,该系统是为在实时游戏环境中模拟固体物体的变形和断裂而开发的。该系统基于共旋转四面体有限元方法,由图形和计算物理文献中发表的组件构建而成。本文的目的是描述如何组合这些组件来生成一个引擎,该引擎对于不可预测的用户交互具有鲁棒性,足够快以实时速度建模合理的场景,适合在游戏关卡设计中使用,并具有适当的控件,允许内容创建者匹配艺术方向。阐述了有关并行实现、求解器设计、渲染方法和模拟其他方面的详细信息,旨在为希望实现类似系统的其他人提供指南。其中包括在 Xbox 360、PS3 和 PC 平台上捕获的游戏场景示例。
This paper describes a simulation system that has been developed to model the deformation and fracture of solid objects in a real-time gaming context. Based around a corotational tetrahedral finite element method, this system has been constructed from components published in the graphics and computational physics literatures. The goal of this paper is to describe how these components can be combined to produce an engine that is robust to unpredictable user interactions, fast enough to model reasonable scenarios at real-time speeds, suitable for use in the design of a game level, and with appropriate controls allowing content creators to match artistic direction. Details concerning parallel implementation, solver design, rendering method, and other aspects of the simulation are elucidated with the intent of providing a guide to others wishing to implement similar systems. Examples from in-game scenes captured on the Xbox 360, PS3, and PC platforms are included.