DYNAMIC FRACTURING OF 3D MODELS FOR REAL TIME COMPUTER GRAPHICS

Yousif Ali Hassan Najim, G. Triantafyllidis, G. Palamas
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引用次数: 2

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.
动态断裂三维模型的实时计算机图形
这项工作提出了一种使用标准GPU着色器实时分割单面3D对象的方法。现有的实现方法包括预压裂对象并在运行时替换它们,或者预计算裂缝模式并根据用户交互使用它们来压裂对象。在本文中,我们描述了一种新的方法,其中压裂计算由GPU处理,仅由CPU处理裂缝场的初始位置。为了获得更高的裂缝分辨率,还实现了可扩展的镶嵌。因此,这种方法可以用于视频游戏等实时应用中的快速压裂。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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