Karthik Gopalan, Rachel Lee, James Lin
We wish to implement a real-time, physically-based simulation for fracturing 3D objects. In the simulation, we should be able to apply force to a 3D object (through collision with another object) and have it shatter realistically.
3D object fracturing is the simulation of an object breaking, deforming, or otherwise changing shape due to some external stimulus. It is commonly seen in mediums such as animated films or video games. Often times, however, the fracturing process is either done offline (taking anywhere between minutes and hours to perform a single time step) or isn’t physically accurate and doesn’t take into account the material of the object or the force being applied.
Common fracturing algorithms are designed for planar materials such as cloth or sheets. This does not account for the internal properties of 3D structures. For example, wood has anisotropic fibers that would heavily influence the way that it shatters.
The challenge in this project is in balancing performance with adaptive realism. The simulation should differ depending on the shape of the object, the material it’s made out of, and the direction/strength of the external force being applied.
The project has plenty of room for exploration, in which we list below:
Week of | Tasks |
---|---|
04/02 | Project proposal, literature review, write renderer and I/O |
04/09 | Particle-based simulation |
04/16 | Particle-based simulation 2, alternative methods (e.g. Voronoi/finite tetrahedral elements) |
04/23 | Milestone due (video, slides), optimizations, rendering |
04/30 | Final deliverables (presentation, paper, website, etc.) |