Simulating Rigid Body Fracture with Surface Meshes

Yufeng Zhu, Robert Bridson, Chen Greif We present a new brittle fracture simulation method based on a boundary integral formulation of elasticity and recent explicit surface mesh evolution algorithms. Unlike prior physically-based simulations in graphics, this avoids the need for volumetric sampling and calculations, which aren’t reflected in the rendered output. We represent each quasi-rigid […]

An Adaptive Virtual Node Algorithm with Robust Mesh Cutting

Yuting Wang, Chenfanfu Jiang, Craig Schroeder, Joseph Teran We present a novel virtual node algorithm (VNA) for changing tetrahedron mesh topology to represent arbitrary cutting triangulated surfaces. Our approach addresses a number of shortcomings in the original VNA of [MBF04]. First, we generalize the VNA so that cuts can pass through tetrahedron mesh vertices and lie on […]

A Peridynamic Perspective on Spring-Mass Fracture

Joshua A. Levine, Adam W. Bargteil, Christopher Corsi, Jerry Tessendorf, Robert Geist  The application of spring-mass systems to the animation of brittle fracture is revisited. The motivation arises from the recent popularity of peridynamics in the computational physics community. Peridynamic systems can be regarded as spring-mass systems with two specific properties. First, spring forces are based on […]

Physics-Inspired Adaptive Fracture Refinement

Zhili Chen, Miaojun Yao, Renguo Feng, Huamin Wang Physically based animation of detailed fracture effects is not only computationally expensive, but also difficult to implement due to numerical instability. In this paper, we propose a physics-inspired approach to enrich low-resolution fracture animation by realistic fracture details. Given a custom-designed material strength field, we adaptively refine a coarse fracture […]

Adaptive Tetrahedral Meshes for Brittle Fracture Simulation

Dan Koschier, Sebastian Lipponer, Jan Bender We present a method for the adaptive simulation of brittle fracture of solid objects based on a novel reversible tetrahedral mesh refinement scheme. The refinement scheme preserves the quality of the input mesh to a large extent, it is solely based on topological operations, and does not alter the […]

Adaptive Tearing and Cracking of Thin Sheets

Tobias Pfaff, Rahul Narain, Juan Miguel de Joya, and James F. O’Brien This paper presents a method for adaptive fracture propagation in thin sheets. A high-quality triangle mesh is dynamically restructured to adaptively maintain detail wherever it is required by the simulation. These requirements include refining where cracks are likely to either start or advance. Refinement ensures that […]

Fracture animation based on high-dimensional Voronoi diagrams

Sara Schvartzmann, Miguel Otaduy We propose a novel algorithm to simulate brittle fracture. It augments previous methods based on Voronoi diagrams, improving their versatility and their ability to adapt fracture patterns automatically to diverse collision scenarios and object properties. We cast brittle fracture as the computation of a high-dimensional Centroidal Voronoi Diagram (CVD), where the […]

A Level Set Method for Ductile Fracture

Jan Hegemann, Chenfanfu Jiang, Craig Schroeder, Joseph M. Teran We utilize the shape derivative of the classical Griffith’s energy in a level set method for the simulation of dynamic ductile fracture. The level set is defined in the undeformed configuration of the object, and its evolution is designed to represent a transition from undamaged to […]

Adaptive Fracture Simulation of Multi-Layered Thin Plates

Oleksiy Busaryev, Tamal K. Dey, Huamin Wang The fractures of thin plates often exhibit complex physical behaviors in the real world. In particular, fractures caused by tearing are different from fractures caused by in-plane motions. In this paper, we study how to make thin-plate fracture animations more realistic from three perspectives. We propose a stress […]

Real-Time Dynamic Fracture with Volumetric Approximate Convex Decompositions

Matthias Mueller, Nuttapong Chentanez, Tae-Yong Kim We propose a new fast, robust and controllable method to simulate the dynamic destruction of large and complex objects in real time. The common method for fracture simulation in computer games is to pre-fracture models and replace objects by their pre-computed parts at run-time. This popular method is computationally […]