Abstract
This paper describes an algorithm for fracture surface extraction from particle-based simulations of brittle fracture. We rely on a tetrahedral mesh of the rest configuration particles and use a simple, table-lookup approach to produce triangulated fracture geometry for each rest configuration tetrahedron based on its configuration of broken edges. Subsequently, these triangle vertices are transformed with a per particle transformation to obtain a fracture surface in world space that has minimal deformation and also preserves temporal coherence. The results show that our approach is effective at producing realistic fractures, and capable of extracting fracture surfaces from the complex simulation.
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Acknowledgments
This material is based upon work supported by the National Science Foundation under Grant Nos. IIS-1314757 and CNS-1126344. The School of Computing at Clemson University is an NVIDIA GPU Research Center and an NVIDIA GPU Teaching Center. Thanks to David Leubke, Cliff Woolley, and Chandra Cheij of NVIDIA for their support in providing hardware and technical consultation. We also thank Benafsh Husain for reviewing an early draft of this manuscript. The hand model was created by user monatsend and distributed on www.blendswap.com.
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Watcharopas, C., Sapra, Y., Geist, R., Levine, J.A. (2015). Extracting Surface Geometry from Particle-Based Fracture Simulations. In: Bebis, G., et al. Advances in Visual Computing. ISVC 2015. Lecture Notes in Computer Science(), vol 9474. Springer, Cham. https://doi.org/10.1007/978-3-319-27857-5_8
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DOI: https://doi.org/10.1007/978-3-319-27857-5_8
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