Physics based virtual cutting using j-integral method for gaming applications
Prateek Shrivastava, Sukhendu Das
Motion in Games, November 2014, pp. 185--185.
Abstract: Powerful graphic cards have enabled the game engine developers to add deformable assets. Many games require the players to cut/chop/slash game assets. To render interaction of deformable assets with sharp weapons they use pre-defined fracture patterns. These pre-defined fracture patterns are used to break/cut objects and the use of physics is limited due to computational costs of the virtual cutting process. In this work, we present a low cost solution for performing physics based virtual cutting on deformable assets. Our aim is to provide a highly tunable physics based virtual cutting algorithm on GPU to meet the varying needs of a game engine.
Article URL: http://dx.doi.org/10.1145/2668064.2677078
BibTeX format:
@inproceedings{Shrivastava:2014:PBV,
  author = {Prateek Shrivastava and Sukhendu Das},
  title = {Physics based virtual cutting using j-integral method for gaming applications},
  booktitle = {Motion in Games},
  pages = {185--185},
  month = nov,
  year = {2014},
}
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