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Abstract
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process
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input
- 2D hand-drawn object
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construct a 2.5D model
- 2.5D model of the input object
- generate the Voronoi textures on the 2.5D object model
- cracking gaps on the Voronoi textures are widened progressively
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1. Introduction
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challenges
- Currently physically based approaches for animating crack fractures require 3D models
- have to introduce 3D information such as thickness to broken shapes
- object shadows
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2. Related work
- Physical approaches
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Procedural methods
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Voronoi-based methods
- Worley [23]
- Raghavachary [24]
- Mould [25]
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other ways
- Wyvill et al.
- Martinet et al. [27]
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3. Surface and volume approximation
- front half (FH)
- back half(BH)
- hard task: thickness
- stored in two layers
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4. Voronoi textures
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algorithms for constructing the Voronoi diagram[28]
- using graphics hardware [29]
- Lischinski [30]
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basic model for crack fractures
- Voronoi diagram on two layers of FH and BH
- Voronoi diagram (solid) and Delaunay triangulation (dot)
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involves
- seeding the interior of contours
- the resulting point set
- constructing the Voronoi network.
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5. Modeling cracking
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simulation of crack advancing
- several Voronoi vertices are chosen by the user
- Each activating seed nucleates a cracking line
- the cracking line zigging along its corresponding edge
- When a cracking line reaches an inactivated vertex, this vertex became a new activating seed
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gap widening
- the older, the wider
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6. Modeling fracturing
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add thickness
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divide objects into two categories
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solid objects
- thicker
- vacant inside
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collision of fragments arises during falling
- elastic collision
- inelastic collision
- simulated by use of the Physx library [31]
- set up a virtual 3D ground plane interactively on the background picture
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set some mechanical characteristics required by Physx
- density of the object
- the gravity
- the restitution parameter
- friction parameter
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7. Treatment of shadows
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in two phases
- 1. remain
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2. fracturing phase
- the traditional shadow map algorithm