Physics based virtual cutting using j-integral method for gaming applications

Prateek Saurabh Shrivastava, Sukhendu Das · 2014

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.

Read the paper · More papers on PaperTik