This is my final degree project. It is created as a way of simulating fracture for games using fast tetrahedralization for convex and nonconvex meshes.
I leave you the abstract here. You can download the full thesis as well.
Nowadays GPUs and CPUs are getting faster and faster, it is reasonable to assume that many
algorithms that used to take long times to complete and were impossible to contemplate
in games like water simulations, dynamic lighting, etc. Now, due to the improvements in
current technologies and new technologies in general, they could be a standard in the industry,
which is what has happened for many of those algorithms. However, this seems not to be the
case of fracture effects, since it is rarely seen as a feature in video games or in video games
development tools. Algorithms exist that have the potential to create a dynamic fracture in
real time. This project emerges from the need to create an extension of a commercial game
engine to help new game developers incorporate a fast, robust and aesthetic fracture that is
customizable in their games so that better game play sensation is achieved.
For this purpose, an extensive research on different methodologies to achieve the fracture
effect has been carried on, among all the techniques studied the Delaunay triangulation in
3D, that fills the inside of a model with tetrahedra, was chosen because of its potential. Our
fracture simulation approach consists in, given an impact point, grouping the tetrahedra
according to how much of the impact they receive. The tetrahedra that receive the greatest
impact are grouped into a new object and other groups are formed with the rest of the tetrahedra
according to whether they are left disconnected or not after withdrawing the tetrahedra
that received the greatest impact. After creating the groups the physics engine is in charge of
simulating their behavior as rigid bodies.
To create the triangulation, a state of the art library that uses a hybrid CPU GPU approach
to the problem is modified and integrated with the game engine. For the sake of the speed
of the fracture process, new methodologies are developed in order to perform fast queries to
know whether a point is outside or inside a polygonal model. These queries help to quickly
create the constrained Delaunay Triangulation of the existing Delaunay Triangulation. In
order to perform our fracture effect in a way that can be handled by the CPU, different ways
of grouping the existing tetrahedra into chunks were implemented: one fast but less precise
algorithm and a slower but more appealing algorithm.
Those chunks are then configured to be simulated by the physics engine.
The final result is a plugin for a commercial game engine that creates the fractured version
of a model in a real-time fashion that is customizable and has great potential and implications
in the video game development field.
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