A METHOD FOR ANIMATING THE ENERGY DESTRUCTION OF FUNCTIONALLY DEFINED OBJECTS

The animation of the destruction of three-dimensional objects is an important task of computer graphics. For this, there are methods based on continuum mechanics that are physically accurate, but require expensive calculations of elastic deformation. Alternative modeling methods are based on the dynamics of a rigid body with constraints on its fracture. Simply removing constraints when force or displacement thresholds are reached ignores elastic energy. The main advantages of the rigid body approach are simplicity and speed, however, this method is not physically accurate. For realistic animation of destruction, it is necessary to take into account the internal elastic energy, which is converted into kinetic energy of individual parts during destruction. The internal elastic energy, partially converted into kinetic energy of individual parts during destruction, is an important element of realistic destruction animation. This aspect is missing from existing solid-state approaches. We remove this limitation by measuring energy and converting it into kinetic energy, which leads to a more realistic simulation of destruction. The purpose of this work is to eliminate the limitations of the rigid body method by measuring the energy accumulated in the constraints during the dynamics of functionally specified objects, and explicitly converting it into kinetic energy by applying pulses when the constraints are removed. In this paper, we propose a method for destroying functionally specified objects. The momentum is calculated in one time step based on the mass of the objects involved, the direction of the forces and torques applied by the constraint. The direction determined by the momentum of the resolution restriction in the previous time step is calculated. The direction orthogonal to the torque and linear forces applied by the constraint before breaking is selected. This leads to movement in directions corresponding to the moment created by bending or stretching deformations. Since only one object is considered when calculating the pulse, coupling can be ignored due to any remaining constraints in the system and damping. This simplifies calculations and improves the manageability of the method. The approach calculates the energy that accumulates immediately before the destruction of objects. It is then reused as kinetic energy. This avoids expensive calculations of continuum mechanics. As a result, the calculations are physically accurate, and the time is comparable to the computational efficiency of modeling a solid body.

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Publication Details

Journal
Vestnik komp iuternykh i informatsionnykh tekhnologii
Published
2025-05-01
DOI
https://doi.org/10.14489/vkit.2025.05.pp.003-009
Primary Topic
Computer Graphics and Visualization Techniques
Type
article
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article

A METHOD FOR ANIMATING THE ENERGY DESTRUCTION OF FUNCTIONALLY DEFINED OBJECTS

B. S. Dolgovesov, S. I. Vyatkin
Vestnik komp iuternykh i informatsionnykh tekhnologii
Computer Graphics and Visualization Techniques
article

A METHOD FOR ANIMATING THE ENERGY DESTRUCTION OF FUNCTIONALLY DEFINED OBJECTS

B. S. Dolgovesov, S. I. Vyatkin
article en

Abstract

The animation of the destruction of three-dimensional objects is an important task of computer graphics. For this, there are methods based on continuum mechanics that are physically accurate, but require expensive calculations of elastic deformation. Alternative modeling methods are based on the dynamics of a rigid body with constraints on its fracture. Simply removing constraints when force or displacement thresholds are reached ignores elastic energy. The main advantages of the rigid body approach are simplicity and speed, however, this method is not physically accurate. For realistic animation of destruction, it is necessary to take into account the internal elastic energy, which is converted into kinetic energy of individual parts during destruction. The internal elastic energy, partially converted into kinetic energy of individual parts during destruction, is an important element of realistic destruction animation. This aspect is missing from existing solid-state approaches. We remove this limitation by measuring energy and converting it into kinetic energy, which leads to a more realistic simulation of destruction. The purpose of this work is to eliminate the limitations of the rigid body method by measuring the energy accumulated in the constraints during the dynamics of functionally specified objects, and explicitly converting it into kinetic energy by applying pulses when the constraints are removed. In this paper, we propose a method for destroying functionally specified objects. The momentum is calculated in one time step based on the mass of the objects involved, the direction of the forces and torques applied by the constraint. The direction determined by the momentum of the resolution restriction in the previous time step is calculated. The direction orthogonal to the torque and linear forces applied by the constraint before breaking is selected. This leads to movement in directions corresponding to the moment created by bending or stretching deformations. Since only one object is considered when calculating the pulse, coupling can be ignored due to any remaining constraints in the system and damping. This simplifies calculations and improves the manageability of the method. The approach calculates the energy that accumulates immediately before the destruction of objects. It is then reused as kinetic energy. This avoids expensive calculations of continuum mechanics. As a result, the calculations are physically accurate, and the time is comparable to the computational efficiency of modeling a solid body.

Vestnik komp iuternykh i informatsionnykh tekhnologii(251)
Openalex Percentile: Top 70%
Computer Graphics and Visualization Techniques
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