Physics-based animation is often used to animate scenes containing destruction of near-rigid, man-made materials. For these applications, the most important visual features are plastic deformation and fracture. Methods based on continuum mechanics model these materials as elastoplastic, and must perform expensive elasticity computations even though elastic deformations are imperceptibly small for rigid materials. We introduce an example-based plasticity model based on linear blend skinning that allows artists to author simulation objects using familiar tools. Dynamics are computed using an unmodified rigid body simulator, making our method computationally efficient and easy to integrate into existing pipelines. We introduce a flexible technique for mapping impulses computed by the rigid body solver to local, example-based deformations. For completeness, our method also supports prescoring based fracture. We demonstrate the practicality of our method by animating a variety of destructive scenes.
B. Jones, N. Thuerey, T. Shinar, and A. W. Bargteil
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