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Published on Mar 9, 2012
In typical real-time destruction scenarios, objects are turned into pre-fractured pieces. This is fast but the pattern does not depend on the impact location. Also, the number of times a piece can be fractured is limited.
In this video we show our new destruction prototype. Here, objects are fractured on the fly. There is no limit of how many times pieces can be fractured. Also, the fracture pattern depends on the impact location.
To simulate the massive amount of rigid bodies we use GRBs - GPU accelerated rigid boides. The scene runs above 40 fps until the end including rendering on an nvidia GeForce GTX 480.