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Copyright is held by the author / owner(s). SIGGRAPH 2010, Los Angeles, California, July 25 – 29, 2010. ISBN 978-1-4503-0210-4/10/0007 Seamless Fracture in a Production Pipeline Akash Garg Kyle Maxwell DreamWorks Animation Figure 1: Fracturing a cliff. Left: The original surface geometry, Middle: the scan-converted, fractured, and reconstructed geometry at frame 1, Right: the fractured geometry at frame 25. Note the fidelity to the original geometry and preservation of sharp features. Contributions To alleviate the laborious task of generating vol- umetric fracture pieces by hand while preserving the integrity of the artistically modeled shape, we develop a practical, robust, and effective solution for artistically directed volumetric fracture. Un- like previous approaches our procedural fracture system maintains intrinsic attributes (e.g., texture coordinates), preserves discontinu- ities such as texture seams, and generates procedurally fragmented “chunks” with seamless boundaries. The key steps in our fracture pipeline are: robust scan-conversion from an input geometry, gen- eration of fragmented fracture pieces with artistic control, and high fidelity mesh generation of the disjoint fracture fragments. Scan-conversion The input to our fracture tool is a base geom- etry, usually a textured polygonal or NURBS surface. To handle self-intersecting, open, and non-manifold geometry, we use a ro- bust scan-conversion algorithm based on the work of Nooruddin & Turk [Nooruddin and Turk 2003]. The scan-converted volume stores 2 key pieces of information: (i) inside/outside markers for fast CSG operations and (ii) surface normals and attribute informa- tion at the edges of voxels that intersect the surface. Storing this data intrinsically in the volume aids faithful mesh reconstruction of the input geometry, while preserving sharp features and attribute discontinuities, such as texture seams. The high fidelity between the pre-fractured and post-fractured geometry allows fracturing com- plex geometry with little to no post-processing, see Figure 1. Artistic Driven Fracture Once we have scan-converted the origi- nal geometry, we use the resulting volume to generate disjoint frag- ments. The user has two options for controlling the creation of these fragments. The first, gives the user fine grained control over the fracture locations via an intuitive 3D painting interface; the sec- ond creates a multitude of fragments by automatically generating Voronoi cells in R 3 , useful for large-scale destruction. Once cre- ated, boolean intersections are carried out between these fragments and the scan-converted volumetric object. The resulting fractured pieces are then reconstructed as polygonal meshes, used for anima- tion/simulation and rendering. [email protected] [email protected] Seamless Mesh Generation Once the volume has been frag- mented using boolean intersections, each individual fracture piece is output explicitly as a mesh. To avoid rendering artifacts, it’s important that no seams be present when neighboring fragments adjoin. Traditional tessellation algorithms like the one used in [Museth and Clive 2008] leave small gaps between adjacent frac- ture pieces. To this end, we use the surface normals stored during scan-conversion and augment Ju et. al’s Dual Contouring method [Ju et al. 2002] to tessellate individual fragments. Our dual contour- ing tessellator ensures not only that sharp features are preserved but also that no gaps are present between adjoining fracture pieces (see Figure 2). In addition to preserving geometric seams between ad- Figure 2: Left: each fractured piece colored differently. Right: the fractured pieces with textures applied. Note that both textures and geometry are continuous across fracture boundaries. jacent fragments, attribute values also need to vary smoothly across fragment boundaries. Typically a post-process such as closest point projection is used, which although efficient, is problematic for high curvature geometry. To share attribute values across disjoint frag- ments, we introduce ghost-faces, faces that are never displayed and are only used as a means to transfer attribute information. Consider the following scenario on the left. The red vertex is shared among two different fractured pieces. Consistent interpolation of attributes can only be achieved if data from the adjacent faces in the ad- joining fracture piece is present. To this end, The black face con- sists of the 3 blue ghost-faces such that the vertex’s attribute value can be interpolated accurately. References JU, T., LOSASSO, F., SCHAEFER, S., AND WARREN, J. 2002. Dual contouring of hermite data. In SIGGRAPH ’02: Proceedings of the 29th annual conference on Computer graphics and interactive techniques, ACM, New York, NY, USA, 339– 346. MUSETH, K., AND CLIVE, M. 2008. Cracktastic: fast 3d fragmentation in ”the mummy: Tomb of the dragon emperor”. In SIGGRAPH ’08: ACM SIGGRAPH 2008 talks, ACM, New York, NY, USA, 1–1. NOORUDDIN, F. S., AND TURK, G. 2003. Simplification and repair of polygo- nal models using volumetric techniques. IEEE Transactions on Visualization and Computer Graphics 9, 2, 191–205.

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Page 1: Seamless fracture in a production pipelineakash/seamlessfracture.pdf · ISBN 978-1-4503-0210-4/10/0007 Seamless Fracture in a Production Pipeline Akash Garg⇤ Kyle Maxwell† DreamWorks

Copyright is held by the author / owner(s).

SIGGRAPH 2010, Los Angeles, California, July 25 – 29, 2010.

ISBN 978-1-4503-0210-4/10/0007

Seamless Fracture in a Production PipelineAkash Garg⇤ Kyle Maxwell†

DreamWorks Animation

Figure 1: Fracturing a cliff. Left: The original surface geometry, Middle: the scan-converted, fractured, and reconstructed geometry atframe 1, Right: the fractured geometry at frame 25. Note the fidelity to the original geometry and preservation of sharp features.

Contributions To alleviate the laborious task of generating vol-umetric fracture pieces by hand while preserving the integrity ofthe artistically modeled shape, we develop a practical, robust, andeffective solution for artistically directed volumetric fracture. Un-like previous approaches our procedural fracture system maintainsintrinsic attributes (e.g., texture coordinates), preserves discontinu-ities such as texture seams, and generates procedurally fragmented“chunks” with seamless boundaries. The key steps in our fracturepipeline are: robust scan-conversion from an input geometry, gen-eration of fragmented fracture pieces with artistic control, and highfidelity mesh generation of the disjoint fracture fragments.Scan-conversion The input to our fracture tool is a base geom-etry, usually a textured polygonal or NURBS surface. To handleself-intersecting, open, and non-manifold geometry, we use a ro-bust scan-conversion algorithm based on the work of Nooruddin& Turk [Nooruddin and Turk 2003]. The scan-converted volumestores 2 key pieces of information: (i) inside/outside markers forfast CSG operations and (ii) surface normals and attribute informa-tion at the edges of voxels that intersect the surface. Storing thisdata intrinsically in the volume aids faithful mesh reconstructionof the input geometry, while preserving sharp features and attributediscontinuities, such as texture seams. The high fidelity between thepre-fractured and post-fractured geometry allows fracturing com-plex geometry with little to no post-processing, see Figure 1.Artistic Driven Fracture Once we have scan-converted the origi-nal geometry, we use the resulting volume to generate disjoint frag-ments. The user has two options for controlling the creation ofthese fragments. The first, gives the user fine grained control overthe fracture locations via an intuitive 3D painting interface; the sec-ond creates a multitude of fragments by automatically generatingVoronoi cells in R3, useful for large-scale destruction. Once cre-ated, boolean intersections are carried out between these fragmentsand the scan-converted volumetric object. The resulting fracturedpieces are then reconstructed as polygonal meshes, used for anima-tion/simulation and rendering.

[email protected][email protected]

Seamless Mesh Generation Once the volume has been frag-mented using boolean intersections, each individual fracture pieceis output explicitly as a mesh. To avoid rendering artifacts, it’simportant that no seams be present when neighboring fragmentsadjoin. Traditional tessellation algorithms like the one used in[Museth and Clive 2008] leave small gaps between adjacent frac-ture pieces. To this end, we use the surface normals stored duringscan-conversion and augment Ju et. al’s Dual Contouring method[Ju et al. 2002] to tessellate individual fragments. Our dual contour-ing tessellator ensures not only that sharp features are preserved butalso that no gaps are present between adjoining fracture pieces (seeFigure 2). In addition to preserving geometric seams between ad-

Figure 2: Left: each fractured piece colored differently. Right: thefractured pieces with textures applied. Note that both textures andgeometry are continuous across fracture boundaries.

jacent fragments, attribute values also need to vary smoothly acrossfragment boundaries. Typically a post-process such as closest pointprojection is used, which although efficient, is problematic for highcurvature geometry. To share attribute values across disjoint frag-ments, we introduce ghost-faces, faces that are never displayedand are only used as a means to transfer attribute information.

Consider the following scenario on the left. Thered vertex is shared among two different fracturedpieces. Consistent interpolation of attributes can onlybe achieved if data from the adjacent faces in the ad-

joining fracture piece is present. To this end, The black face con-sists of the 3 blue ghost-faces such that the vertex’s attribute valuecan be interpolated accurately.ReferencesJU, T., LOSASSO, F., SCHAEFER, S., AND WARREN, J. 2002. Dual contouring ofhermite data. In SIGGRAPH ’02: Proceedings of the 29th annual conference onComputer graphics and interactive techniques, ACM, New York, NY, USA, 339–346.

MUSETH, K., AND CLIVE, M. 2008. Cracktastic: fast 3d fragmentation in ”themummy: Tomb of the dragon emperor”. In SIGGRAPH ’08: ACM SIGGRAPH2008 talks, ACM, New York, NY, USA, 1–1.

NOORUDDIN, F. S., AND TURK, G. 2003. Simplification and repair of polygo-nal models using volumetric techniques. IEEE Transactions on Visualization andComputer Graphics 9, 2, 191–205.