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Energy stability and fracture for frame rate rigid body simulations
2009
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation - SCA '09
Our goal is to design robust algorithms that can be used for building real-time systems, but rather than starting with overly simplistic particle-based methods, we aim to modify higher-end visual effects algorithms. A major stumbling block in utilizing these visual effects algorithms for real-time simulation is their computational intensity. Physics engines struggle to fully exploit available resources to handle high scene complexity due to their need to divide those resources among many
doi:10.1145/1599470.1599491
dblp:conf/sca/SuSF09
fatcat:lu7qo3mxnve25nupy4pv6wcqqy