Brittle fracture simulation with boundary elements for computer graphics (Record no. 373531)

000 -LEADER
fixed length control field 03430ntm a22003017a 4500
003 - CONTROL NUMBER IDENTIFIER
control field AT-ISTA
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20190813100957.0
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 180627s2017 au ||||| m||| 00| 0 eng d
040 ## - CATALOGING SOURCE
Transcribing agency IST
100 ## - MAIN ENTRY--PERSONAL NAME
Personal name Hahn, David
9 (RLIN) 4259
245 ## - TITLE STATEMENT
Title Brittle fracture simulation with boundary elements for computer graphics
260 ## - PUBLICATION, DISTRIBUTION, ETC. (IMPRINT)
Name of publisher, distributor, etc. IST Austria
Date of publication, distribution, etc. 2017
500 ## - GENERAL NOTE
General note Thesis
505 ## - FORMATTED CONTENTS NOTE
Formatted contents note 1 Introduction
505 ## - FORMATTED CONTENTS NOTE
Formatted contents note 2 Background
505 ## - FORMATTED CONTENTS NOTE
Formatted contents note 3 Design choices and overview
505 ## - FORMATTED CONTENTS NOTE
Formatted contents note 4 High-resolution fracture simulation
505 ## - FORMATTED CONTENTS NOTE
Formatted contents note 5 Linear-runtime approximations
505 ## - FORMATTED CONTENTS NOTE
Formatted contents note 6 Geometry and topology handling
505 ## - FORMATTED CONTENTS NOTE
Formatted contents note 7 Coupling to rigid body dynamics
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Formatted contents note 8 Results
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Formatted contents note 9 Conclusion
505 ## - FORMATTED CONTENTS NOTE
Formatted contents note References
505 ## - FORMATTED CONTENTS NOTE
Formatted contents note Appendix
520 ## - SUMMARY, ETC.
Summary, etc. This thesis describes a brittle fracture simulation method for visual effects applications. Building upon a symmetric Galerkin boundary element method, we first compute stress intensity factors following the theory of linear elastic fracture mechanics. We then use these stress intensities to simulate the motion of a propagating crack front at a significantly higher resolution than the overall deformation of the breaking object. Allowing for spatial variations of the material's toughness during crack propagation produces visually realistic, highly-detailed fracture surfaces.

Furthermore, we introduce approximations for stress intensities and crack opening displacements, resulting in both practical speed-up and theoretically superior runtime complexity compared to previous methods. While we choose a quasi-static approach to fracture mechanics, ignoring dynamic deformations, we also couple our fracture simulation framework to a standard rigid-body dynamics solver, enabling visual effects artists to simulate both large scale motion, as well as fracturing due to collision forces in a combined system.

As fractures inside of an object grow, their geometry must be represented both in the coarse boundary element mesh, as well as at the desired fine output resolution. Using a boundary element method, we avoid complicated volumetric meshing operations. Instead we describe a simple set of surface meshing operations that allow us to progressively add cracks to the mesh of an object and still re-use all previously computed entries of the linear boundary element system matrix. On the high resolution level, we opt for an implicit surface representation. We then describe how to capture fracture surfaces during crack propagation, as well as separate the individual fragments resulting from the fracture process, based on this implicit representation.

We show results obtained with our method, either solving the full boundary element system in every time step, or alternatively using our fast approximations. These results demonstrate that both of these methods perform well in basic test cases and produce realistic fracture surfaces. Furthermore we show that our fast approximations substantially out-perform the standard approach in more demanding scenarios. Finally, these two methods naturally combine, using the full solution while the problem size is manageably small and switching to the fast approximations later on. The resulting hybrid method gives the user a direct way to choose between speed and accuracy of the simulation.
856 ## - ELECTRONIC LOCATION AND ACCESS
Uniform Resource Identifier https://doi.org/10.15479/AT:ISTA:th_855
942 ## - ADDED ENTRY ELEMENTS (KOHA)
Source of classification or shelving scheme
Holdings
Withdrawn status Lost status Source of classification or shelving scheme Damaged status Not for loan Permanent Location Current Location Date acquired Barcode Date last seen Price effective from Koha item type
  Not Lost       Library Library 2018-06-27 AT-ISTA#001521 2018-11-06 2018-06-27 Book

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