We present a method for the rapid and controllable simulation of the shatte
ring of brittle objects under impact. An object is represented as a set of
point masses connected by distance-preserving linear constraints. This use
of constraints, rather than stiff springs, gains us a significant advantage
in speed while still retaining fine control over the fracturing behavior.
The forces exerted by these constraints during impact are computed using La
grange multipliers. These constraint forces are then used to determine when
and where the object will break, and to calculate the velocities of the ne
wly created fragments. We present the derails of our technique together wit
h examples illustrating its use.
An earlier version of this paper was presented at Graphics Interface 2000,
held in Montreal, Canada.