Prateek Shrivastava

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Powerful graphic cards have enabled the game engine developers to add deformable assets. Many games require the players to cut/chop/slash game assets. To render interaction of deformable assets with sharp weapons they use pre-defined fracture patterns. These pre-defined fracture patterns are used to break/cut objects and the use of physics is limited due to(More)
In this paper we propose a novel algorithm for cutting deformable (soft) assets, modeled using the meshfree method of Smoothed Particle Hydrodynamics (SPH). The key idea of the algorithm is to label all particles during the virtual cut operation to obtain particle codes. Since the traditional SPH formulations ignore particle separation due to cuts, we had(More)
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