Realistic building damage simulation has a significant impact in modern modeling and simulation systems especially in diverse panoply of military and civil applications where these simulation systems are widely used for personnel training, critical mission planning, disaster management, etc. Realistic building damage simulation should incorporate accurate physics-based explosion models, rubble generation, rubble flyout, and interactions between flying rubble and their surrounding entities. However, none of the existing building damage simulation systems sufficiently faithfully realize the criteria of realism required for effective military applications. In this paper, we present a novel physics-based high-fidelity and runtime efficient explosion simulation system to realistically simulate destruction to buildings. In the proposed system, a family of novel blast models is applied to accurately and realistically simulate explosions based on static and/or dynamic detonation conditions. The system also takes account of rubble pile formation and applies a generic and scalable multi-component based object representation to describe scene entities and highly scalable agent-subsumption architecture and scheduler to schedule clusters of sequential and parallel events. The proposed system utilizes a highly efficient and scalable tetrahedral decomposition approach to realistically simulate rubble formation. Experimental results demonstrate that the proposed system has the capability to realistically simulate rubble generation, rubble flyout and their primary and secondary impacts on surrounding objects including buildings, constructions, vehicles and pedestrians in clusters of sequential and parallel damage events.
[1]
Michael Neff,et al.
A Visual Model For Blast Waves and Francture
,
1999,
Graphics Interface.
[2]
James F. O'Brien,et al.
Graphical modeling and animation of ductile fracture
,
2002,
SIGGRAPH '02.
[3]
Jessica K. Hodgins,et al.
Graphical modeling and animation of brittle fracture
,
1999,
SIGGRAPH.
[4]
James F. O'Brien,et al.
Animating suspended particle explosions
,
2003,
ACM Trans. Graph..
[5]
Joseph M. Maubach,et al.
Local bisection refinement for $n$-simplicial grids generated by reflection
,
2017
.
[6]
Jijun Wang,et al.
A game engine based simulation of the NIST urban search and rescue arenas
,
2003,
Proceedings of the 2003 Winter Simulation Conference, 2003..
[7]
Jessica K. Hodgins,et al.
Animating explosions
,
2000,
SIGGRAPH.
[8]
Oleg Mazarak,et al.
Animating Exploding Objects
,
1999,
Graphics Interface.