1. This paper describes a simulation system that has been developed to model the deformation and fracture of solid
objects in a real-time gaming context.
2. Simulations in video games must be done in real time, have predictable performance, respond well to unreasonable user behavior, and allow for some artistic control.
3. Use a tetrahedral finite element method combined with ideas from other techniques to meet the real time system requirements.
4. This paper lets you break/smash/destroy objects with enough efficiency to be usable in real time systems such as video games.
5. Video: http://graphics.cs.berkeley.edu/papers/Parker-RTD-2009-08/parker-2009-RTD-video.mov