Break Glass

I prototyped two solutions for glass-breaking simulation.

Approach 1 - Simulating Broken Glass from Projectiles

  • Support for various patterns defined by artists;
  • Flexible control over color, alpha tests, opacity, and scale randomness;
  • Accurate projection of patterns onto non-static glass surfaces;
  • The entire process is executed in screen-space using my custom projection mathematics.
Nature



Approach 2 - Simulating Broken Glass from Larger Objects

  • Designed for breaking larger glass areas, such as those impacted by stones or sizable objects;
  • Control over the size of the impact;
  • Addresses the challenge of “Floating Zones”, referring to glass areas without contact with other surfaces (image below);
  • GPU optimizations to update the required masks;
Nature



Results

Here are short videos demonstrating the obtained results. It is important to highlight that it is essential to use a particle system for more immersive results.




Nifty tech tag lists fromĀ Wouter Beeftink