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.
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;
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.