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Simulating, rather than animating, materials in real-time allows simulation designers and developers to deploykinetically realistic simulations while reducing development time and cost.
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Interservice/Industry Training, Simulation, and Education Conference (I/ITSEC) 2009
2009 Paper No. 9409 Page 1 of 9
Realistic material damage simulation using real-time Finite Element Analysis
Steven L. Griffith
Objective Interface Systems, Inc
Herndon, Virginia
ABSTRACT
The realistic modeling of material damage is a key component in the development of high fidelity virtual simulations.
Properly simulated battle damage provides invaluable feedback to the simulation user and produces emergent
scenarios and behaviors that more precisely reflect the real world. However, producing simulations that depict
objects that realistically deform and break as if they were made from real-world materials is labor-intensive and
expensive. Simulation developers have traditionally relied heavily on art swaps, or real-time substitutions of art
assets, to model the deformation and fracture of simulation objects; often with disappointing results. Even when
combined with rigid body physics systems, art swapping lacks the level of detail required to capture the complex
interaction of battle damage and the effect on the battlespace and the warfighter.
This paper will describe the use of an advanced, physics-based method to model and simulate material damage. This
simulation accounts for the material properties of an object (density, toughness, plasticity, dampening, etc.) and the
forces acting on the object. These variables are processed in real-time using advance finite element analysis (FEA)
and the object is rendered in a visually realistic deformed or fractured state. This method can be employed to model
virtually any solid material including concrete, glass, rubber, terrain, and vegetation. Furthermore, changing a
material’s behavior (e.g. replacing standard glass with bullet-resistant glass) is accomplished by simply modifying
the objects material properties rather than creating new simulation assets.
Simulating, rather than animating, materials in real-time allows simulation designers and developers to deploy
kinetically realistic simulations while reducing development time and cost.
ABOUT THE AUTHOR
Steve Griffith is the director of physical modeling and simulation at Objective Interface Systems. He has more than
20 years of engineering, business development, and management experience in the software industry.
Interservice/Industry Training, Simulation, and Education Conference (I/ITSEC) 2009
2009 Paper No. 9409 Page 2 of 9
Realistic material damage simulation using real-time Finite Element Analysis
Steven L. Griffith
Objective Interface Systems, Inc
Herndon, Virginia
INTRODUCTION
The realistic modeling of material damage is a key
component in the development of high fidelity virtual
simulations. However, many simulation developers
have been reluctant to incorporate this level of detail
into their development lifecycle. This reluctance is not
due to a lack of enthusiasm for realistic kinematics;
rather it is a reflection of the cost and complexity of
producing simulations that depict objects that
realistically deform and break as if they were made
from real-world materials.
Despite the challenges, it is imperative that simulation
developers strive to provide properly simulated battle
damage. This level of detail provides invaluable
feedback to the simulation user and produces emergent
scenarios and behaviors that more precisely reflect the
real world. In real-world warfare, the environment is
constantly changing—terrain craters, buildings
crumble, obstacles are eliminated and new ones are
created. If warfighters are to “train like they fight and
fight like they train,” the physical dynamics of the
battlefield need to be simulated with as much fidelity as
possible. Furthermore, today’s military demands that
warfighters are trained not only to overtake the enemy,
but to be aware of the political, economic, social, and
infrastructure implications of their actions. Realistic
training simulations depicting accurate battlefield
damage can help achieve the goal of building and
reinforcing this awareness.
Simulation developers have traditionally relied heavily
on art swaps, or real-time substitutions of art assets, to
model the deformation and fracture of simulation
objects; often with disappointing results. Even when
combined with rigid body physics systems, art
swapping requires the use of pre-defined geometry that
lacks the level of detail required to capture the complex
interaction of battle damage and the effects on the
battlespace and the warfighter.
This paper will describe the use of an advanced,
physics-based method to model and simulate material
damage. This simulation accounts for the material
properties of an object (density, toughness, plasticity,
dampening, etc.) and the forces acting on the object.
These variables are processed in real-time using
advanced finite element analysis (FEA) and the object
is rendered in a visually realistic deformed or fractured
state. This method can be employed to model virtually
any solid material including concrete, glass, rubber,
terrain, and vegetation. Furthermore, changing a
material’s behavior (e.g. replacing standard glass with
bullet-resistant glass) is accomplished by simply
modifying the object’s material properties rather than
creating new simulation assets. Finally, the paper will
discuss Digital Molecular Matter (DMM), a COTS
software implementation of real-time FEA developed
by Pixelux Entertainment and subsequently adapted for
military simulation application and released as
DMMfx. Figure 1 shows a tank breaking through some
wooden fences in a simulation using DMMfx.
Figure 1. Simulated Tank Breaking Through an
FEA Simulated Fence.
WHY REALISM MATTERS
A growing number of researchers are finding a
substantial synergy between interactive storytelling and
training. Rather than simply reciting facts, figures, or
procedures; storytelling builds context around critical
information and allows the student to more quickly
Interservice/Industry Training, Simulation, and Education Conference (I/ITSEC) 2009
2009 Paper No. 9409 Page 3 of 9
internalize knowledge (Mantovani, 2001). As
interactive media has become ubiquitous, visual effects
have taken on a big role in today’s digital storytelling.
Especially for the younger generations, computer
games, interactivity, immersion in synthetic scenarios,
are as normal and accessible as other media like
internet, television, radio or books. (Ponder, et al,
2003). It follows; therefore, the efficacy of a simulation
is influenced greatly by how immersive and realistic it
is.
Today’s 3D graphics technology is capable of
rendering visually stunning scenes. Off the shelf,
however, the technology does little to provide greater
kinetic realism. Kinetic realism should be considered
just as important, if not more important, than visual
realism – especially in military simulations.
Human perception is highly tuned to movement, and so
kinetic fidelity is a major visual cue in providing
immersive simulations. Because visual fidelity has
seen so much advancement over the past 10 years, it
has served to exasperate the problem of a lack of
kinetic fidelity. In the field of animation, it is well
understood how important it is for the visual fidelity to
be less convincing than the kinetic fidelity in order to
provide a convincing element of animation. Pixar, in
fact, has kept their cartoonish style chiefly because
their lighting models are so good that bumping the
visual fidelity up to its true potential would cause them
a problem of having to increase the kinetic fidelity of
their animations up to a level not possible with manual
animation.
The advent of Rigid Body Dynamics (RBD) has
improved the situation, but physics engines do not
provide an accurate portrayal of materials reacting to
high-energy forces such as munitions (Mann, et al,
2008).
The Problem with Art Swapping
Simulation developers have traditionally relied heavily
on art swaps, or real-time substitutions of art assets, to
show the deformation and fracture of simulation
objects. When a projectile strikes a brick wall, artwork
of wall fragments are swapped in and keyframe
animated to show the wall crumbling. The result is a
wall that always breaks the same way regardless of the
direction and force of the projectile. To create this
effect, artists have to draw hundreds of individual
frames to show the slightest bit of motion or movement.
This approach limits an object’s behaviors while
greatly increasing the effort and time required to
develop the simulation. A breaking pane of glass, for
example, will break the same way if struck by a bullet
or struck by a rock. Should a simulation require a
change of material, such as the addition of bullet-
resistant glass, new art assets need to be created and
scripted to depict the new behavior. The time required
to produce art swaps to depict kinetic effects drives up
the cost of simulation development and can make the
cost of updating an existing simulation prohibitive.
Many simulation developers combine RBD systems
with art swapping in an effort to improve kinetic
fidelity and generate emergent behaviors. This
approach has several disadvantages.
Unconstrained emergent behaviors tend to produce
unintended consequences and side effects, especially as
the number of interactions between objects increases.
Developers need to be able to constrain emergent
behavior depending on the training objective.
Simulations for manual skills training that require a
great deal of practice may require little or no emergent
behavior that might interfere with the repetitive nature
of the procedure being learned. Simulations that build
psychological skills, such as decision making, can
benefit from having a large range of emergent
behaviors that render the simulation game play less
predictable (Ponder, et al, 2003).
Additionally, RBD combined with art swapping does
not consider the consequences of secondary effects in
complex kinematic scenarios. When a bomb explodes
near a vehicle, pieces of the vehicle may then become
projectiles that may, in turn, damage other nearby
materials. Simulating this type of complex interaction
quickly becomes impractical with rigid body systems
because they do not allow for the deformation and
fracture of materials.
Finally, RBD is a very limited way of representing the
physical properties of an object. Simulation developers
using RBD have only 10 variables at their disposal to
describe very complex materials: 3 rotations, 3
translations, mass, inertia, dampening, and coefficient
of restitution (bounciness).
Training simulation developers are facing an
increasingly sophisticated audience that is demanding
more immersive and realistic synthetic environments
that capture their attention and engage them with
visually impressive digital storytelling. To do this, we
need a new approach that provides greater control and
freedom to define and render the kinetic behavior of
simulation objects. These behaviors can no longer be
scripted and animated, they need to be simulated.
Interservice/Industry Training, Simulation, and Education Conference (I/ITSEC) 2009
2009 Paper No. 9409 Page 4 of 9
The logical evolution of virtual simulation is the
accurate modeling of the kinetic properties of physical
materials. One of the most promising approaches to
kinetic fidelity is to utilize FEA in real time. FEA has
been a proven method to analyze the effects of force on
solid materials in less than real-time simulations for
over fifty years. Using today’s CPUs and GPUs, it is
possible to implement a real-time FEA physics engine
to create a material physics simulator that renders
objects in a virtual world that behave as if they were
made from real-world materials.
A BRIEF HISTORY OF FINITE ELEMENT
ANALYSIS
Finite Element Analysis as discussed here (also referred
to as the Finite Element Method) was first developed in
1943 by Richard Courant. While analyzing problems
involving vibration, Courant proposed breaking a
continuous material into triangular regions to simplify
the approximation of the properties of a material
(Courant 1943). In the mid 1950s a group of engineers
from academia and the Boeing Airplane Company
published an article in the Journal of Aeronautical
Sciences analyzing the stiffness of wing design by
dividing the wing structure into triangular segments. It
is about this time that the term finite element method
was coined (Turner, et al, 1956).
Offline FEA simulations have been used in the
manufacturing industry for many years. FEA
simulations are used to test and refine designs before
the prototype phase of production – reducing the
number of prototypes required, improving time-to-
market and reducing costs (Figure 2).
Figure 2. Visual Representation of FEA Simulation
of an Automobile Crash.
Advances in FEA continued throughout the second half
of the 20th century, paralleling advances in computer
technology. In 1964, a review of NASA's structural
dynamics research determined that the various research
centers were duplicating there efforts to develop
structural analysis software. The review recommended
that a single generic software program should be used
instead. A cooperative project was started to develop
this software and created a specification that outlined
the capabilities for the software (MacNeal, 1972).
A contract was awarded to Computer Sciences
Corporation (CSC) to develop the software. The name
of the program is an acronym formed from NAsa
STRuctural ANalysis. The NASTRAN system was
released to NASA in 1968.
By the early 1970s, FEA was being applied to solve a
wide variety of engineering problems in aerospace,
automotive, and civil engineering (Strange, et al, 1973).
However, FEA required tremendous computing power
and was limited to the most high priority projects.
During the 1980s and 1990s the application of FEA
expanded into the areas of electromagnetics, fluid
dynamics, and thermal dynamics (Strang, 1973). As
the number of problems addressed by FEA increased,
so did the demand on computing power.
By the year 2000 the groundwork was laid for FEA in
the simulation and gaming environment with Dr. James
O’Brien’s seminal work on graphically modeling and
animating the realistic behavior of materials that
fracture and deformation under stress (O’Brien, et al,
1999). At the time of O’Brien’s original writings, the
time required to render the shattering of his example
subject, a teapot, was almost an entire day. In just a few
years, technological advances would reduce that time
from hours to seconds.
FINITE ELEMENT ANALYSIS CORE
CONCEPTS
We will recall from mathematics that a differential
equation states how a rate of change in a single
independent variable is related to other variables and
that partial differential equations are a type of
differential equation involving multiple independent
variables. Partial differential equations are the most
common mathematical description of physical systems.
They are used to solve problems such as those
involving mechanics, thermodynamics, fluid dynamics,
and elasticity.
Finite Element Analysis is a mathematical technique for
approximating solutions of partial differential
equations. The approach is to render the partial
Interservice/Industry Training, Simulation, and Education Conference (I/ITSEC) 2009
2009 Paper No. 9409 Page 5 of 9
differential equation into an approximation of ordinary
differential equations that are more easily solved. The
result, and the key feature of FEA in simulations, is the
discretization of a continuous object into a mesh of
finite triangular constituent elements.
FEA is a good choice for solving partial differential
equations involving complex objects, such as vehicles
or buildings, which undergo change (such as collisions
with obstacles or projectiles). It is also useful when a
variable level of precision is desired. For instance,
when ordinance detonates in a simulated street near a
building, it is possible to increase the accuracy of the
simulation in more critical areas (such as a storefront)
and reduce the precision in areas facing away from the
street. This approach offers the opportunity to tune the
performance of the simulation to achieve an optimal
result.
FEA provides thousands of degrees of freedom
Creating simulation objects in a FEA-capable
environment starts with a detailed, artist-created surface
mesh. This mesh is then used as the basis for the
creation of a tetrahedral cage (tet cage) or shell, of
points around the surface mesh (Figure 3).
Figure 3. Detailed Surface Mesh (left) and a Lower
Resolution Tetrahedral Cage (right).
The tet cage encapsulates the visible surface mesh and
is usually less detailed. The tet cage is in turn used to
create a “tet mesh”—a tetrahedral tessellation of the
volume bounded by the tet cage (Figure 4). If the
object is breakable, the tet mesh has to be clipped
against the surface mesh and have internal faces added
to tetrahedral boundaries, which will be visible when
the object breaks. The tet mesh represents the pre-
calculated fracture points of the solid object.
Figure 4. Tetrahedral mesh for a simple object. In
(a), only the external faces of the tetrahedra are
drawn; in (b) the internal structure is shown
(O’Brien 1999)
Calculations are then applied to these elements to
create a visualization where objects bend and twist and
reveal the distribution of stresses and displacements.
The degree to which the forces are distributed through
the material are determined by the material properties
assigned to the object at design time or at run time.
Utilizing a real-time FEA solver allows for vastly more
realistic representations of a simulated material.
Armed with FEA in real-time, simulation developers
have thousands of degrees of freedom in describing
how each discrete element can move and interact with
the simulation environment. Moreover, the properties
of these elements can be set to accurately behave like
real-life materials. Wood doesn't simply break apart
along a predetermined seam every time – instead it
splinters into countless pieces from the exact point of
impact, also taking into account the amount of sheer
force exerted. Likewise, concrete crumbles; metal
bends, deforms, and tears; and glass shatters
realistically. The result is kinetic fidelity never before
seen in real-time simulations. Using FEA, stresses
applied to an object as a whole are interpreted as
stresses to the individual elements. The result is a more
granular and realistic view of how an object reacts to
stress.
What is more, art objects developed with an FEA mesh
are created once, and their fracture and deformation
behavior is determined by their material properties and
rendered in real time – eliminating the need for art
swapping.
Objects in real time FEA simulations can realistically
react to forces according to their physical properties
whether big, small, dense, thin, floppy or rigid – FEA
causes it to react appropriately. For example, an aerial
refueling hose-and-drogue can react to air turbulence
Interservice/Industry Training, Simulation, and Education Conference (I/ITSEC) 2009
2009 Paper No. 9409 Page 6 of 9
just as easily as a stone wall can be made to crumble.
Any solid substance imaginable can be simulated.
The user experience is enhanced because objects can
now react in entirely new ways each time the user
engages in the simulation. So when a tank fires a
projectile at a building at different angles, the building
will crumble differently each time. These emergent
behaviors can reinforce decision training and deliver a
realistic user experience that will keep trainees
engaged.
Material Adjustment
While the FEA equation solver does the heavy lifting,
the most valuable asset within a material physics
simulation engine are the material properties variables.
The material properties of an object are assigned at
design time, but are not hard coded into the object so
that it is possible to change the properties of an object
without having to re-create the object itself. For
example, you may decide to up-armor a vehicle which
would include adding ballistic-resistant glass. In fact,
you can adjust material properties at run-time to reflect
changes in the environment. For example, the
properties of a steel beam can be altered to simulate
softening and deformation due to heat from fire.
Likewise, a rubber refueling hose can become more
rigid and even shatter as the ambient temperature drops
in a simulation scene. These properties can also be
manipulated to allowing the user to create effects
visualize “what if” scenarios within the simulation
itself.
Material adjustments can also be used to fine-tune an
object. Watching a brick wall slightly bend before it
crumbles provides a familiar visual cue that can
enhance decision training. Changes in the material
properties and the deformation of simulation objects
can be used as feedback to the simulator’s sound
system so that the creaking sound of a wooden door can
be heard before it cracks open.
The material properties of objects in a real-time FEA
simulation are exactly the same as what you might
expect to find in a materials science textbook (Table 1).
Material properties may be determined by standardized
test methods. Many such test methods have been
documented by their respective user communities and
published by ASTM International.
Using real-time FEA technology, simulation developers
can vastly improve the visual and kinetic fidelity of
their simulations while reducing asset creation time and
cost. Simulations no longer need be scripted scenarios,
and time-to-deployment is exponentially faster.
Table 1. Common Material Properties Used in FEA
Material Property Description
Young’s modulus Denotes the elasticity (flexibility)
of a material. It is the ratio of
stress (the force on a material)
over strain (deformation of the
material)
Young’s
Dampening
The material’s capacity to
dissipate the energy
Young’s Creep Change in Young’s Modulus as a
material deforms
Poisson’s Ratio Specifies the amount of volume
preservation a material has when
subjected to stress
Poisson’s
Damping
Affects the velocity at which
something changes shape
Density Specifies how much a material
weighs per unit volume
Toughness Denotes the strength of a material
(how breakable something is)
Toughness Creep Change in Toughness as a
material deforms
Plastic Yield Determines how much something
has to deform before it will no
longer return to it’s original shape
Maximum Yield Limits how much a material may
deform. If you strain a material
more than this than the material
will not deform any more
Plastic Creep Determines how quickly
deformation occurs
Friction Controls how slippery a material
is
Interservice/Industry Training, Simulation, and Education Conference (I/ITSEC) 2009
2009 Paper No. 9409 Page 7 of 9
IMPLEMENTATION OF FINITE ELEMENT
ANALYSIS IN SIMULATIONS
Real-time Finite Element Analysis has been deployed
in a new technology called Digital Molecular Matter
(DMM). DMM technology is implemented as a real-
time engine subsystem that runs independently of the
primary simulation engine; it also includes the tools
required to convert ordinary meshes created by artists
into finite element volumetric meshes.
A key advantage of DMM is the ability to add FEA
effects to both new objects as they are created or to
existing objects for enhanced capability. With minimal
effort, simulation developers can leverage their existing
investments by adding DMM capability to legacy
simulations.
Based on James O’Brien’s original work, DMM was
developed and brought to market by Pixelux
Entertainment for the gaming industry. DMM attracted
the attention of LucasArts, who wanted to deliver state-
of-the art gameplay technology and take their video
games to the next level of realism and reduce
production costs. In late 2005, Pixelux began working
in partnership with LucasArts to develop and refine
DMM into an artist-friendly technology that could
deliver the promise of real-time finite element physics.
DMM is used extensively in their newly released video
game “Star Wars: The Force Unleashed.”
Pixelux subsequently partnered with Objective
Interface Systems (OIS) to adapt DMM to the military
and aerospace simulation market. The resulting
product, DMMfx, was introduced at I/ITSEC 2007 and
represents a way to provide realistic deformation and
fracture in real-time within military simulations. Wood
breaks like wood, metal bends and tears like metal, and
glass shatters like glass. DMM achieves this capability
by modeling the stress within a scene through finite
element representations of the art assets in simulation.
Greatly desired damage features such as buckling,
collateral effects, tearing and fracture can now occur in
completely expected ways (Figure 5), providing
simulations with the unpredictability and realism
necessary to ensure their effectiveness. Virtually any
solid object can be modeled and simulated including
architectural elements, terrain, and vegetation.
Figure 5. A Shaped Charge and a Steel Plate
Modeled as DMM objects before (top) and After
Detonation.
Creating DMM Assets
Creating breakable/deformable assets for use with
DMM starts by creating a watertight, non-self
intersecting poly mesh and then turning that mesh into a
DMM Object. The result is a tetrahedral mesh assigned
with default physical materials that will be controlled
by the DMM simulator. DMM provides command line
tools to perform the conversion. These tools are also
implemented as plug-ins for Autodesk’s Maya and 3DS
Max modeling applications. In the examples below,
Autodesk Maya is used.
The next step is to define the material properties of the
object. When the object is created, it is assigned a
default material, or a material which can be selected
from a library that includes glass, concrete, brick, wood
and many others. Figure 6 shows the dialog box used to
modify material properties at design time.
Interservice/Industry Training, Simulation, and Education Conference (I/ITSEC) 2009
2009 Paper No. 9409 Page 8 of 9
Figure 6. Design time material property
adjustments. Min Iter, Max Iter, Split Limit and
Relative Error are used to control and optimize the
amount of time consumed by the simulator.
At this point, other modifications can be made that will
affect the object’s behavior. Forces can be applied,
objects can be “glued” using a spring/dampener force,
and selected regions of objects can be made “passive”
so they are not processed by the simulation. The
simulation can now be run and the object will behave
according to it’s properties and the forces acting on it—
including gravity which is adjustable and turned on by
default.
Making a surface mesh breakable clips it with the Tet
Mesh (Figure 7). The fracture geometry is very angular
and straight. This is fine for crystalline materials but
not for things made of other materials like wood or
bricks.
Figure 7. Glass cube shattering after fall
These types of objects can be forced to break on pre-
defined boundaries by attaching an additional “splinter”
cage to the object. A block wall, for example will
fracture at the mortar joints (Figure 8).
Figure 8. Block wall fracturing at mortar joints
Figure 9, below, is a visible representation of how the
DMM object creation and simulation inputs and
outputs relate together.
Figure 9. DMM Mesh Preparation and Simulation.
Interservice/Industry Training, Simulation, and Education Conference (I/ITSEC) 2009
2009 Paper No. 9409 Page 9 of 9
Once the DMM scene is complete the simulation is run
in the modeling environment and behaviors are fine-
tuned to produce the desired results. The scene is then
exported to be run within a game engine. DMM is
implemented as static library the is ready to link into
your simulation.
CLOSING REMARKS
Although physics-based modeling is not by any means
a new field, recent advances in hardware and software
now make it possible and cost-effective to deploy
virtual simulations that utilized verifiable, real-time
FEA physics modeling to improve kinetic fidelity.
This improved fidelity has important training
implications, especially in the area of decision training.
Furthermore, as younger generations enter the services
with a history of video game play, virtual training
simulations will have to deliver a user experience that
rivals that of the gaming world in order to keep them
engaged.
Finally, simulation rather than animating material
damage can save hundreds, even thousands of hours of
modeling time. In today’s dynamic, asymmetric warfare
environment high-fidelity simulations, deployed
rapidly, will allow our troops to “Train to Fight” and
“Fight to Win.
ACKNOWLEDGEMENTS
The author would like to thank Eric Parker, Vik Sohal,
and Olivier Basille or Pixelux Entertainment for their
assistance with this paper.
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