Original Post
Hi there,
For a project I am trying to examine the viability of using shaders to simulate bullet holes or impact damage in a primitive. My idea was to trace a ray to a surface and then from that surface decide an area that should not be drawn and cull those triangles within the computed area. Its is not a requirement that the sim has to be pin point accurate but only to show it is a possibility as an alternative to full dynamic object destruction. My take on this is that it could be used for say out of reach areas that the player could not examine with large amounts of scrutiny but when combined with say a nice smoke effect and a decal may provide a way of simulating damage without the costly process of say fracturing a surface.
I am also having trouble finding any literature on the subject of where something like this may have been done, or methods of culling that may help to generate the effect I am looking for. If anyone could help in pointing me in the right direction I would be very grateful.
Thanks.
For a project I am trying to examine the viability of using shaders to simulate bullet holes or impact damage in a primitive. My idea was to trace a ray to a surface and then from that surface decide an area that should not be drawn and cull those triangles within the computed area. Its is not a requirement that the sim has to be pin point accurate but only to show it is a possibility as an alternative to full dynamic object destruction. My take on this is that it could be used for say out of reach areas that the player could not examine with large amounts of scrutiny but when combined with say a nice smoke effect and a decal may provide a way of simulating damage without the costly process of say fracturing a surface.
I am also having trouble finding any literature on the subject of where something like this may have been done, or methods of culling that may help to generate the effect I am looking for. If anyone could help in pointing me in the right direction I would be very grateful.
Thanks.