Computing realistic sounds for breaking rendered objects

The results these folks at Cornell are getting are pretty stunning - from an article here
Croccydilesays...

>> ^steroidg:

Neat! However, it's a shame that some of the broken pieces (especially from dinner plates) continues to move where as in real life they would have stopped.


Im guessing this is a precision problem sacrificing accuracy for speed. Either way this is an improvement from the first CGI physics articles I read in the early 90s where just having objects bounce off a curved surface was a difficult problem at the time.

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