
3
V
A Pipeline for
Authored Structural Damage
Homam Bahnassi and Wessam Bahnassi
3.1 Introduction
There are scenarios in which a game needs to show damage and injuries to char-
acters and buildings. Severe damage cannot be conveyed acceptably by classic
decal approaches, as the structure of the object itself changes. For example, a
character might have holes in its body, or severed limbs, or a building fa¸cade
might take rocket damage in various locations causing holes in the structure.
In this article, we present a description of a full pipeline for implementing
structural damage to characters and other environmental objects that is com-
parable to previous ...