  We have developed a simulation technique that uses non-linear finite element
analysis and elastic fracture mechanics to compute physically plausible motion
for three-dimensional, solid objects as they break, crack, or tear. When these
objects deform beyond their mechanical limits, the system automatically
determines where fractures should begin and in what directions they should
propagate. The system allows fractures to propagate in arbitrary directions by
dynamically restructuring the elements of a tetrahedral mesh. Because cracks
are not limited to the original element boundaries, the objects can form
irregularly shaped shards and edges as they shatter. The result is realistic
fracture patterns such as the ones shown in our examples. This paper presents
an overview of the fracture algorithm, the details are presented in our ACM
SIGGRAPH 1999 and 2002 papers.
