A Visual Mo del for Blast and

Fracture

by

Michael Ne

A thesis submitted in conformity with the requirements

for the degree of Master of Science

Department of Computer Science

University of Toronto

c

Copyright by Michael Ne

A Visual Mo del for Blast Waves and Fracture

Michael Ne

Department of Computer Science

University of Toronto

Abstract

Explosions generate extreme forces and pressures They cause massive displacement

deformation and breakage of nearby ob jects The chief damage mechanism of high ex

plosives is the blast which they generate A practical theory of explosives blast

waves and blast loading of structures is presented This is used to develop a simplied

visual mo del of explosions for use in computer graphics A heuristic propagation mo del

is develop ed which takes ob ject o cclusions into account when determining loading The

study of fracture mechanics is summarized This is used to develop a fracture mo del that

is signicantly dierent from those previously used in computer graphics This mo del

propagates cracks within planar surfaces to generate fragmentation patterns Visual re

sults are presented including the explosive destruction of a brickwall and the shattering

of a window iii

Acknowledgements

It is a pleasure to write acknowledgements at the end of a body of work First of all

it gives you a chance to thank the p eople that have made the work p ossible Second it

indicates that the work is nally done

To b egin I would liketothankmy sup ervisor Eugene Fiume His insightcontributed

greatly to this work and his passionate nature was an imp ortant source of inspiration My

second reader Michiel van de Panne provided thoughtful and thorough feedback that

signicantly improved this thesis More than this he made himself available throughout

this work to answer my numerous questions I am also grateful to James Stewart and

Demetri Terzop olous for useful discussions

My fellow students in DGP provided imp ortant help during this work and also made

DGP a fun place to b e

Id like to thank some wonderful friends for providing an imp ortant source of distrac

tion Whether it was late night stories of Taiwanese pop stardom driving across the

continent with me to jump in the o cean or just getting me out of the lab for a few hours

thanks for b eing there

Finallytomy family Mom Diane Grandma Eunice Grampa Ken and Chris

tine sister for years of loveand supp ort how can I begin to thank you

This work was nancially supp orted through a Post Graduate Scholarhsip from the

Natural Science and Engineering Research Council v vi

Contents

Intro duction

Motivation

Comparison to Conventional Animation

Contributions of This Work

A Practical Theory of Explosions

Intro duction

Dening an Explosion

A Picture of an Explosion

Damage Mechanisms of Explosives

The ZND Mo del of Explosions

The RankineHugoniot Relations

Mo delling Explosions The Mathematical Approach

Hydro co des

Mo delling Explosions The Blast Curve Approach

Scaling

Equations for Predicting Peak Static Overpressure

The Pressure Pulse

Surface Eects

Transp ort Medium

Other Damage Mechanisms

The Interaction of Blast Waves and Structures vii

General Picture

Small Blast Wave Large Ob ject

Reections

Dynamic Loading

Lump ed Mass Ob ject Mo dels

PressureImpulse Diagrams

Primary and Secondary Missiles

Solving for Ob ject Motion

Mo delling Glass

Blast Wave Mo del

Determining a Mo delling Approach

Selection of aWave Mo del

Geometry Mo del

General Mo del Prop erties

QuasiStatic Mo delling

User Control

Blast Curves

Elements of the Mo del

Panels

Ob jects

The Simulator

Blowing Up aBrick Wall

A Heuristic Propagation Mo del

Intro duction

Propagation Mo del

Basic Idea

Building the Data

Testing viii

Mo delling Fracture

Intro duction

The Physical Basis of Fracture

Background Denitions

Fracture Mechanics

Fracture Typ es

Fast Fracture

Material Flaws

Wave Eects

Crack Propagation

Previous Mo dels of Fracture

A New Fracture Mo del

Basic Algorithm

Bit Bucket

FragmentTracing

Results and Algorithm Enhancements

Blowing Out a Window

Tessellation

Sampling and Panel Denition

Inertial Tensor

Centre of Mass

Results

A Comparison to Exp erimental Results

Future Work

Conclusions and Future Directions

Improvements and Extensions to the Base Mo del

Geometry

Improvements to the Fracture Mo del

Conclusion ix

Bibliography x

List of Figures

The explosion of a spherical charge of TNT is initiated at

the centre of the charge The detonation wave spreads outwards until it

reaches the airexplosive b oundary Most of the energy and released gas is

forced outwards as the primary blast wave Some of the waves energy is

reected back towards the middle This wave b ounces o the centre of

detonation and travels outwards again eventually forming the secondary

blast wave The secondary wave is signifanctly less powerful than the

primary wave

Primary fragments consist of pieces of the explosives casing which are

accelerated outwards Secondary fragments are nearby ob jects which the

blast wave accelerates outwards Note that secondary fragment is placed

abnormally close to the explosive in this diagram for illustrative purp oses

ZND Mo del of a detonation frontmoving through a section of explosive

Sho ck front Hugoniot curve and Rayleigh line

Detonation fronthugoniot curve and Rayleigh line

Hugoniot curves and Rayleigh lines including a reaction progress variable

A comparison of the Bro de and Henrych equations to exp erimental re

sultsfrom

Pressure pulse as a function of time

Impulse as a function of time approximated bytwo dierent triangle pulses

Pressure pulses at four dierent radii xi

When a blast wave strikes an ob ject it reects o it diracts around

it and generate stress waves in it These three waves with their correct

directions are shown here for a blast wave striking a rectangular ob ject

Coecient of reection versus angle for three dierent pressures Notice

that C R increases at the mach stem transition from

Pressure prole versus time for the front side and rear faces resp ectively

of a rectangular prism shap ed ob ject

Resistance versus Displacement

PressureImpulse diagram to determine damage threshold

Translatory Pressure versus Time

S T

The blast curves for static overpressureP S and scaled pulse p erio d



W

as a function of scaled distance Z from These curves are for shp er

ical TNT charges explo ded in air at ambient conditions

The blast curves for scaled wavevelo cityU and dynamic pressure q s as

a function of scaled distance Z from These curves are for shp erical

TNT charges explo ded in air at ambient conditions

r as a function of b oth angle of incidence The reection co ecientC

and static overpressure from Each curve corresp onds to a sp ecic

static overpressure bar as lab elled

The brick pattern used for the brick wall

Eight equally time spaced frames from an animation of a brickwall blowing

apart Frontview Images are ordered from left to right

Six equally time spaced frames from an animation of a brickwall blowing

apart View p oint is b elow the wall lo oking up Images are ordered from

left to right

A single frame from an animation of a brick wall blowing apart The

friction has been increased in the wall and a weaker bombis used so the

lower p ortion of the wallisabletowithstand the explosion

Loading of a well obscured a and less obscured b target xii

Loading of a well obscured a and a less obscured b target

A planar fold out of an icosahedron

A pro jection of an ob ject shown with distance values added to give an

approximate measure of how far a pixel is from the ob jects edge

Attenuation as given by blo cking factor y and radial separation x

Propagation testing for blo cks with similar radial distances from the b omb

The b omb is the small black square in the lower lefthand corner The top

rowshows three equally spaced frames from an animation where the blo cks

are unobscured The closest blo ck receives the most loading The b ottom

row shows three frames taken at the same times for an animation which

features a large o ccluding ob ject The blo ck which is closest to b eing

exp osed receives the most loading

Propagation testing for blo cks with varied radial distances from the b omb

The b omb is the small black square in the lower lefthand corner The top

rowshows three equally spaced frames from an animation where the blo cks

are unobscured The closest blo ck receives the most loading and actually

passes the more distant blo ck The b ottom rowshows three frames taken

at the same times for an animation which features a large o ccluding ob ject

The near blo ck receives more protection and hence recieves less loading

than the far blo ck

These are two extra frames from the b ottom row of Figure They are

the next two frames in the sequence and show the further progress of the

two blo cks

A blo ck sitting on a rigid surface has a force acting down on it which is

resisted by the surface The blo ck is exp eriencing stress

A force displacement curve for a material just below its yield p oint

An approximated force displacement curve including the materials yield

point

Generic stressstrain curve

The crack will branch whenever G exceeds amultiple of R xiii

Failed collision detection with scanline typ e conversion

The fragmentas generated by the algorithm

The fragment traced up the halt edge side to the ro ot no de

The fully traced fragment

A crack pattern using the base algorithm and a bifurcation angle of

degrees

A crack pattern using the base algorithm and a bifurcation angle of

degrees

Acrack pattern featuring random variation of the bifurcation angle

Acrack pattern featuring random line wiggling

A crack pattern featuring random variation of the bifurcation angle and

line wiggling

A photograph of cracks in a section of pavement The contrast of the

photo has b een increased and the cracks have b een outlined in black to

make them easier to see To trace the crack tree pattern start at the arrow

and trace the cracks downwards Notice that the pattern is consistent with

a crack prop ogating forwards and forking every so often along the way

The one exception to this o ccurs the upp er left hand edge where an extra

branch comes o the main structure

A creep style crack

A tesselated fragment

The sample p oints used to calculate loading are indicated with dots

The triangular p olyhedron is the basic unit for integrating the inertial

tensor It is divided in the middle to give two triangles such that each

triangle is b ounded by a vertical line and two slop ed lines

Six equally spaced frames from an animation of a shattering window Front

view

Six equally spaced frames from an animation of a shattering window Side

view xiv

Six equally spaced frames from an animation of an over damp ed shattering

window Damping is times normal Side view

This is a frame captured from a video of a blast wave destroyingawindow

The camera is lo oking directly at the square window lo cated near the

middle and in the upp er half of the frame and the glass fragments are

b eing blown towards the camera The window originally had a black and

white grid drawn on it which is still visible on some of the fragments The

quality of the image is p o or but it is still p ossible to see the large range

of fragment sizes from

This is another captured frame from a video of a blast wave blowing out

a window This is a side few Two windows are lo cated to right side of

the image one b ehind the other The outward plume in the middle of the

frame shows the glass shards b eing blown out from the frintwindow The

shards are spread over a considerable distancefrom xv

Chapter

Intro duction

Motivation

Explosions inspire both fear and awe Few if any phenomena can match their power

and generate such excitement They capture the human imagination with both their

destructive force and their b eauty The goal of this work is to take the initial steps

towards aphysically based visual mo del of explosions

Animations of explosions have many uses They can be applied for artistic ends and

are very imp ortant in the sp ecial eects industry Virtual environments could make use

of them Furthermore if computed with sucient accuracy they can also be used in

safety training and to study the explosive phenomenon itself

Throughout its development one of the ma jor goals of the computer graphics eld

has been the creation of realistic images of the natural world Over the last ten years

this eort has increasingly made use of physics based mo dels in developing increasingly

accurate mo delling techniques These eorts include the use of uid dynamics mo dels

for animating re and hot gases dynamic mo dels for animating creatures

and physically inspired material mo dels among many others

Explosions are an excellent candidate for a physically based computer graphics mo del

It is exp ensive and dangerous to blow up ob jects in the real world Furthermore it is

only practical and feasible to blow up a very limited range of ob jects Even when a

real world explosion is p ossible it is dicult to lm these events at the extremely high

Chapter Introduction

sp eeds necessary for generating slow motion lms Furthermore traditional cinematic

pyrotechnics haveinvolved a lab our intensive pro cess where small mo dels must b e built

scored by hand along arbitrarily determined fracture lines and lled with miniature debris

that can be ung out during the explosion Anything that can be mo delled using

a computer graphics mo del can p otentially be combined with an explosion mo del to

generate animations at arbitrary frame rates These animations should also require

less work than is involved in the creation of detailed hand built mo dels The case for

computer mo delling is strong

There are two distinct visual asp ects to an explosion the explosive cloud and the

blast wave The explosive cloud can be a bursting re ball or a collection of small

particles which are prop elled outwards during the explosion The blast wave is a sho ck

wavewhich expands outwards from the explosions centre It is generated by the rapidly

expanding gases created by the chemical reaction The blast wave causes ob jects to

accelerate outwards deform and shatter

One of the earliest attempts to mo del the explosive cloud was made byReeves using

particle systems This work was used to show a planet explo ding in the op ening

sequence of Wrath of Khan More recent research eorts at mo delling these eects

have been made using b oth physically based and fractal noise approaches

Despite these eorts a mish mash of techniques are still employed by practicing graphic

artists They also divide the explosion eventinto the explosive cloud and the physical

eects of the explosion The cloud p ortion is generated using various techniques often in

combination including the use of lighting volumetric eects particle systems and pre

rendered sequences Prerendered sequences are digitized versions of lmed explosions

traditionally used in the sp ecial eects industry They can be combined with three

dimensional mo dels by playing them back on planar or conical surfaces which are inserted

into the D environment

Tomodelthephysical asp ect of the explosion computer animators create two mo dels

One is a clean mo del of the ob ject the other is a mo del of the ob ject as a series of

chunks which will exist after the explosions At the moment of the explosion a switchis

made b etween the two mo dels You then hand animate these chunks ying willynilly

Comparison to Conventional Animation

through your scene p If the animation package aords it physics based collision

detection can be used to reduce the need for keyframing Neither of these techniques

however are tied in to an accurate mo del of the forces b eing generated by the explosion

The fo cus of this work is to create aphysically based visual mo del of the eects of blast

waves

Comparison to Conventional Animation

Numerous techniques are available for generating animations The mo del develop ed

here relies on dynamic simulation Dynamic simulation is a physics based approach for

generating animations which moves ob jects by calculating the forces acting on them

Traditional hand drawn animation is done using a very dierent approach In this

work a scenario is rst develop ed and it is then laid out by story b oarding During

story b oarding key moments in an animation are drawn to giveanoverview of the entire

work A larger number of keyframes are then drawn which show the entities b eing

animated in extreme or characteristic p ositions Intermediate frames are lled in by a

pro cess known as inbetweening Keyframing is also used in computer animation Here

the inb etweening can be done automatically by sp ecifying an appropriate interp olation

function

Key framing oers the animator maximum exibility and control but it requires

a great deal of work It would be very time consuming to key frame a complicated

explosive event with a large number of moving ob jects A key framed animation has no

physical basis relying solely on the animators skill Generating a physically accurate

animation would be challenging Ob jects will go through dierent phases during an

animation Following an initial rest p erio d they will be accelerated forward After

this phase completes ob jects will be at a high velo city but will have resistance forces

slowing them and gravity pulling them down Linear interp olation will not give pleasing

results when used to mo del acceleratory motion Sp ecial interp olation functions would

be needed Finally there will often be a large number of spinning ob jects that will be

rotating at widely varying sp eeds To interp olate these motions correctly a very large

Chapter Introduction

number of keyframes would b e needed rendering the pro cess inecient Keyframing may

beausefultechnique when control and exibility are paramount but it is inecient and

lacks physical accuracy

Scripting languages are another technique for generating animations A script can b e

written that sp ecies an ob jects exact motion as well as the time line for this motion

Such techniques have p otential but will likely b e inecient for blast wave events due to

the large numb er of ob jects often present There is also no clear metho d for determining

the motions that are needed This would likely mean that a large number of iterations

would b e required exp erimenting with dierent motions until a physically plausible result

was achieved A dynamic simulation provides a principled way of determining ob ject

motion

The technique of pro cedural animation develops animations through writing pro ce

dures but these pro cedures normally do not have a basis in physics This technique

suers from one of the same weaknesses as scripting there is no clear metho d for de

termining what are correct ob ject motions This again will likely require a trial and

error pro cess Pro cedural techniques normally involve a large number of parameters

and these may not have a clear intuitive link to the underlying phenomenon This is

esp ecially true if the pro cedures are used by someone other than their author In a dy

namics simulation the parameters all relate to physical quantities so their meaning is

well dened Pro cedural techniques do however allow more direct control of the nal

pro duct If a very sp ecic eect is desired it may b e easier to co de for this eect rather

than using a general mo del

The use of dynamic rather than kinematic mo dels is also well justied An explosive

event is very complicated The acceleration phase is of key interest in a slow motion

animation It would b e dicult to accurately mo del this kinematically Dynamic mo dels

can calculate ob ject motions based on accurate mo dels of the forces involved and they

can easily handle large numb ers of ob jects They will provide an accurate and consistent

framework in which to generate animations of explosions b ecause they are simulating the

actual explosive event and enough parameters can be made available to give animators

the control they need

Contributions of This Work

The dynamics approach also has an advantage that is lacking in the previous ap

proaches Our dynamics approach is easily scalable and expandable The examples in

this work are relatively simple but the same techniques could be used to generate con

siderably more complex simulations with a minimum of additional work The blast wave

mo del can also b e directly combined with other physically based techniques For exam

ple the mo del could be used with a deformable ob ject mo del to generate animations

of deforming structures The two mo dels can be combined in a straightforward manner

b ecause they are b oth based on the same underlying physical principles

A dynamics approach provides a coherent approach for blast wave simulation It will

provide consistent physically based motion for ob jects throughout a scene It also oers

a solid foundation on which to build additional features

Contributions of This Work

The rst contribution of this thesis contained in Chapter is a research summary of the

nature of explosions and eorts made to mo del them A great deal of b oth mathematical

and empirical research on explosions has taken place This work is summarized and some

insightinto dierent approaches for mo delling explosive targets is also intro duced

Based up on this research a physically based mo del of blast waves is develop ed in

Chapter This mo del uses an approach develop ed in structural engineering research

for calculating the load generated by an explosive The approach is based up on the use

of precomputed blast tables and explosive scaling It is less computationally exp ensive

than a NavierStokes based mo del and still provides reasonably accurate physically based

results It can generate near real time animations for scenes with a limited numb ers of

ob jects The mo dels eectiveness is demonstrated by employing it to blow up a brick

wall

When a blast wave expands outwards it diracts around large ob jects in its path

These ob jects can provide partial protection for the ob jects behind them This is the

principle b ehind the construction of blast walls and many other forms of explosive pro

tection Mo delling the eect of obstacles on a blast waveisavery complicated task that

Chapter Introduction

has not b een fully solved In order to obtain reasonable visual results a heuristic mo del

is develop ed This mo del treats the centre of the b omb as the view p oint and pro jects the

world onto an icosahedron surrounding it Calculations determine the degree to which

blo cking obstacles reduce the impact of the blast wave on the ob jects b ehind them Mo del

details are describ ed in Chapter

One of the most visually interesting asp ects of blast waves is the fracturing and

deformation of ob jects that they cause Chapter presents a background summary on

fracture mechanics along with a fracture mo del which will grow cracks within planar

surfaces This mo del is based up on placing initial microcracks in a panel This crack

propagates by extending and forking forming a treelike structure Results include gures

of various generated crack patterns and an animation of a shattering window presented

in Chapter

The nal chapter presents conclusions and future directions for this research

Chapter

A Practical Theory of Explosions

Intro duction

Dening an Explosion

The exact nature of an explosion can b e dened in numerous ways Baker et al suggest

that an explosion involves an energy release which is rapid enough and takes place in a

small enough volume to pro duce a pressure wavethatyou can hear In other words an

explosion must generate a blast wave Deagrations dened as rapid burning with ames

are not included as part of the explosive regime in the ab ove denition The denition

do es include physical explosions such as those caused by meteor impact lightning or

the mixing of certain liquids It captures the fundamental asp ect of an explosion the

very rapid concentrated release of energy

A chemical explosive is a material which is normally in a state of metastable equi

librium but which is capable of violent exothermic reaction Chemical explosions

involve the rapid oxidization of fuel elements The oxygen needed for this pro cess is

contained within the explosive comp ound The reaction wave within an explosivecan

be of two typ es a deagration or a detonation

A deagration wave is slow b eing far subsonic Deagrations are propagated by the

lib erated heat of their reaction For these waves transp ort pro cesses viscosity heat

conduction and matter diusion dominate Changes in momentum and kinetic energy

are small To a go o d approximation pressure changes through a deagration wave can

Chapter A Practical Theory of Explosions

be ignored

The b ehaviour of a detonation wave isinmanyways opp osite to that of a deagration

wave Detonation waves are sup ersonic moving at sp eeds of six to eight thousand ms in

liquids and solids In gas lled tub es waves can propagate at velo cities b etween

kms Momentum and kinetic energy changes are dominant for detonations whereas

transp ort pro cesses are relatively unimp ortant Compressibilityand inertia are also im

portant unlike for deagrations The great pressure and temp erature generated by

a detonation wave maintain the conditions necessary for the fast chemical reaction rates

that cause the detonation to propagate It is hence self sustaining and once initialized

will react to completion

For chemical explosions almost one hundred p ercent of the energy lib erated is con

verted into blast energy This gure is only fty p ercent for nuclear explosions with

most of the rest going into heat and thermal radiation

Low explosives such as prop ellants and pyrotechnics burn tending not to detonate

whereas detonation will always o ccur in high explosives This work will concentrate

on high explosives where detonation o ccurs and the blast wave is the dominant damage

mechanism

A Picture of an Explosion

To b etter understand the explosive pro cess consider the explosion of a spherical charge

of a condensed high explosive such as TNT as shown in Figure A detonation is

initiated at the centre of the explosive For an ideal uniform explosive a detonation

wave will propagate outwards from the centre at great sp eeds ms in TNT

Detonation propagation sp eeds are essentially constant and dep end on the density of

the explosive involved Denser explosives sustain higher propagation sp eeds As the

detonation wave passes through the explosive it generates immense pressure and high

temp eratures Pressure is normally in the range of a few thousand atmospheres and the

temp erature ranges between and K for solid and liquid explosives These

high temp eratures and pressures are a result of the extremely rapid chemical reaction

that takes place just b ehind the wavefront The chemical reaction is typically ninety

Introduction



percent complete in b etween and seconds

Following the discussion in the chemical reaction releases large quantities of gas in

avery short p erio d of time These gases expand violently forcing out the surrounding air

Alayer of compressed air forms in front of the gases which expands outwards containing

most of the energy of the explosion This is the blast wave As the gases move outwards

the pressure drops to atmospheric levels Thus the pressure of the compressed air at

the blast wavefront reduces with distance from the explosive As co oling and expansion

continue pressure falls a little b elowambient atmospheric levels This o ccurs b ecause the

velo city of the gas particles causes them to overexpand slightly b efore their momentum

is lost The small dierence in pressure b etween the atmosphere and the wavefront causes

a reversal of ow Eventually equilibrium will b e reached As with pressure the velo city

of the blast wave decreases as the wavemoves farther from the explosive The blast wave

will have amuch slower velo city than the detonation wave

The ab ove discussion ignores the role of wave reections as shown in Figure

The detonation wave propagate outwards through the explosive and hits the b oundary

between the explosive and its surroundings At this point some of the wave transmits

outwards as the primary blast wave and part of the wave is reected back towards the

centre At the centre it b ounces and reects outwards again This pro cess can rep eat

several times and there is an intensitydeclineinthewave each time These secondary

waves app ear to be signicantly less imp ortant with regards to their damage causing

potential than the primary wave

Damage Mechanisms of Explosives

There are several mechanisms bywhich explosions cause damage as shown in Figure

The rst is damage caused by ying missiles also known as primary fragments Missiles

are pieces of the explosive casing or ob jects lo cated close to the explosive which are

accelerated outwards by the explosion Missiles are initially accelerated more slowly than

the asso ciated gases so will lag b ehind the wavefront Due to their greater momentum

however they may outstrip the blast wave and arrive at the target b efore it Missile





impact energy is the kinetic energy of the missile mu Flying missiles are the primary 

Chapter A Practical Theory of Explosions

Blast Wave

Detonation Wave

Secondary Blast Centre Wave "Bounced" Wave

Explosive Reflected

Air Wave

Figure The explosion of a spherical charge of TNT Detonation is initiated at

the centre of the charge The detonation wave spreads outwards until it reaches the

airexplosive b oundary Most of the energy and released gas is forced outwards as the

primary blast wave Some of the waves energy is reected back towards the middle

This wave b ounces o the centre of detonation and travels outwards again eventually

forming the secondary blast wave The secondary wave is signifanctly less p owerful than

the primary wave

Introduction

Secondary Primary Fragment Fragment Explosive

Casing

Blast Wave

Figure Primary fragments consist of pieces of the explosives casing which are acceler

ated outwards Secondary fragments are nearby ob jects which the blast wave accelerates

outwards Note that secondary fragment is placed abnormally close to the explosive in

this diagram for illustrative purp oses

damage agent for small explosives such as grenades

A second cause of damage is the blast wave The rst eect of a blast wave is a

forcible and violentfrontal blow followed by a tremendous enveloping crushing

action while the target is simultaneously sub jected to a blast wind of sup er hurricane

velo city p Blast waves are the dominant damage mechanisms for large explosives

They are the prime fo cus of this work Thermal radiation is another damage mechanism

but it is only imp ortant for large nuclear weap ons

Blast waves can cause ob jects to shatter An explosives brisance is a measure of its

Chapter A Practical Theory of Explosions

shattering power Brisance is prop ortional to the sp eed at which an explosive decom

p osition o ccurs the sp eed with which it releases its energy High explosives have high

brisance deagrations have very low brisance

A third damage mechanism is impact by secondary fragments These are ob jects that

are near to the explosive which are accelerated outwards by the blast wave

Detonations

The rst phase of an explosion is the detonation This phase involves the rapid chemical

reaction and the high pressures and temp eratures asso ciated with the detonation wave

as discussed ab ove A detonation can be initiated by a deagration When the burning

lib erates sucient energy a transformation from deagration to detonation o ccurs A

detonation can also be started by a sho ck wave This wave provides sucient energy

to initiate the detonation Due to the damage that they can cause high explosives

are normally designed so that they require a sho ck wave for initiation A smaller more

sensitive explosive such as found in a blasting cap is attached to the high explosive The

more sensitive explosive can b e detonated by a deagration or even electrically When it

detonates it will release a sho ck wave with sucient energy to cause detonation in the

high explosive By storing blasting caps separately from high explosives the chance of

an accidental detonation is reduced Accidental detonation of explosives byshock waves

generated by nearby explosives is an area that has received some mo delling attention

see for example This is not worth mo delling in computer graphics work where

the desired image is known ahead of time but might be useful in simulation of virtual

environments

The study of detonations represents a combination of uid dynamics and chemistry

If the chemical reaction at the detonation front is ignored a detonation wave is equivalent

to a sho ck wave a sup ersonic wave travelling in inert material A sho ck wave can be

approximated as a jump discontinuity The pressure and particle velo city are viewed

as changing instantaneously at this discontinuity The simplest mo dels for detonation

waves play little attention to chemistry assuming the reaction completes instantly at

Detonations

Following Reaction Flow Zone

Pressure

D

Shock Front

Distance

Figure ZND Mo del of a detonation front moving through a section of explosive

the jump discontinuity Following is a brief discussion of the ZND mo del of detonations

and an intro duction to the RankineHugoniot equations which are used for mo delling

the transition which o ccurs at the discontinuity The ZND mo del is a more complicated

mo del which includes a nite reaction zone The mo del is used in combination with an

equation of state to determine the conditions immediately b ehind the wavefront

The ZND Mo del of Explosions

The ZND mo del is a one dimensional uid dynamic mo del of detonation waves develop ed

indep endently by Zeldovich in the USSR von Neuman in the US and Doming in

Germany in the s The mo del bases its analysis around a semiinnite tub e lled

with gas that contains a piston at one end It captures the structure of a detonation

wave as it travels through the explosive Figure shows the ZND mo del in terms

of pressure vs distance The wave front is represented by a sudden pressure jump

moving at velo city D As the front passes over a particle the particle is suddenly placed

in a highly compressed high energy state This is where the chemical reaction takes

place The chemical reaction completes very rapidly and is conned to the thin reaction

zone immediately b ehind the wavefront The simple model assumes the reaction

Chapter A Practical Theory of Explosions

completes instantaneously and has a reaction zone of zero thickness The reaction

zone is a subsonic ow region Energy lib erated here can ow forward and drive the sho ck

wave After the reaction zone is the fol lowing ow or rarefaction zone This

zone sees a rapid loss of pressure and corresp onding expansion of the material It provides

a bridge between the high pressure state that exists at the end of the chemical reaction

and the muchlower pressure state which exists after the passing of the detonation wave

The rarefaction zone is a sup ersonic ow region Waves in or energy released in this

region cannot eect either the wavefront or the reaction zone

The RankineHugoniot Relations

The RankineHugoniot relations can b e derived in many dierentways but all derivations

share a few common characteristics They are dened on a co ordinate system which

moves with the wavefront they treat the wavefront as a mathematical discontinuity and

they enforce the conservation of mass momentum and energy across this discontinuity

The presentation of the equations here is based on Davis and to a lesser extent on

Meyers and Hetherington and Smith Several other formulations are p ossible

dep ending up on the quantities that are to b e tracked In the following refers to density

p pressure e sp ecic internal energy D the velo city of the detonation wavefront and u

d

is the particle velo city immediately behind the wavefront The sp ecic volume v is

equivalent to The subscript refers to the area ahead of the detonation front and

the subscript refers to the region immediately b ehind the wavefront The conservation

equations for mass momentum and energy must hold across the wavefront

Consider a sho ck wave propagating in a tub e of area A for a period t The wave

front is moving at sp eed D and will hence move over a mass AD t during time t The



material at the b eginning of the wavefront at t moves a distance u t during time

d

t Therefore the material which is passed over by the wavefront during time t will be

contained within the volume AD u and will have mass AD u Since mass

d  d

must be conserved across the wavefront these two equations can be set equal Dividing

Detonations

out At yields the mass conservation equation

D D u

  d

The material whichispassedover is initially at rest and is accelerated to u Recalling

d

that momentum is the pro duct of mass and velo city the materials momentum change is

AD tu The change in momentum is equal to the impulse acting on the material The

 d



force acting on the material is p p A so the impulse is p p At Equating the

   

impulse and momentum change and dividing by At yields the equation for momentum

conservation

p p Du

   d

The change in energy in the system is equal to the amount of work done The

total energy is the sum of the internal and kinetic energy Internal energy changes by

 

 

AD te e Kinetic energy is given by mu and hence changes by AD tu

o    d

 

Work the pro duct of force and distance is given by p Au t Equating these yields

 d



p Au t AD tu AD te e

 d  d   

p

Dividing by At and noting that D which is a rearrangement of the equation for



u

d

momentum conservation note that p is negligible compared to p yields the energy

 

conservation equation



u p p

 

d

e e u D

  d

 

These are the Hugoniot relations for a jump discontinuity Through rearrangement

and substitution they can be used to obtain the single Hugoniot relation in one of its

common forms

p p v v e e

     

This equation represents an hyp erb ola in p v space It denes all states which the

material can reach during the passing of a detonation wave From the equations of

recall that I Ft refer to page

Chapter A Practical Theory of Explosions

conservation of momentum and mass the equation for the Rayleigh line can be derived

as follows The Rayleigh line is used to determine the nal state and its slop e is can be

used to determine the sp eed of the wavefront Rearranging equation to solve for u

d

yields

D D u

   d



u D

d



This can b e substituted into equation to yield







p p D

  



 

D



 

 

v v D

 



Because these equations are derived from the conservation equations for any given start

ing state the nal state must also lie on these lines That is the nal state must be at

the intersection of the Hugoniot curve and the Rayleigh line

The RankineHugoniot relations involve ve variables pressure particle velo city

wave frontvelo city energy and density or sp ecic volume Along with the three conser

vation equations another equation is needed if all parameters are to b e determined as a

function of one of them The fourth equation is the equation of state for the material

It is a p olynomial equation which relates wave frontvelo city and particle velo cityofthe

form

D c s u s u

  d  d

c is the sound sp eed in the material at zero pressure The s co ecients are determined



exp erimentally There are a large number of equations of state available for various

materials

Dep ending on their derivations the Hugoniot curve and Rayleigh lines may b e drawn

in either p v or p u space Figures and b elowshow them drawn in p u space

Figure shows the result for a sho ck wave wave in inert material and Figure

applies to a detonation wave

Detonations

Rayleigh

pressure Line D Hugoniot Curve

velocity

Figure Sho ck front Hugoniot curve and Rayleigh line

pressure CJ Point Hugoniot Curve

Rayleigh Line

velocity

Figure Detonation fronthugoniot curve and Rayleigh line

Chapter A Practical Theory of Explosions

The Hugoniot curve for an explosive in p u do es not pass through the p p oint

see Figure The slop e of the Rayleigh line in the p u plane is prop ortional to

the velo city of the wavefront D When the Rayleigh line is just tangent to the Hugoniot

curve the wave velo city is a minimum For any velo city greater than this the Rayleigh

line will intersect the Hugoniot curve at two points The nal state for the sho cked

explosive is indeterminate

This ambiguity was resolved by Chapman in England and Jouget in France in the

late s They argued that an unsupp orted detonation wave ie one that is not

overdriven where overdriven implies that an external force is also acting to advance the

wavefront pro ceeds at the minimum detonation velo city This observation is in keeping

with the observation that detonations have a well dened velo city that dep end up on

the comp osition and density of the not on external conditions The details of

the Chapman and Jouget argument are available in The minimum velo city is the

point where the Rayleigh line is tangent to the Hugoniot curve It is referred to as the

ChapmanJouget or CJ p oint and reactions whichhave this p ointas their nal state are

referred to as CJ reactions The CJ p oint is the starting p oint for determining the inert

ow behind the detonation front

In the previous discussion there was an implicit assumption that the detonation wave

can b e represented by a single Hugoniot curve This assumption implies that the reaction

zone is innitesimally thin the chemical reaction completes at the discontinuity This

is not physically accurate In fact the reaction zone has some thickness as was seen in

the ZND mo del This leads to the intro duction of a reaction progress variable When

the reaction starts is zero and it is one when the reaction completes Each value of

denes a Hugoniot curve The curve is to the right of the curve as can

be seen in Figure Intermediate values of generate a family of curves in between

these two curves Figure includes two p ossible Rayleigh lines one just tangenttothe

Hugoniot curve and one that intersects it twice In a CJ reaction as a particle passes

through the detonation wave it rst jumps to the lower p oint N and then follows the

lower Rayleigh line down to p oint CJ Some interesting b ehaviour can b e observed in the

gure Namely there is a pressure and velo city spike at the b eginning of the reaction

Detonations

=1 =0 N

SN

pressure CJ W

velocity

Figure Hugoniot curves and Rayleigh lines including a reaction progress variable

This value drops as the reaction pro ceeds This counterintuitive o ccurrence was predicted

by von Neuman and is known as the von Neuman spike

In a real explosion it app ears likely that the nal state will not b e a CJ p oint Davies

p ostulates that the reason for this is the small scale phenomena that take place during

an explosion Lo cal inhomogeneities hot sp ots and transverse waves all play a role in

the explosion reaching a dierent nal state than the ideal It has also been suggested

that the steady ow that is necessary for a CJ reaction would not be stable in a real

system

The upp er Rayleigh line in Figure intersects the curve at two p oints S

for strong and W for weak Given the single rate mo del only the S state is reachable

This is b ecause the state must always be an intersection of the Hugoniot curve and the

Rayleigh line As long as is always increasing as in the single rate mo del the nal

state must lie at or ab ove the CJ point There is no path that will connect the N and

W points The single pro cess variable mo del is not very accurate however In a real

explosion there could be two or more progress variables and reactions could pro ceed

backwards and forwards With two progress variables it is p ossible to have Hugoniot

curves joining S and W soW is also a p ossible nal state Indeed many real explosions

end in a W state

Chapter A Practical Theory of Explosions

Mo delling Explosions The Mathematical Ap

proach

The RankineHugoniot relations discussed ab ovegive some insightinto the mathematical

mo delling of explosions in the plane The analysis in this section is complementary to

that discussion The RankineHugoniot equations can provide analytic results for one

dimensional congurations planar sho cks where the particle and sho ck velo cities are

parallel Many real world situations are considerably more complicated and will not

yield to a simple analytic solutions This motivates a dierential form of the conservation

equations which can be of higher dimension and through the use of nitedierence or

niteelement techniques solved for complicated simulations via a computer

Following the governing equations for detonations and explosions are the Euler

equations of inviscid compressible ow with chemical reaction added These are obtained

from the compressible NavierStokes equations by dropping the transp ort terms The Eu

ler equations are presented b elow in their normal one dimensional linear co ordinate form

Vanderstraeten et al present a one dimensional spherical form of their equations which

they use in their study of the failure of spherical vessels containing pressurized gas

Using spherical co ordinates allows a three dimensional phenomenon to b e approximated

using one dimensional equations The equations can also b e derived in higher dimensions

Before presenting the Euler equations it is worth dening the material derivative

also called the total time derivativeas

f f uf

t x

for one dimension where the material derivative is denoted by the dot and the t and x

denote the derivatives in time and distance resp ectively u is the particle velo city

The total time derivative is used to derive the equation in a Lagrangian referrential a

referential that follows the movement of the particles

Normally only a single chemical reaction is included which can be represented by

A B A progress variable represents how complete the reaction is and is dened as

a mass prop ortion of B

Modelling Explosions The Mathematical Approach

The Euler equations are

u

x

u p

x

e pv

r

where is the density p the pressure e the internal energy and v the sp ecic

volume The dep endent variables are e and u The pressure p and reaction rate r

are given by state functions which describ e the explosive material

A nice derivation of a similar set of equations for spherical co ordinates is oered by

Henrych and followed in Smith and Hetherington As a basic unit of analysis

they take a cone with area A at one side and area A dA at the other The conservation

equations are then applied to this section For example the total mass in the system

must be conserved This implies that the mass entering at one side minus the mass

leaving at the other side is equal to the mass retained in the volume due to changes in

density Applying this analysis and the ChapmanJouget relation they develop a system

of six dierential equations with six unknowns The same set of equations is used to

mo del the detonation wave and the blast wave Boundary conditions are enforced at the

transition The details will not b e rep eated here but are available in b oth works

Both of the numerical techniques describ ed here rely on the sp ecication of initial con

ditions and state equations To use them either the explosion must be tracked through

the detonation phase using initial conditions and state equations for the explosive or

initial conditions and state equations must be determined at the explosiveair b order

and the explosion can be tracked from there

Hydro co des

At research facilities such as Los Alamos National Lab oratory detailed computer simu

lations of detonation blast and sho ck waves have b een develop ed by scientists studying

Chapter A Practical Theory of Explosions

explosives These co des are commonly referred to as hydro co des They are very complex

and involved and their study and utilization constitutes a sp ecialized eld of knowledge

p Generally sp eaking hydro co des are grid based using dierence equation forms

of the dierential equations presented ab ove Unfortunately direct application of these

equations do es not work Spurious high frequency signals dominate the sho ck region

Large errors are due to the discontinuity in the sho ck front The most successful metho d

to overcome this deciency is the intro duction of an articial viscosity term This tech

nique was prop osed by von Neuman and Richtmyer It involves adding a term to the

pressure that will cause the pressure change to be spread out over several cells In

eect this intro duces alowpass lter to attenuate the high frequency artifacts

Hydrocodes normally consist of three comp onents conservation equations constitu

tive equations and failure mo dels The conservation equations are the mass momentum

and energy equations discussed previously Constitutive equations describ e material b e

haviour in the elastic plastic and sho ck regimes These equations range from the purely

phenomenological to those based on material microstructure Failure mo dels describ e

fracture spalling and shear band formation

Mo delling Explosions The Blast Curve Approach

An explosion in a built up area whether accidental an act of terrorism or an act of

war can cause a great deal of damage Due to this danger there is substantial interest

in understanding the impact of explosions b oth on the part of weap ons designers and

on the part of those who wish to design buildings which are b etter able to withstand

explosive attack A body of literature extending at least as far back as the s has

attempted to understand the impact of explosives using a combination of empirical data

and mathematical mo dels References such as do cument this work The

general approach has b een to use a combination of empirical data and mathematical

mo dels to formulate b oth a set of curves and a set of formulas that can be used to

determine imp ortantquantities suchaspeakover pressure and impulse at a given distance

from an explosive The work by Vanderstraeten et al discussed ab ove is a very recent

example of using costly mathematical mo delling to develop a simple mo del for predicting

Modelling Explosions The Blast Curve Approach

overpressures

Several wavefront parameters are of particular imp ortance These were rst identied

by Rankine and Hugoniot in and include p peak static overpressure

s s

static density q maximum dynamic pressure and U the blast wavefront velo city

s s

The following equations can be used to determine the last three parameters for normal

reections given p The subscript denotes ambient conditions ahead of the blast wave

s

The sp eed of sound in the medium is denoted by a

r

p p

s 

a U

 s

p



p p

s 

s 

p p

s 



p

s

q

s

p p

s 

The remaining problem is to determine p There are three p ossible approaches to

s

this the use of a uid dynamics simulation as discussed in the previous section the use

of a set of equations as discussed b elow or the use of a set of precomputed blast curves as

describ ed in Chapter Notice that the blast curves contain values for many parameters

b esides p eak overpressure Both these charts and the equations use a dimensionless

scaling parameter Z which will b e explained b elow

Scaling

Two dierent weight TNT explosives will generate the same overpressure but they will

do so at a dierent distance from the explosive centre For a target to exp erience the

same overpressure with a smaller bomb the target will need to be much closer to the

bomb than with a more massive explosive This is the basic idea b ehind explosive scaling

Since the same overpressures will b e generated by dierentweight explosives the weight

of the b omb can b e combined with distance from the explosive to create a scaled distance

Chapter A Practical Theory of Explosions

Explosive TNT Equivalence Factor

Amatol ammo

nium nitrate TNT

Comp ound B RDX

TNT

RDX Cyclonite

HMX

Mercury fulminate

Nitroglycerin liquid

PETN

Pentolite PETN

TNT

TNT

Torp ex RDX TNT

Aluminum

Table A given explosive can be converted to an equivalent amount of TNT by

multiplying its mass by the TNT equivalence factor

parameter This will allow equations or charts giving the p eak overpressure to b e dened

once using this scaled parameter and then applied for an explosive of any mass The

mo delling task is thus greatly simplied The scaled distance Z is used for this purp ose

and is dened as follows

R

Z



W

where R is the radius from the centre of the explosion given in metres and W is the

equivalent weight of TNT given in kilograms

The mass of the actual explosiveismultiplied by a TNT conversion factor to determine

the equivalent mass of TNT This gure is then used in the ab ove formula Conversion

factors can be based either on the impulse delivered by the explosive or the energy per

unit mass of the explosive The two factors will b e slightly dierent The table b elow

gives conversion factors for a few explosives based on the energy p er unit mass a partial

list from

As well as the ab ove scaling it is p ossible to scale between dierent explosives to

see where an equivalent impact will be delivered For example if a given overpressure

is felt at radius R for an explosive with TNT equivalent mass W a second explosive

 

with equivalent mass W will generate the same overpressure at radius R as given by

 

Modelling Explosions The Blast Curve Approach

the following relation



W R

 

R W

 

Equations for Predicting Peak Static Overpressure

There are several sets of overpressure equations develop ed using b oth numerical and

exp erimental techniques Two are given below the rst was develop ed by Bro de in the

s the second follows Henrych Note that with the Bro de equations there is one



equation for the near eld where pressure is over bar bar Pa and one is

given for the medium and far eld where pressure is b etween and bar

The Bro de equations are

bar for p bar p

s s



Z

p bar for p bar

s s

 

Z Z Z

The equations presented by Henrych divide the analysis into three elds a near middle

and far eld They are presented below

bar Z p

s

  

Z Z Z Z

bar Z p

s

 

Z Z Z

p bar Z

s

 

Z Z Z

The Bro de equations give go o d corresp ondence to exp erimental peak overpressure

results in the middle and far eld but not in the near eld The Henrych equations give

go o d corresp ondence in the near and far elds but not in the middle eld This is

shown graphically in Figure

Chapter A Practical Theory of Explosions

Figure A comparison of the Bro de and Henrych equations to exp erimental re

sultsfrom

The Pressure Pulse

P

P S P min

P O

Time T

tA

Figure Pressure pulse as a function of time

A dierent set of equations for overpressure is given by Kinney He takes a dierent

approach and derives the overpressure from the ambient pressure and the current Mach

number of the explosion A Mach number is a dimensionless way of representing the

sp eed of the wave front that incorp orates the sp eed of sound

The blast wave curves are included in Chapter They contain curves describing the

variation in dynamic pressure static pressure wavefront velo city and other imp ortant

factors all as a function of Z They provide more comprehensive and more accurate

information than the ab ove equations

The Pressure Pulse

The prole of the pressure pulse is shown in Figure Notice that it represents a jump

discontinuity where the pressure increases by p This is the p eak static overpressure

s

With time this pressure decays to below the ambient pressure p This is due to the



overexpansion of gases as describ ed below P is the minimum pressure reached t

min a

is the arrival time of the pressure pulse T is the p erio d or time length of the p ositive

phase of the pulse

An impulse is dened as a change in momentum It can be calculated as the

pro duct of force and time where time is the duration during which the force was acting

Chapter A Practical Theory of Explosions

I II Pressure

Time

Figure Impulse as a function of time approximated by two dierent triangle pulses

t=t t=t t=t t=t 12 3 4

Pressure

Distance

Figure Pressure pulses at four dierent radii

on an ob ject The impulse generated bythe pulse wave can b e computed by integrating

the p ositive phase of the pulse wave from t to t T

a a

Often it is sucient to represent the p ositive pulse as a triangular wave There are

two ways to do this which are shown in Figure The line lab elled I will preserve the

period T b ecause it intersects the P line at the same p oint The line lab elled I I creates



a triangle with the same area as the original pulse This maintains the same impulse

The peak overpressure decreases with distance from the centre of the explosion This

eects the shap e of the pressure pulse Pressure pulses for dierent radii are shown in Figure

The Pressure Pulse

Surface Eects

The ab ove treatment applies to explosions in air Another common case is surface explo

sions where the explosive is lo cated on say the earths surface A surface explosion can

b e mo delled by considering it to b e an air explosion with times the total energy

If the ground was a p erfect reector this factor would b e Since the ground will absorb

some of the energy of the explosion the heuristic factor gives a go o d corresp ondence

with observed results

Transp ort Medium

For this work air is the transmission medium of interest for the blast waves It mightbe

interesting in the future to mo del underwater blast waves Over the range of interest for

explosions air will generally behave as an ideal gas This allows the ideal gas equation

to b e used as an equation of state The ideal gas equation is

m

RT PV

M

where P denotes pressure V volume T temp erature R is the gas constant m is the

mass of the gas particles in the volume V and M is the molecular mass of the gas

The sound sp eed a is needed for some calculations It is given by the following

relation for an ideal gas

p

a kRT

where k also called is the ratio of sp ecic heat at constant pressure to sp ecic heat

at constant volume It equals for air R is the universal gas constant and T

is temp erature A go o d approximation gives the sp eed of sound in air around ro om

temp erature as ms

Other Damage Mechanisms

Aside from the primary blast wave there are several other signicant damage mecha

nisms These include stress waves and ground sho cks

Chapter A Practical Theory of Explosions

When a blast wave strikes an ob ject a stress wave is generated in the ob ject As the

stress wave propagates forward into the ob ject it acts as a compression wave Striking the

rear boundary of the ob ject it will be reected back as a tensile wave Most materials

are stronger in compression than tension so the tension wave will often cause more

damage In concrete structures the compression wave can lead to spal ling also known

as scabbing on the rear surface of the ob ject Spalling o ccurs when part of the surface

layer of concrete akes o

When an explosion is very p owerful or if the explosive is on the ground the explosion

will cause waves to propagate through the soil These waves are of three typ es P or

compression waves S or shearing waves and R waves which are circular surface waves

R waves are surface waves whereas P and S waves are body waves The seismic wave

velo cityvaries from ms in dry sand to ms in saturated clay These waves

can cause damage to structures in or on the ground

The Interaction of Blast Waves and Structures

General Picture

When a blast wave encounters an ob ject it will both reect o the ob ject and diract

around it It will also generate stress waves within the ob ject The exact behaviour

dep ends up on the geometry of the ob ject the angle of incidence and the power of the

wave An example of a wave striking a rectangular ob ject is shown in Figure

Following three examples will b e given one for a large scale blast wave and a large

ob ject one for a large blast wave and small ob ject and one for a small blast wave and

large ob ject

The magnitude of the reected pressure is related b oth to the angle of incidence of

the blast wave

Large Blast Wave Large Ob ject

wave will completely engulf the large ob ject generating very strong crushing forces

some translational force will also be generated but the ob ject is unlikely to move

The Interaction of Blast Waves and Structures

Blast Wave

Blast Wave

Reflected Wave

Stess Wave

Figure When a blast wave strikes an ob ject it reects o it diracts around it and

generate stress waves in it These three waves with their correct directions are shown

here for a blast wave striking a rectangular ob ject

due to its large size

Large Blast Wave Small Ob ject

ob ject will also b e engulfed and crushed by blast wave

squashing overpressure will be more or less equal over the entire ob ject and the

translational force will only last for a brief time

translatory force due to dynamic or drag loading will also b e generated which will

have a longer duration and can lead to signicant movement and damage

Small Blast Wave Large Ob ject

analysis must normally b e p erformed on the ob ject elements separately b ecause the

small wave will not load the structure evenly

by the time the end of the structure is b eing loaded the b eginning will b e exp eri

encing very dierent loads

Chapter A Practical Theory of Explosions

Reections

Reections are divided into three categories normal reections oblique reections and

Mach stem formation Normal reections o ccur when the blast wave hits the ob ject head

on or at zero degrees incidence Oblique reection o ccurs when the angle of incidence is

small less than ab out forty degrees in air The angle of reection is not normally the

same as the angle of incidence for oblique reections and the discrepancy dep ends

up on the pressure of the wave Mach stem formation o ccurs for larger angles of incidence

degrees A spurttyp e eect o ccurs when the sho ckfront impinges on the surface

at near grazing incidence The phenomenon o ccurs when the reecting wave catches

up with and fuses with the incidentwave to form a third wavefront called the Mach stem

The place where the three come together is called the triple p oint

A blast wave striking an ob ject will generate a pressure on the face of the ob ject which

is greater than the p eak static pressure of the wave This o ccurs b ecause the forward

moving air molecules are brought to rest and further compressed by the collision The

peak static overpressure is the pressure that would b e felt by a particle moving with the

wavefront When a stationary ob ject is struck by the blast wave however the ob ject

will face this pressure and will also b e hit by the particles b eing carried with the stream

the blast wind This leads to the concept of dynamic pressure q which is dened as



u q

Here u is the particle velo city and is the air density immediately b ehind the wavefront

The total pressure exp erienced by the ob ject face is the peak reected pressure p

r

a combination of static and dynamic pressure For normal reections it is given by the

following relation

p p q

r s s

For air The following relation can be derived for air where p is the ambient



pressure

p p

 s

p p

r s

p p

 s

The Interaction of Blast Waves and Structures

Figure Coecient of reection versus angle for three dierent pressures Notice

that C increases at the mach stem transition from

R

These relations are derived from the RankineHugoniot relations

A reection co ecient C can be dened which is the ratio of p to p From the

r r s

ab ove relation taking the limit for small p much smaller than p C will equal In the

s  r

limiting case where p is very large and p can b e taken as zero C will equal This is

s  r

not completely physically accurate as for very large overpressures C can actually exceed

r

As the angle of incidence for the blast wave increases the reected pressure gradually

decreases This continues until the Mach stem transition is reached At this p oint there

is a jump in reected pressure which can actually exceed that of normal reections for

low p eak overpressures From this p oint the reected pressure will again decline with

angle of incidence This is shown in Figure Atninety degrees there is no reection

and the p eak reected pressure is equal to the peak static or side on overpressure p

s

The magnitude of the reected pressure is related b oth to the angle of incidence of

the blast wave and the magnitude of p For normal reections with very high static

s

overpressures C can exceed A chart is available that will give C as a factor of

r r

b oth angle of incidence and magnitude of pressure It is included in Chapter

Chapter A Practical Theory of Explosions

Dynamic Loading

Front Face

Due to the reection pressure that develops the front face will exp erience a pressure

much higher than exists in the surrounding medium This generates a ow from the

high pressure area to the lower pressure air surrouding the ob ject and a rarefaction wave

develops to dissipate the excess pressure This pressure relief will start in the air at the

edge of the ob ject and spread in to the centre of the front face The pressure drops

to the stagnation overpressure which is dened as

p tp tq t

stag s s

The time it takes to reach stagnation pressure from the b eginning of loading is given

approximately by

S



t

U

s

where S is one half of the smaller of the ob ject fronts height or base width S represents

the minimum distance the dissipation wave must travel Once stagnation pressure is

reached the loading will follow the stagnation pressure curve during the remainder of its

loading The situation is shown at the top graph of Figure As was done with the

original pulse wave it is p ossible to treat this pulse as a single triangle which preserves

the impulse of the wave Again this can be done in such away as to either preserve the

maximum pressure or the p erio d of the p ositivewave

Side Faces

Side faces will receive loading equal to the p eak side overpressure The sides will be

loaded as the wave passes over them Therefore the time for loading can be calculated

from the blast wave velo city This loading is shown in the middle graph of Figure

Rear Face

The loading of the rear face is similar to the pressure relief on the front face Loading

will b egin after the blast wave has travelled the length of the structure Loading b egins

The Interaction of Blast Waves and Structures

Pressure t t’ 2

t 3

t

4 Time

Figure Pressure prole versus time for the front side and rear faces resp ectively

of a rectangular prism shap ed ob ject

Chapter A Practical Theory of Explosions

at the rear faces edges and moves in towards the middle This is the reason the pressure

curve for the rear face do es not feature a jump discontinuity at the left side see lower

S

graph of Figure The average time to reach p eak load for the entire face is

a

Drag Loading

Drag forces are generated by the dynamic loading of the ob ject They are the forces that

will tend to cause translatory movement Drag force is dened as

F C q t A

D D s

where A is the area loaded and C is the drag co ecient of the ob ject C is based up on

D D

the shap e of the ob ject Tables of C values for dierent shap es are available see

D

for example Typically C is near one

D

The net transverse force on an ob ject is a combination of the force caused by the

reected pressure and the drag force This is at least true for ob jects that are loaded

bywaves with long p ositive p erio ds compared to ob ject length According to Smith and

Hetherington if the pulse length is long the ob ject can b e considered a drag target

If the p ositive phase is short or the target is long it is more of a diraction target

Lump ed Mass Ob ject Mo dels

The mo delling of ob jects resp onse to blast loading is complex so it is useful to make

simplifying assumptions One such assumption is to consider the ob ject to be a single

lump ed mass A common technique is to treat the ob ject as a single degree of freedom

SDOF massspring system Other techniques are p ossible but in the interest of brevity

only SDOF mo dels will b e discussed here The equation of such a mo del is

M x cx kx F t

where M is the mass c is the structures damping resistance k is the structural resistance

x is the displacementand F is the force acting on the ob ject The frequency of the ob ject

q

k 

is and the p erio d of the vibrations is T

m

Lumped Mass Object Models

Most of the literature studying blast loading of structures comes out of engineering

research which tries to establish the maximum displacement and hence the

maximum damage that a structure exp eriences sub ject to a given loading For this work

it is customary to take the structures damping resistance c to be zero This has little

eect on the maximum damage the long term b ehaviour of the building is not of interest

and accurate values of c are dicult to determine Such an assumption may also

b e justied for computer graphics work as the magnitude of the ob ject vibrations app ears

to be small enough as to not be visually interesting An example calculation by Baker

et al shows a kg ob ject exp eriences a maximum deection of just over an inch

under a signicant blast load Of much greater visual interest will be the movement of

the structure after its breaking pointhas b een exceeded

The massspring equation can b e solved using an average acceleration technique which

uses small time steps and up dates values of displacement velo city and acceleration con

sidering acceleration to b e constant within a given time step An explicit alternative

exists for the idealized triangular blast force with maximum force F and period t and

d

an ob ject with zero initial displacementand velo city For t t

d

sin t F F

cos t t xt

k kT

d

For tt

d

F F

xt cos t sin t sin t t

d d

k t k

d

The springmass equation with a constant structural resistance k represents an ob ject

undergoing elastic deformation Elastic deformation is deformation that the ob ject can

recover from When an ob ject is displaced beyond its maximum elastic displacement it

undergo es plastic deformation Plastic deformation represents p ermanent damage to the

structure An ob ject can exp erience a certain amount of plastic deformation b efore it

breaks An idealized resistance curve showing the elastic and plastic phases is shown in

Figure x represents the yield point The elastic phase go es from x to x

max el

and the plastic phase from x to x

el max

The springmass equation can b e reformulated to takeinto account resistance as given

Chapter A Practical Theory of Explosions

R(x)

yield point

x x el max

Displacement

Figure Resistance versus Displacement

in Figure as

F t R x cx mx

This can be solved using similar numerical techniques Kinney uses this form ex

clusively but do es not consider a damping force and expresses force as pressure times

frontal area ptA

PressureImpulse Diagrams

Another way to analyze a structures resp onse is in terms of work The work done on

the ob ject is equal to the sum of the strain energy and the kinetic energy generated in

the structure W E E which can be stated as

str ain k inetic

fx x R R x x

max el max max max el

where x is the maximum elastic displacement as in Figure

el

t

d

If the ratio of the p ositive pulse length to the structures p erio d is large the

T

structure receives quasistatic loading and kinetic energy changes dominate If the ratio

of t to T is small the structure exp eriences impulsive loading and the strain energy d

Primary and Secondary Missiles

2F Kx max Damage x > x max

1 I No Damage xKM max

1

Quasi-Static Impulsive

Asymptote Asymptote

Figure PressureImpulse diagram to determine damage threshold

changes dominate These limits dene impulsive and quasistatic asymptotes When

graphed as in Figure a given load can be plotted on the graph to see if x is

max

exceeded and damage o ccurs

Primary and Secondary Missiles

Primary missiles are generated from material enclosing the explosive see Figure For

high explosives the casing ruptures into a very large number of very small pieces These

pieces normally weigh a gram or less and have initial velo cities of several thousand ms

They haveachunky geometry meaning that all their linear dimensions are approximately

the same

Vessels containing high pressure gas may burst into larger chunks Often these larger

chunks have at elongated geometry They can weigh several kilograms and havespeeds

in the hundreds of ms

Secondary missiles are ob jects which are near a p owerful explosive and are accelerated

powerfully outwards by it

The forces which act on these ob jects after the initial acceleration are gravity and

uid dynamic forces The force of gravity is given by the pro duct of the mass and the

Chapter A Practical Theory of Explosions

acceleration due to gravity Mg Fluid dynamic forces commonly considered are the drag

and lift forces The drag force acts along the tra jectory of the ob ject and the lift force is

normal to the tra jectory They are given by the following equation where L refers to lift

D drag C is the liftdrag co ecient and A is the liftdrag area For ob jects of arbitrary

shap e both C and A will vary as the ob jects orientation changes



C v A F

L L L



F C v A

D D D

Notice that these denitions are comparable to the earlier denition of drag force For

a chunky fragment C C and the ob ject is a drag target lift can be ignored

D L

If C C the fragment is a lift typ e fragment Lifting fragments have a diameter

L D

several times greater than their thickness Missiles often have irregular shap e and may

be tumbling making precise uid dynamic calculations dicult In a visual mo del

the drag resistance can be used as a damping term to reduce the sp eed of the outward

ying ob jects

Solving for Ob ject Motion

The drag loading of an ob ject is shown by the pressure prole in Figure Notice

that this ignores the peak side on overpressure p which will act everywhere on the

s

ob ject and can hence be ignored The pressure remaining is the pressure that will act

only on the front of the ob ject and will not be balanced by any other pressure This is

the pressure which can lead to the ob ject accelerating

In a similar style to the massspring mo del ab ove a general equation of motion is

given by

M x R xF t

Here R x represents any combination of forces which are acting to resist the movement

of the ob ject If surface friction is the ma jor form of resistance R x can be replaced

with M g where is the co ecient of friction and g the acceleration due to gravity

Modelling Glass

Pressure Pr

f(t) = C q(t) CDQ D

ta T1 TT23

Time

Figure Translatory Pressure versus Time

Following and ignoring the eects of gravity during acceleration yields the simpler

equation Apt M x recalling that F pA Rearranging and integrating gives the

ob ject velo city as

Z

T t

a



A A

x T ptdt i

 d

M M



where i is the total impulse pt is given in Figure The ab ove relation assumes zero

d

initial velo city and displacement An alternative is to solve the full equation iteratively

using the following relations in the rst step and then pro ceeding with the same pattern

Acceleration

F R x



x



M

Velo city

x x x t

  

Displacement



x t x x x t

   

Mo delling Glass

Glass is very brittle and will tend to shatter under blast loading This makes the mo d

elling of glass a visually interesting task for computer graphicists Since glass particles

Chapter A Practical Theory of Explosions

are a ma jor source of p enetrating fragments empirical studies have been done on glass

fragments generated by the breaking of window panes cited in These studies found

the mean frontal area of glass fragments to be

p

 

   P   

e

A e

P is the p eak pressure exp erienced by the windows It is P for front facing windows

e R

and P for side facing windows

S

The mean velo cityis

   

v h P

e



where h is the thickness of the glass in metres h and P must be in the

e

range of Pa to kPa

Chapter

Blast Wave Mo del

Determining a Mo delling Approach

A blast wave mo del must consist of at least twoparts a mo del of the wave andamodel

or mo dels of the ob jects which the wave interacts with The wave mo del is resp onsible

for developing in a time based way the forces asso ciated with a blast wave It generates

all forces acting on the ob jects The ob ject mo del determines b oth how the ob jects are

represented and how they can react to forces Awave mo del will b e describ ed rst

Selection of a Wave Mo del

Before deciding up on a mo del it must rst b e determined what quantities need to tracked

for a visual simulation The mo del sought is a dynamic mo del All movement breakage

and deformation of ob jects o ccur as a result of the forces acting up on them Force can

b e determined by the pro duct of pressure and the area over which the pressure is applied

or

F PA

In generating an animation the timing of events must also be tracked It is necessary

to know when the blast wave strikes each ob ject and for how long as well as with what

pressure For this the velo city of the blast wave is needed This will allow its p osition

to be tracked with time Also the p erio d of the blast wave is required to determine the

duration of the loading This is the minimum set of quantities that must be tracked to

calculate the loading on an ob ject as a function of time

Chapter Blast Wave Model

In the previous chapter two basic mo delling paradigms were presented the rst in

volved mathematical simulation based up on equations derived from the NavierStokes

relations the second relied up on either a simpler set of formulas or precomputed blast

curves A richer set of information is available from blast curves than from the sim

plied formulas Both approaches are one dimensional and hence have certain inherent



shortcomings Chiey one dimensional mo dels cannot prop erly handle reections or

diractions Both of these are higher dimensional phenomena Nonnormal reections

will reect at an angle other than the angle of incidence and hence will require more di

mensions to b e tracked Diraction will generate vortices that require three dimensional

mo delling Once a wave has passed over an ob ject there is no clear metho d for deter

mining how much the wave has b een aected by the ob ject This draws into question

howthewave will eect secondary ob jects which are lo cated b ehind and partially or fully

obscured by an ob ject This is the problem examined in Chapter

The numerical simulation metho d is more costly than the blast curve approach A

complicated system of equations needs to be solved and quantities other than pressure

wave velo city and pulse period need to be computed These quantities can include

temp erature density entropy and particle velo city For the blast curve approach

prop erties such as the blast wave sp eed p eak overpressure and p ositive phase p erio d can

be read directly from a precomputed curve This can be implemented eciently using

simple linear interp olation The blast equations are also easy to solve but they provide

less accurate information and also do not provide all the information needed

Numerical simulation allows an analysis of the entire explosive event from the deto

nation regime to the blast wave This can allow for changes in explosive comp osition to

b e mo delled and can lead to more accurate results For computer graphics however this

is overkill A computer graphics simulation is not concerned with the small dierences

asso ciated with dierent explosives as long as an acceptable range of visual phenomena

can be mo delled The blast curve approach outlined here uses TNT blast curves and is

based on TNT equivalence This will not mo del dierent explosives as accurately but

Strictly sp eaking this is not true Recent eorts in computational uid dynamics extend the nu

merical simulations to higher dimensions See for example This further increases the cost of these mo dels

Determining a Modelling Approach

mo delling TNT alone should yield a suciently broad range of visual phenomena Blast

curves are available for dierent explosives if this b ecomes a desirable mo delling goal

Note that it is also p ossible to use numerical simulations to only mo del the blast wave

p ortion of the explosive by sp ecifying appropriate initial conditions at the b order of the

explosive This will still involve relatively exp ensive calculations however and a metho d

for determining initial conditions is necessary

Due to both its cheap er cost and the relatively rich data it provides the blast curve

mo del will b e used in this work The two ma jor weaknesses of the blast curve approach

are shared by the numerical simulation and related to these being one dimensional ap

proaches it can not handle reections well and it is dicult to determine the impact of

blo cking ob jects on the future strength of the wave

The mo del is a one dimensional spherical or isotropic mo del where the blast wave is

considered to be expanding evenly in all directions from the bomb lo cated at its centre

This is not completely physically accurate but is justiable Close to most real

blast sources behaviour is usually nonspherical Fortunately asymmetries smo oth out

as the blast wave progresses and far enough from most sources the wave will b ecome

a spherical wave p Determining far enough relies on analysis or exp eriment

Since this work do es not need to guarantee physically accurate results but only visually

accurate ones it will b e assumed that ob jects are always far enough and the spherical

approximation will b e used The spherical approximation is generally used in structural

engineering works When the bomb is lo cated on the ground the ground

reection factor of is used as discussed previously

This work is aiming at a certain sweet sp ot Highly detailed computational mo dels

have b een develop ed and used by explosive researchers These are very complicated

and will necessarily be slower than a blast curve approach Pro cedural kinematic ap

proaches could be used for generating explosive eects but without a physical basis it

will b e dicult to develop a go o d metho d for consistently determining ob ject velo cities

Furthermore the forces generated through a dynamic approach can be used in a more

general way for example to create material deformations This work aims at the sweet

sp ot b etween the kinematic approach and the rigorous NavierStokes approach The goal

Chapter Blast Wave Model

is to obtain reasonable physical results at rates that are close enough to realtime to give

animators good feedback If such resp onse times are obtained the mo del can also be

used in virtual environments something that could not b e done with either of the other

two mo delling approaches

Dealing with Reections

The blast wave is as the name suggests awave As such it will reect o ob jects when

it strikes them As discussed ab ove this is a dicult phenomenon to track in a one

dimensional mo del The reection problem will b e dealt with in a manner analogous to

a single scattering event in light tranp ort The initial impact of the blast wave will be

mo delled including the p eak reected overpressure but future b ounces of the wave will

be ignored This is analogous to approaches often taken to mo delling light propagation

in gaseous phenomenon This approach is justiable for explosion mo delling The

primary blast wave will have by far the largest impact If this maximum loading do es

not damage the structure subsequent smaller loadings will also have no impact If

damage do es o ccur subsequent loading could also cause damage Ignoring this secondary

damage will lead to an underestimate in total damage but this will likely be small for

the following reasons First a reected blast wave can be approximated as having half

the peak pressure of the incident blast wave Second the energy of blast waves

decreases quite rapidly with distance Third a certain threshold of elastic resistance or

friction must be exceeded b efore damage can o ccur This energy is reduced from the

total damaging energy of b oth reected and primary waves so a wave that is half as

strong will have less than half the damaging energy It should also be noted that no

ob ject can be struck by a reected wave b efore previously being struck by the primary

wave b ecause a reected wave cannot overtake the primary blast front For scenes with

reasonably simple geometry the low alb edo approach should pro duce damage estimates

that are p erhaps low but still quite realistic For tightly enclosed scene geometries such

as an explosive contained within a box it would be necessary to track reected waves

In a sealed environment the pressure will also increase to a signicant degree

Determining a Modelling Approach

Geometry Mo del

Now that a wave mo del has b een chosen it must be decided how to represent the scene

geometry It is necessary to determine a mo del for the ob jects themselves and also to

lo cate them within an environment An ob ject mo del will determine how the ob jects are

rendered how forces are calculated on the ob ject and how the ob ject reacts to forces

It is necessary to lo cate the ob jects within the environment in order to determine their

lo cation relative to the bomb This will be used to calculate when they are loaded and

with what pressure

There are two main candidates for representing the geometry volumetric represen

tations or p olygonal meshes Volumes are discretely mo delled as sampled voxel grids

Voxels are useful for determining spatial o ccupancy information eciently and provide

an easy to work with grid based mo del Foster and Metaxas use avoxel mo del to dene

the environment in their work on mo delling hot gases There are signicant disad

vantages to voxels however Being cubic they do not mo del the true geometry of the

ob jects Reected overpressure dep ends very strongly on the angle of incidence so it is

imp ortanttohave an accurate representation of the geometry Polygonal ob jects can b e

easily translated rotated and rendered They also do not require a grid structure to be

maintained For these reasons a p olygonal mesh approach will b e develop ed

In a p olygonal mesh mo del b oth the ob jects and the bomb are lo cated in Euclidean

space For simulation purp oses each ob ject is divided into a set of panels and only the

front panels need to b e loaded Panels are discussed b elow The panels can b e related to

the bombby calculating their radial distance from the bomband the angle of incidence

for a line travelling from the b omb to the panel centre This provides all the information

necessary for determining which panels in simple ob jects will be loaded and when the

loading will o ccur Chapter discusses recovering a scene map from the geometry that

can be used for mo delling diraction

Chapter Blast Wave Model

General Mo del Prop erties

QuasiStatic Mo delling

Recall from Chapter that quasistatic loading o ccurs when the wave period is long

compared to the length of the ob ject being loaded This will always be the case for a

strong explosion loading a small ob ject When an ob ject exp eriences quasistatic loading

the ob ject is completely engulfed in the blast wave The static pressure acts everywhere

on the ob ject and hence can be cancelled out leaving a net drag loading which acts on

the front face of the ob ject This loading is a combination of static pressure and drag

pressure as shown in Figure

For our work most simulations fo cus on the acceleration of small ob jects Quasi

static loading is assumed This allows loading calculations to be restricted to the front

facing panels The number of calculations that are needed is hence reduced

The quasistatic assumption is well founded but the wave mo del is not restricted to

the quasistatic case The wave mo del tracks reected pressure dynamic pressure and

static pressure It can b e used to calculate impulsive loading if for instance the loading

of a large long building is to be mo delled It can also calculate the static pressure

exp erienced over the entire mo del if ob ject deformations are of interest These mo delling

eorts would require a more complex geometrical mo del such as a winged edge structure

that would allowthe wave to b e tracked over the surface of the ob ject The main use of

such a mo del would b e in determining ob ject deformations Since deformations were not

within the scop e of this work such amodelwas not implemented

User Control

The user has initial value control over the simulation This control relates to both the

bomb and the ob jects in the scene The b omb can b e lo cated anywhere and its strength

can be sp ecied as a mass of TNT More parameters are controllable for sp ecifying

ob ject prop erties These include the ob jects mass its frictional resistance and whether

it is anchored or free to move The details of ob ject sp ecication are b elow in section

Blast Curves

Blast Curves

All the blast curves are indexed in terms of the scaled distance parameter Z This allows

them to b e automatically scaled for dierent strength explosives Ascene distance must

be divided by the cub e ro ot of the bombs mass b efore it can be used to index a blast

curve

Figures and show the main blast parameters static pressure P dynamic

s

T

and wavevelo city U These charts are used to dene pressure q scaled pulse p erio d



W

functions in the mo del that will return the value of a given parameter for a given Z

The charts used to build these functions are of higher resolution than the ones shown

here They are plotted on full log pap er with each decib el shown here sub divided into

tenths and further sub divided into hundredths or ftieths See The charts are built

by taking at least ten samples p er decib el More samples were taken for area of acurve

that changed rapidly The original plots are loglog so values are computed by taking a

linear interp olation of the points stored in the charts

The reection co ecient C is used to determine the initial impact of the wave It

R

mo dels the eect of the increased particle density caused by a collision It do es not

relate to subsequent reections of the wave The reection co ecient is multiplied by

the static pressure to determine the peak pressure felt by a frontal face It is highly

sensitive to b oth the static pressure and the angle of incidence

Figure shows the reection co ecient as a function of b oth static pressure and

angle of incidence An angle of incidence of zero indicates a wave striking the face

head on The transition p oint in the middle of the chart corresp onds to the mach stem

transition There is a small increase in reected pressure for low static pressure near the

mach stem transition As the static pressure b ecomes higher the mach stem transition

marks a steep decrease in reected pressure

The blast curves are used to calculate the pressure pulse shown in Figure which

determines the loading an ob ject exp eriences

Chapter Blast Wave Model

T

S

Figure The blast curves for static overpressureP and scaled pulse p erio d as

S



W

a function of scaled distance Z from These curves are for shp erical TNT charges

explo ded in air at ambient conditions

Blast Curves

Figure The blast curves for scaled wave velo city U and dynamic pressure q as a

s

function of scaled distance Z from These curves are for shp erical TNT charges

explo ded in air at ambient conditions

Chapter Blast Wave Model

Figure The reection co ecientC as a function of b oth angle of incidence and

r

static overpressure from Each curve corresp onds to a sp ecic static overpressure

bar as lab elled

Elements of the Model

Elements of the Mo del

The mo del was implemented using an ob ject oriented paradigm The elements discussed

in this section are all individual ob jects implemented as C classes

Panels

Panels are our basic mo delling unit The minimum set of data a panel must contain is

a centre a normal an area and a pointer to the ob ject which contains it Forces and

torques are calculated as acting at the centre of each panel The panel is considered

to be planar and the centre is taken as being the centroid of the sp ecied area The

normal is necessary for calculating the angle of incidence of the blast wave In the base

implementation panels maintain more information ab out themselves including their

co ordinates and radial distance from the bomb Panels also must record the triangular

pulse with which they are b eing loaded

Forces and torques are calculated for the panel at each time step during its loading

These are then passed on to its ob ject parent where they can be summed to determine

the total loading exp erienced by the ob ject during that time step

In the base implementation every panel corresp onds to a p olygon in the ob ject This

is neither necessary nor even desirable A panel is a simulation unit not a geometric

unit For complex p olygonal mo dels a panel may consist of several p olygons This

allows the simulation to b e carried out at a coarser resolution than that of the geometric

representation Due to the high sensitivity of loading to angle of incidence it is an

interesting research problem to see how coarse a resolution still gives accurate results In

cases where the bomb is close to a large at p olygon it may be desirable to divide the

p olygon into several panels to more accurately mo del the load distribution When this

mo del was develop ed it was designed to work with multiscale meshes as describ ed in

The panels could corresp ond to a coarser or ner level in the mesh hierarchy than

is used to mo del the geometry This will b e discussed in the future work section

Chapter Blast Wave Model

Ob jects

Ob jects are individual items in a scene such as a car or a brick As with panels ob jects

maintain a great deal of information ab out themselves They have data on their velo city

angular velo city mass centre of mass dimensions and frictional resistance Ob jects also

know whether they are anchored or free to movewhether or not they can act as blo c king

ob jects Chapter and whether or not they can rotate

The ob ject is also resp onsible for integrating the forces and torques acting on it It

do es this byintegrating Newtons equations of motion using Eulers metho d integration

This is a simple integration scheme which assumes constant acceleration over each time

step solving for velo city and then using the average velo city to solve for displacement

The formulas are the basic Newtonian physical relations following from F ma The

shortcoming of this approach is that it requires small time steps to handle the high

accelerations

Ob jects also calculate a damping term This damping term is equal to the air resis

tance exp erienced by the ob ject as it moves given by



C v F

D

This force acts in the direction opp osite to the movement of the ob ject

The rotation of the ob ject is determined by calculating the torque acting on it Torque

can be related to angular acceleration and velo city by the following formula

X

I I

where is the angular velo city is the torque and I is the inertial tensor The inertial

tensor characterizes how the ob ject spins It is normally dened in a base reference frame

for a given orientation of an ob ject The current inertial tensor I can be calculated

from the base I using the following relation

b

T

I RI R b

Elements of the Model

where R is the rotation matrix corresp onding to the current orientation of the ob ject

Equation can be solved for the angular acceleration and this can be integrated to

determine the new angular velo city and rotation Note that these are all vector quantities

The Simulator

The simulator controls the running of the simulation It calculates the current state of

the blast wave For each time step the blast radius is increased This is done using

a predictioncorrection solution scheme The velo city of the blast wave at its current

radius is determined This is multiplied by the time step to determine a new blast

radius The slower wave velo city at this new radius is calculated The new blast radius

is then recalculated using the average of the rst velo city and the new velo city This new

estimate is accurate in practice but if desired the metho d could be rep eated until the

estimate was within a given error tolerance

During a prepro cessing stage all the panels which are loading targets those which

are front facing are loaded into an event queue The event queue is sorted in order of

the panels radial distance As the blast radius increases it will pass over the panels in

the event queue When a panel is rst struck its pressure pulse is calculated With each

future time step this pulse is integrated until the panel has completed loading At this

point the panel is removed from the queue This is the acceleration phase for the ob ject

During each time step the panel passes its load to the owning ob ject where the torques

and forces contributed by all the panels are summed and integrated

When an ob ject has no panels in the eventqueue it is free ying Free ying ob jects

are acted up on bythedownward force of gravity and the opp osing force of wind resistance

Free ying ob jects are advanced at each time step and the forces acting up on them are

integrated to determine a new velo city

In essence an impulse is b eing applied to each panel This impulse is integrated in a

step wise fashion in order to capture the acceleration phase of an ob jects motion The

acceleration phase is imp ortantin creating convincing slow motion animations

The pulse b eing applied is a pressure vs time pulse not a spatial pulse It is set

when the wave rst strikes agiven panel and do es not change after this This approach

Chapter Blast Wave Model

is completely accurate for ob jects that are stationary or move very little with resp ect

to the wave front For fast moving ob jects it still pro duces visually reasonable results

although it is likely less accurate This is b ecause the frame of reference for the pulse is a

stationary b omb centre not a moving ob ject If the ob ject is moving it will take longer

for the pressure pulse to pass over the ob ject and the shap e of the pulse may change

Not enough information is available to propagate a spatial pulse The lo cation of

the pulses front b order is known b ecause the wave front velo city is known The only

measure of the length of the pulse however is its p erio d This do es not yield a spatial

lo cation for the rear b order b ecause the rear b orders velo city is slower than the fronts

velo city and is unknown The velo city could be considered to vary according to some

function over the length of the pulse Unfortunately I have not found a technique for

determining this function

One p ossible technique for trying to account for high sp eed ob ject movement is to

scale the time step during each integration stage An ob ject which is moving at high

sp eeds would be passed by less of the wave during a given time step To account for

this a shorter time step could be used which is based up on the dierence in velo city

of the ob ject and the wave Some work was done in this direction but this to o relies

on unavailable information ab out the time velo city gradient of the pulse A function

determining the wave velo city over the length of the p erio d is again needed

Applying an impulse rather than a spatially based pulse app ears to b e the most rea

sonable approach Go o d results were obtained using this metho d such as the shattering

window describ ed in Chapter Furthermore it is common to use the impulse directly

to determine ob ject velo cities in the explosives literature The p otential shortcoming

of this approach is that it may lead to an overestimate of the force received for small

fast moving ob jects It is reassuring to note that this concern was not raised in any of

the texts consulted

The simulation and rendering time steps can be set indep endently This allows the

user to control the frame rate and pro duce images every few simulation steps as desired

Blowing Up a Brick Wall

Figure The brick pattern used for the brick wall

Blowing Up a Brick Wall

The mo del is demonstrated by using it to blow apart a brick wall A bomb is lo cated

behind awall of large bricks Frictional forces acting b etween the bricks are the only

resistance forces mo delled Each side of the brick is divided into four equal triangles along

the two diagonals of the face These triangles serve as the panels used in the simulation

The brick pattern is shown in Figure The large bricks eachhave a mass of kg

The half size bricks weigh kg The b omb has a mass of kg and is lo cated metres

behind the wall It is horizontally centred and slightly higher than the base of the wall

A front view of the animation is shown in Figure and a view from below in Figure

The animation generates frames in ab out seconds running on a dual PentiumI I

MHz Linux workstation

The frictional forces acting between the bricks act to resist the damage of the blast

wave When a strong bomb is used as in the ab ove example friction has a negligible

impact on the simulation This remains an avenue of animator control however By

sp ecifying unrealistically high friction co ecients a wall could be generated that could

partially resist the blast wave Dep ending on the application an animator could freely

cho ose bomb strengths and friction co ecients to yield a desired visual eect without

needing to worry ab out the physical accuracy of the parameters Such an eect is shown

in Figure This is a single frame from part way through an animation A smaller

bomb is used with the same brickwall and the intensity of friction is increased With the

bomb lo cated b ehind the middle of the wall the central bricks receive the most loading

Chapter Blast Wave Model

Figure Eight equally time spaced frames from an animation of a brick wall blowing

apart Front view Images are ordered from left to right

Blowing Up a Brick Wall

Figure Six equally time spaced frames from an animation of a brick wall blowing

apart View p oint is b elow the wall lo oking up Images are ordered from left to right

Bricks high on the wall exp erience less friction and are blown o Lower bricks have more

resistance and are not moved Some of the bricks at the side also manage to stayinplace

b ecause they are further from the explosion

Friction is used here to build a very simplistic mo del of a brick wall This is done

to illustrate how material mo dels can be used in conjunction with the explosion mo del

to generate dierent eects It is not meant to represent an accurate mo del of a brick

wall Within civil engineering the eld of building science has undertaken substantial

research on mo delling structural failure An intro duction to fracture mechanics is given

in Chapter but more detailed structural mo delling is beyond the scop e of this work

The imp ortant p oint is that this mo del can be combined with constitutive mo dels in

order to simulate the eects of structural failure

Chapter Blast Wave Model

Figure A single frame from an animation of a brickwall blowing apart The friction

has been increased in the wall and a weaker bomb is used so the lower p ortion of the

wall is able to withstand the explosion

Chapter

A Heuristic Propagation Mo del

Intro duction

The explosion mo del develop ed thus far will predict pressures on a given ob ject indep en

dently of all other ob jects in the scene That is the forces on eachobject are calculated

as if that ob ject is the only ob ject in the scene ob jects cannot oer protection for ob

jects which lie b ehind them The mo del this work is based up on comes from structural

engineering where the main goal is determining whether a given structure will withstand

a given explosion In this work there is normally only one ob ject of interest so the

approach is appropriate Our visual mo del will often be concerned with scenes which

combine many ob jects This requires us to consider the eect ob jects haveonwave prop

agation A propagation mo del determines the pressures resulting on a given ob ject as a

result of both the ob jects lo cation and the scene geometry that lies b etween the ob ject

and the bomb

A blast wave can interact with an ob ject in some combination of three ways it can

reect o an ob ject it can prop el or deform an ob ject or it can diract around an ob ject

As discussed in Chapter wave reections will not be tracked in this mo del Ob ject

propulsion and fracture are the sub jects of chapters and resp ectively The diraction

of a blast wave around ob jects will have a signicant visual impact and will b e the ma jor

sub ject of this chapter

Whereas reection can b e ignored to a reasonable approximation in even mo derately

complicated environments diraction cannot Imagine a bomb explo ding in an empty

underground parking garage Your chances of avoiding injury will be dramatically in

Chapter A Heuristic Propagation Model

creased if you are b ehind a large pillar than if you are standing in the op en Blo cking

ob jects reduce the impact of the blast wave on the ob jects they obscure This is not

a strict binary relationship where exp osed ob jects get full loading and obscured ob jects

remain unloaded Smith and Hetherington write in discussing the eects of blast walls

If the blast wall is to o far from the structure the blast wave from the attack will reform

behind the wall and could pro duce a signicant load on the structure If the attack is

lo cated at to o great a distance from the wall there will be little energy absorption by

the wall itself through wall deformation p The blast wave will diract around

ob jects reforming b ehind them

Mo delling diraction phenomena is very complicated It is an area of active research

in the sho ckwavecommunity for example see Accurate mo delling requires very

complicated numerical simulations and is still not a solved problem When diraction

o ccurs vortices are created near corners in the ob jects Vortices are three dimensional

phenomena and hence a three dimensional mo del is required to track them Often exp er

imental results are used in mo delling b ecause the theory is incomplete The diraction

around a given ob ject can be determined through the use of blast tunnels These are

similar devices to wind tunnels except an explosive blast wave is propagated down the

tunnel instead of a strong wind Such results are unfortunately of little use for determin

ing diractions in a general visual mo del but they might be useful in testing a general

mo del

It should be clear that the accurate mo delling of diraction phenomenon is well

beyond the scop e of this work What is needed is a rapid way of estimating the impact

of blo cking ob jects on the propagation of the wave A heuristic mo del for accomplishing

this is develop ed next

Propagation Mo del

As was illustrated by the quotation from Smith and Hetherington it is imp ortant to

determine not just whether or not an ob ject is obscured by another ob ject but how

obscured the ob ject is This is shown in Figures and b elow Figure shows

two scene geometries In b oth blo ck A is the same distance from the explosive and blo ck

Propagation Model

B

A B A

Bomb Bomb

a b

Figure Loading of a well obscured a and less obscured b target

B has approximately the same sep eration from blo ckABlock B is completely obscured

in both instances In the left gure blo ck B is well obscured and is unlikely to receive

any loading In the right gure however the ob ject is almost exp osed The wave has

time to diract around Aand create some loading on B as shown with the dashed line

This is due to the short distance the wave must diract Despite both ob ject Bs b eing

the same distance b ehind ob ject A only the second ob ject B will receive loading b ecause

it is closer to the edge of ob ject A

Figure shows another example where dierential loading is an issue Again the

lo cation of A and the b omb are the same for b oth sides of the gure B is lo cated b ehind

the middle of A in both diagrams but is further from A on the right For Figure

a one would exp ect blo ck B to receive no loading from the blast wave For Figure

b however the blast wave has time to diract around blo ck A and reform b ehind it

loading blo ck B In this case B is centred b ehind A on both sides of the diagram The

dierence is how close B is to A

Three parameters are crucial in determining the loading received byblock B First the

solid angle blo cked by A blo ckage ratio relative to the bomb This takes into account

the size of A and how close it is to the b omb A larger blo ckage ratio will pro duce more

shielding The second parameter is the separation between A and B the pitch This

is illustrated in Figure The greater the separation the less eective A will be at

Chapter A Heuristic Propagation Model

A B A B

Bomb Bomb

a b

Figure Loading of a well obscured a and a less obscured b target

reducing Bs load The third consideration is how completely A blo cks B This is the case

shown in Figure It refers to how well an ob ject is hidden b ehind another ob ject

The closer the hidden ob ject is to the obscuring ob jects edge the more likely it is to

exp erience loading

The mo del develop ed attempts to determine these parameters and use them to calcu

late the loading on blo cked ob jects such as B There is some precedence for this kind of

mo del in the explosives literature For instance Baker et al describ e a mo del based on

blo ckage ratio and pitch that is used to predict ame sp eeds in vap our cloud explosions

It should b e noted that the algorithm develop ed here determines the amount of loading

an ob ject exp eriences as a p ercentage of the amount of loading it would receive if it was

completely uno ccluded It do es not mo del dierential loadingthe fact that an ob ject

may receive more loading on one side than another This would require more detailed

knowledge of how the wave reforms after diraction

Basic Idea

Abombcanbeviewed as b eing analogous to an ideal light source with one very imp ortant

exception discussed below A bomb propagates equally in all directions from a central

point The problem of discovering which ob jects are lit by the light source is equivalent

to the problem of deciding which ob jects can be seen from a viewp oint lo cated at the

light source This is the very familiar computer graphics problem of depth culling It is



normally solved by using a depth buer or zbuer This idea is the basis of the heuristic

The details of the zbuer are available in standard graphics texts suchas

Propagation Model

Figure A planar fold out of an icosahedron

algorithm The imp ortant exception is that blast waves can reform b ehind an ob ject

causing loading on an ob ject that is completely obscured A prop ogation algorithm

must go beyond the basic o cclusion testing of lighting prop ogation to account for wave

deformation

Normally pro jections are used to calculate which ob jects app ear in a single view

planea plane p erp endicular to the direction the camera is currently p ointing in Due

to the fact that a blast wave expands equally in all directions a pro jection map of the

scene onto a sphere surrounding the b omb is needed The pro jection needs to be onto a

sphere b ecause calculations will b e based up on the area ob jects o ccupy in the pro jection

Pro jecting onto the view plane is a standard part of the graphics pip eline so it can often

be computed very quickly in hardware In order to take advantage of this the sphere

must be discretized into planar facets This is done by surrounding the bomb with an

icosahedron

An icosahedron is a sided regular p olyhedron with triangular faces It was chosen

b ecause it gives a reasonable approximation of a sphere and it is easy to work with

Triangle faces can be dealt with eciently and the icosahedron has a nice mapping into

the plane as shown in Figure In our implementation each equilateral triangle has a

base of pixels and a height of pixels

Each ob ject is given a distinct colour b efore pro jecting it This allows the ob ject to

Chapter A Heuristic Propagation Model

b e identied in the pro jection A direct application of zbuering however yields a very

imp overished set of information If an ob ject is completely blo cked by other ob jects

there is no record of it after pro jection If there is an ordering of several ob jects which

are o ccluded by a front ob ject only the front ob ject will be recorded in the buer For

the propagation algorithm the relative spacing of all ob jects must b e known to prop erly

determine each ob jects loading Furthermore if an ob ject is partially o ccluded the z

buer gives no information ab out howmuchofitmay b e hidden b ehind another ob ject

This information is also necessary for determining its loading For these reasons each

ob ject must be pro jected separately and the relevant information recorded

Building the Data

The rst stage in the algorithm is to gather information on how the ob jects are lo cated

in the scene relative to the bomb This forms a typ e of environment map An ob ject

needs to know which ob jects blo ck it and how much the ob jects blo ck it An o cclusion

list contains all the ob jects which o cclude a given ob ject The amount of o cclusion can

be calculated by storing their pro jections and comparing them

In the pseudo co de and discussion of the next two sections triangle refers to a triangle

in the icosahedron and object refers to an ob ject in the scene The basic algorithm for

building the scene map is as follows

Information Gathering Stage

For each triangle do

For each object do

PROJECT object onto triangles plane

IF object projection intersects triangle

STORE information

END for each object

BUILD object occlusion lists using stored information

END for each triangle

Three pieces of information are stored during the store information phase a bit mask

of the ob ject pro jections o ccupancy within the trianglea temp orary copy of the depth

buer for the triangular regionand nally the triangle in which the ob jects pro jection

falls is added to the ob jects data

Propagation Model

Building the ob ject o cclusion list is slightly more complicated Each ob ject has a list of

all ob jects which obscure it This list is built here The store information pro cedure built

a list of all the ob jects which pro ject to this triangle The bit masks of all of these ob jects

are compared to see if they overlap If two bit maps overlap one ob ject is o ccluding the

other By comparing depth buers it can be determined which ob ject is behind and

which in front The blo cked ob ject adds the o ccluding ob ject to its o cclusion list The

comparison is p erformed in a bubble sort like manner The rst ob ject is compared to

every subsequent ob ject to see if there are any o cclusions The second ob ject is then

compared to every ob ject with higher index and so on If an ob ject is o ccluding another

ob ject in more than one triangle it will only b e recorded in the o cclusion list once The

depth buer information can be destroyed after the comparisons have been completed

Once the information for the scene map has b een built it can be used to determine

the attenuation in the second phase of the algorithm This is shown in the following

pseudo co de and explanation

Determine Attenuation

For each object DO

For each occluding object DO

DRAW obscuring object bit mask onto the icosahedron map

END for each occluding object

ADD DISTANCE values to the map

READ the now formed occlusion map

CALCULATE the attenuation factor

STORE attenuation factor with object

END for each object

The o ccluding ob jects are available from each ob jects o cclusion list The algorithm

uses an icosahedral map which is a planar foldout as shown in Figure Again each

triangle in the icosahedron map is pixels wide by pixels high The map is initialized

with zero es The stored bit mask for each ob ject which is o ccluding the current ob ject

is drawn into the icosahedron map This is the DRAW op eration When the mask is

initially transferred pixels are marked with minus ones

Once all the masks have b een drawn on the map distances are added Recall that it

is necessary to know how obscured an ob ject is not just whether or not it is obscured

To do this wemust determine how far a blo cked ob ject is from the edges of the blo cking

Chapter A Heuristic Propagation Model

Figure A pro jection of an ob ject shown with distance values added to give an

approximate measure of how far a pixel is from the ob jects edge

ob jects This is facilitated by numb ering the pixels of the obscuring ob jects with values

that increase with their proximityto the ob ject centre The pixels on the p erimeter are

numbered one the pixels immediately inside these are numb ered two and so on This is

shown in Figure This is the ADD DISTANCE phase of the algorithm

When the distances have been added the o cclusion map can be read For each

lo cation in the o ccluded ob jects bit mask the corresp onding lo cation in the icosahedron

map is read and added to a sum This is the READ op eration After reading is complete

the sum is divided by the number of bits in the o ccluded ob ject bit map This gives a

measure termed the blo cking factor of how well obscured the ob ject is Ob jects that

have a large blo cking ratio span a large solid angle will contain larger values at their

centres This gives them more blo cking p ower Furthermore ob jects which are near the

edge of an obscuring ob ject will have lower blo cking averages than if they were at its

centre Therefore the blo cking factor takes into account b oth the blo cking ratio of the

obscuring ob jects and how well the obscured ob ject is hidden b ehind them

The blo cking factor can be used in conjunction with the radial separation of the

ob jects to determine an attenuation factor Radial sep eration is expressed as the distance

betweend the blo cked and blo cking ob ject divided by total distance of the blo cked ob ject

Testing

from the b omb This is the CALCULATE op eration The basic explosive mo del requires

the calculation of the radial distance of all ob ject panels From this an average front and

back distance is calculated The separation distance is taken as the distance from the

rear of the closest obscuring ob ject to the frontofthe obscured ob ject This will not be

completely accurate for some geometries but should p erform well for generally chunky

geometry Other approaches considered included computing an average blo cking distance

based on how much each ob ject contributes to the obscuring This would signicantly

increase the complexityofthe algorithm and did not seem warranted

The blo cking factor and radial separation need to be combined in some meaningful

way to pro duce an attenuation factor To do this the following function of the two

parameters was develop ed

 

b b

for bk f b k

k k

f equals zero for larger b The radial distance is k and b is the blo cking factor This

function is shown if Figure It is lo osely based up on one of the basis functions of the

Hermite curve but is mo died so that one edge b is set to one and the other edge is

tied to the line b k and set to zero The second term is mo died as welltogivea

more reasonable shap e The constants andinthe equation are somewhat arbitrary

but have given go o d results in practice For dierent simulations these parameters can

be adjusted to give dierent results In general as b and k increase the amount of

attenuation decreases

Once the attenuation factors have b een determined they are set for each ob ject The

factor between zero and one determines what prop ortion of normal loading the ob ject

receives These factors only need to b e calculated once in a prepro cessing stage b ecause

the blast wave should move faster than obscuring ob jects in the scene

Testing

The eectiveness of the algorithm can be demonstrated with the test cases shown in

Figures and These tests demonstrate the basic prop erties of the algorithm In

the future more complex real world tests should b e conducted

Chapter A Heuristic Propagation Model

0

1 0.8 0.2 0.6 0.4 0.4 0.2 0 0 0.6 2 4 0.8 6 8

10 1

Figure Attenuation as given by blo cking factor y and radial separation x

Testing

Figure Propagation testing for blo cks with similar radial distances from the bomb

The bomb is the small black square in the lower lefthand corner The top row shows

three equally spaced frames from an animation where the blo cks are unobscured The

closest blo ck receives the most loading The b ottom rowshows three frames taken at the

same times for an animation which features a large o ccluding ob ject The blo ck which

is closest to b eing exp osed receives the most loading

In both gures the bomb is represented by the small black square in the lower left

corner of the frame Figure shows three frames from two dierent animation se

quences The top rowshows the acceleration of three blo cks with no blo cking ob ject and

the b ottom shows the acceleration of the same three blo cks with a large o ccluding ob ject

The frames are evenly time spaced and the spacing is the same for each series Without

an o ccluding blo ck the resulting ob ject pattern is the same as was seen with the brick

wall The ob jects which are closest to the bomb receive the most acceleration When

an o ccluding ob ject is intro duced the more exp osed ob jects are accelerated much more

rapidly than those which are b ehind cover Indeed the ob ject closest to the b omb travels

the shortest distance b ecause it receives the most cover This is the desired result

Figure shows the eect distance from the blo cking ob ject has on the attenuation

of the blast wave The animations are organized in the same manner as Figure

the top row shows three frames from an animation without blo cking and the b ottom

row shows three equally spaced frames from an animation with blo cking Note that for

illustrative purp oses blo cking has b een turned o for the small blo cks so only the large

blo ck is behaving like an o ccluder

Chapter A Heuristic Propagation Model

Figure Propagation testing for blo cks with varied radial distances from the bomb

The bomb is the small black square in the lower lefthand corner The top row shows

three equally spaced frames from an animation where the blo cks are unobscured The

closest blo ck receives the most loading and actually passes the more distant blo ck The

bottom row shows three frames taken at the same times for an animation which features

a large o ccluding ob ject The near blo ck receives more protection and hence recieves

less loading than the far blo ck

Figure These are two extra frames from the b ottom row of Figure They are

the next two frames in the sequence and show the further progress of the two blo cks

The black blo ckismuch closer to the b omb than the grey blo ck It therefore receives

much greater loading than the grey blo ck and is accelerated to a much higher sp eed This

is shown in the top row In the second row the black ob ject is closer to the o ccluding

ob ject This gives it greater protection from the blast wave Due to this the grey blo ck

receives more loading and is accelerated more rapidly Two additional frames are shown

from the second animation in Figure to further illustrate this point Again this is

the desired eect of the algorithm

Chapter

Mo delling Fracture

Intro duction

Much of the excitement caused by blast waves is due to their abilityto shatter ob jects

Mo delling the fracturing pro cess is a complicated task and will b e explored in this chap

ter First the physical causes of fracture will be explained Second previous computer

graphics attempts at representing fracture are discussed Finally a new physically in

spired fracture mo del is describ ed

The Physical Basis of Fracture

Background Denitions

Stress

Imagine a blo ck sitting on a rigid surface A force acts directly down on the blo ck forcing

it against the surface whichdoesnotmove generating a balancing force This is shown

in Figure The squeezed blo ck is said to be in a state of stress Quantitatively

stress is dened as

F

A

Notice the equivalence of pressure and stress recall that F PA By convention

stresses are positivewhen they pull and pressures are p ositivewhen they push

Chapter Modelling Fracture

F

F

res

Figure A blo ck sitting on a rigid surface has a force acting down on it which is

resisted by the surface The blo ck is exp eriencing stress

Strain

When an ob ject is stressed it reacts to that stress by straining Strain is a measure of

how much the ob ject b ends in resp onse to the applied stress For a cub e of side length

one which extends a total length u under tensile stress tensile strain can b e dened as

u

n

l

By a similar analysis shear and lateral strains can be dened

Elastic Behaviour Plastic Behaviour and Breakage

For many materials when strains are small they are very nearly prop ortional to the

stress For simple tension this relationship is given by

E

n

where E is Youngs mo dulus a prop erty of the material Youngs mo dulus is

 

GN m for diamond G denotes the mo dier giga and GN m for nylon This

indicates the exp ected result that nylon will strain much more for a given stress than

diamond The stressstrain behaviour discussed here is equivalent to an ideal Ho okean

The Physical Basis of Fracture

Force

Displacement

Plastic Deformation Elastic

Deformation

Figure A force displacementcurve for a material just below its yield p oint

spring where displacement is prop ortional to applied force Ho okes Law F kx

This kind of b ehaviour characterizes the elastic b ehaviour of the material and is only

valid for small strains

All materials have a plastic limit and if the materials deformation exceeds this its

behaviour changes Highly brittle solids will fracture Glass will fracture rapidly and con

crete progressively Most engineering materials will yield plasticly Elastic deformations

are temp orary The material will spring back from elastic deformations returning to its

original shap e Plastic deformations on the other hand represent p ermanentchanges to

the shap e of the material

The elasticplastic material can b e characterized by a stressstrain curve or resistance

displacementcurve as shown in Figure To the right hand side of the curve is a yield

point Displacements which exceed this will cause the material to break Notice that

the elastic deformation is characterized by the slop e of the initial part of the curve The

material will recover its elastic deformation when loading is removed but the plastic de

formation will remain This situation is shown in Figure for a material which is loaded

to just b elow its yield p oint The resistancedisplacementcurve can b e approximated as

two linear comp onents as in Figure

When a material is elasticly deformed it stores elastic energy This energy is what

Chapter Modelling Fracture

Plastic

Force

Elastic

Displacement

Figure An approximated force displacement curve including the materials yield

point

slope = E Stress

Area = elastic energy stored per unit volume

Strain

Figure Generic stressstrain curve

allows the material to restore its shap e The elastic energy stored p er unit volume is equal

to the area under the stressstrain curveforagiven deformation This is the shaded area

shown in Figure Notice that the slop e of this curve is Youngs mo dulus E This

curve is a Ho okes law stressstrain curve and reects ideal elastic b ehaviour

Fracture Mechanics

The mo dern study of fracture mechanics b egan largely in the s but owes a debt

to the classic work presented in A A Griths pap er He lo oked at the issue

of crack propagation in terms of an energy balance Cracks involve mechanical energy

and surface energy Mechanical energy U is calculated as the sum of strain potential

M

energy in the elastic medium U plus the p otential energy of the outer applied loading E

The Physical Basis of Fracture

U expressible as the negativeofwork asso ciated with any displacement of the loading

A

points U U U The surface energy U is the free energy exp ended in expanding

M E A S

the crack The total energy is the sum of the surface and mechanical energy When the

mechanical energy exceeds the surface energy the crack will expand When the two

energies are equal the material is at a critical p oint

Inglis published an inuential pap er in which he examined the stress concentra

tion at the tips of ellipsoidal cracks cited in He showed that stresses concentrate

at the tips and this concentration is dep endent on the radius of curvature of the hole

Grith used Ingliss results in his numerical simulations He was able to show that at the

critical p oint the system energy is at a maximum and hence the system is unstable

Cracks will continue to propagate once the critical p oint is exceeded Note that this is

not true of all materials cleavage cracks in mica for instance have a critical p oint that is

at a minimum energy and hence stable The unstable b ehaviour do es characterize brittle

materials such as glass

There are aws in Griths analysis chiey in the use of the surface energy term to

represent the energy used to fracture the material This term is accurate for brittle

materials such as glass but will be far to o small for materials that exp erience plastic

deformation at the crack tip This kind of fracture will be explained in more detail

below Within this context it is sucient to note that materials which yield plasticly at

the crack tip require far greater energy for crack propagation

A mo dern analysis taking this into account gives the following condition for a crack

to advance The work done by loads must be greater than the change in elastic energy

created by crack propagation plus the energy absorb ed at the crack tip Symb olically

W U G Ta

el c

where W is work U is elastic energy G is the energy absorb ed per unit area of the

el c

crack It is a measure of toughness and is called the critical strain energy release rate

Note that it is a prop erty of the material and is used in connection with the crack area

not the new surface area created by the crack T is the thickness of the material and a is

the length of the crack G is material dep endent and varies widely It is approximately c

Chapter Modelling Fracture

 

Jm for glass a brittle material and Jm for copp er a ductile material G

c

is the critical value of G beyond which crack propagation will o ccur

To gain a b etter understanding of G consider the following example A plate is b eing

pulled apart by forces acting on opp osite sides of it These forces are causing a small crack

in the blo cktogrow The condition at which crack growth o ccurs is U F W

a

W

F U where U is the elastic energy in the plate F is the work p erformed by or

a a

the external force and W is the energy of crack formation G the energy release rate

F U

W

is dened by G The crack resistance is given by R When the energy

a a

release rate equals the crack resistance the crack will grow Fracture instability o ccurs

when up on crack extension G remains greater than R At this point more energy is

released by extending the crack than is consumed in the pro cess The dierence G R

can be used to calculate the kinetic energy asso ciated with the material moving away

from the crack tip

As well as the energy balance metho d there is another metho d for determining failure

that is based on the size of the crack and the stress applied This involves the stress

intensity factor K For at planes where t a other plate dimensions

p

K a

This formula will vary by an often small constant for other geometries Fast fracture

will occur when K K a critical value representing the fracture toughness This is a

c

prop erty of the material and can be found by consulting the appropriate table see for

instance For a given value of a the stress needed for failure can b e found and vice

p

p

a EG versa Note that K and G are related For the ab ove geometry K

c c c

where E is Youngs mo dulus

Fracture Typ es

Ductile vs Brittle Fracture

A ductile material is one that will tend to stretch rather than breaking when a load

is applied As indicated ab ove brittle materials will fracture much more easily than

ductile materials This is b ecause the fracture mechanism is dierent for the two classes

The Physical Basis of Fracture

Cracks in glasses ceramics and other brittle materials propagate without any plastic ow

taking place The only energy required is that used to break interatomic b onds and this

is much less energy than that used during ductile tearing Brittle propagation often

has a denite crystallographic orientation and in these cases is called cleavage During

ductile tearing the material will stretch around the crack tip Metals and other ductile

materials exhibit this plastic deformation at the crack tips This consumes a large amount

of energy Ductile cracks propagate by voids forming ahead of the crack tip enlarging

and eventually joining up to move the crack forward

Brittle crack tips are very sharp Ductile crack tips tend to haveamuch larger radius

q



where is of curvature The stress concentration at a crack tip is prop ortional to

the radius of curvature of the tip The sharp er the crack tip the higher its stress

concentration will b e and hence the more likely the crack will b e to propagate Indeed

the damaging eect of an existing stress concentration dep ends strongly on a materials

abilityto deform plasticly and thereby bluntthe crack tip

Fast Fracture

The fracture of interest for this work is rapid or fast fracture It occurs over small

time scales and often leads to the fragmentation of the host material Two dierent

mechanisms for material breakage have b een describ ed First we considered a materials

stressstrain curve and showed that if the material is displaced past its yield p oint it will

break The second mechanism dep ends on an initial crack in the material and a critical

stress that is sucient to cause this crack to propagate It is the second mechanism that

is normally asso ciated with rapid fracture

Take the example of a ballo on which is partially inated If it is pricked with a pin

it will not fail at this low pressure For the aw to expand the rubb er must be torn

causing additional crack surface to be created This requires energy If the pressure

inside the ballo on plus the release of elastic energy is less than the energy required for

tearing tearing will not o ccur As the ballo on is inated the pressure increases At a

certain p oint the ballo on will have stored enough energy that if the crack advances it will

release more energy than it will absorb At this p oint the ballo on will burst Fractures

Chapter Modelling Fracture

propagate rapidly through the ballo on and it breaks apart This is rapid fracture It is

very imp ortant to note that rapid fracture o ccurs b elow the ballo ons material yield p oint

following

Material Flaws

Most materials yield at ab out two orders of magnitude below their theoretical yield

point This suggests the presence of microcracks in materials which are causing the

lower yield points This phenomenon was rst discovered by Leonardo daVinci while he

was attempting to determine the strength of iron wires He showed that on average

the longer a wire was the less weight it could hold A longer wire has a higher probability

of containing a microcrack of sucient length to yield for a given load This suggests

that to at least some degree the strength of a material is a problem of statistics Indeed

there are probabilistic formulas that predict the strength of materials based up on the

odds of a crack ofacertain length b eing present in the sp ecimen

Wave Eects

Most of our analysis has b een for static loading When dealing with blast waves loading

will be highly dynamic The blast wave from the explosive will generate a sho ck wave

in the ob ject This creates highly uneven loading The front of the ob ject will be

compressively loaded rst with subsequent sections being loaded as the wave passes

through the ob ject Up on striking the back of the ob ject the wave will reect as a

tensile wave and travel back through the ob ject This wave will then b ounce back and

forth in the ob ject as it decays The waves move at the elastic wave velo city of the

material Microfractures will exp erience tensile loading as the wave passes over them If

a crack starts to propagate it may complete or pro ceed in steps each time a tensile wave

passes over it

In the general case wave loading is complicated b ecause the wave shap e is not simple

and it will propagate in three dimensions containing shear and dilational comp onents

Furthermore b oundary reections for all but the simplest geometry create intricate wave

patterns The microcracks in the ob ject will all b e loaded indep endently

The Physical Basis of Fracture

When the wave rst reects o the rear of an ob ject it creates strong tensile forces

These tend to cause chunks to break o the back of the ob ject This eect is called

spal ling and is a signicant damage mechanism in blast loading

Fragmentation is much more likely under dynamic loading for several reasons Dy

namic loading provides more kinetic energy Indep endent crack nucleation o ccurs pro

fusely Crack branching is prevalent and leads to smaller fragments Finally as the

loading b ecomes more rapid the material will fragment into smaller pieces As the du

ration of the compressivewave increases fragmentation will also increase While not

a cause of fragmentation it is imp ortant to observe that the nal fragments pro duced

contain manyinternal cracks In ro ck fragmentation for mining it was found that micro

cracks within the ro ck fragments have greater surface area than the fragments surface

area

Crack Propagation

Crack Velo city

Cracks accelerate towards their terminal velo city Calculations based up on the kinetic

energy of the system suggest that the terminal crack velo city is approximately v



where v is the elastic velo city within the material The terminal velo city is typically





between and km s In general the velo cityisgiven by

a

c

v v



a

where a is the critical length for fracture initiation and a is the current crack length

c

This formula tends to overestimate the velo city when compared to exp erimental results

Typically the ratio of vv is to For glass v ms and for steel v



ms

Crack Branching

One of the most signicant causes of fragmentation is crack branching Possible causes

of branching include dynamic crack tip distortion where dynamic b ehaviour changes the

nature of the stress eld Also secondary fractures may o ccur ahead of the primary

Chapter Modelling Fracture

G, R

3R

2R

R

a a a = a

c c

Figure The crack will branch whenever G exceeds amultiple of R

fracture system and link back to the primary system Finally stress waves which reect

o the b oundaries can create branching when they intersect with the crack tips

Figure shows the branching pattern that o ccurs as the crack propagates This

assumes that the crack resistance R do es not change during dynamic loading Strictly

sp eaking it can go up or down in the dynamic case but assuming a constant R simplies

the analysis a is the critical crack length at which propagation b egins At this p oint

c

G R recall that G is the elastic energy release rate As a increases G continues to

grow When a a G R This indicates that there is enough energy to propagate

c

twocracks Similarlywhen G R there is enough energy to propagate a third crack

Crack branching may reduce the cracks velo city The angle b etween branches

can also b e predicted When a a crack deviates from the plane p erp endicular to the tensile

stress it is also sub ject to shear stress Analysis under these conditions suggests that

the angle b etween the branches must b e on the order of fteen degrees This corresp onds

well to observed b ehaviour

Previous Models of Fracture

Previous Mo dels of Fracture

Previous attempts at mo delling fracture for computer graphics have b een based on spring

mass mo dels These mo dels represent materials as a grid of distributed masses connected

together by springs Demetri Terzop oulos with several dierent collab orators did a great

deal of pioneering work on deformable material mo dels for computer graphics and com

puter vision He develop ed elastic mo dels which corresp ond to masses joined by ideal

Ho okes Law springs Terzop oulos and Fleischer also develop ed mo dels which had

plastic elastoplastic and visco elastic behaviour The elastic mo dels will return to

their initial shap e when loading is removed whereas the mo dels with plastic b ehaviour

can be p ermanently deformed These mo delling eorts have generally fo cussed on rela

tively thin surfaces although Terzop ouloss work is extensible to full three dimensional

solids

Fracturing o ccurs in these mo dels when the spring connecting two masses is stretched

beyond its yield p oint This is equivalent to exceeding the yield p oint on the stressstrain

curve as discussed ab ove These mo dels have been used for tearing pap er breaking a

net over a sphere and breaking a solid over a sphere The results are quite go o d but the

materials do not fragment ie shatter into a large number of pieces and tend to have

a fairly elastic app earance

Norton et al concentrated on mo delling fracture They used a damp ed spring

mass system similar to Terzop ouloss Again breakage o ccurs when the springs are

stretched beyond their maximum yield p oint

Norton et al used their mo del to create the animation Tipsy Turvy for Siggraph

This video shows a teap ot falling to a table and breaking It illustrates several shortcom

ings of the spring mass approach First of all the teap ot is very rubb ery in app earance

It is dicult to create the app earance of more rigid materials such as glass and ceramics

using a spring mass mo del This is b ecause sti materials require very large spring con

stants in order to hold the mass points close together With large spring constants the

dierential equations governing the system b ecome sti and require the use of implicit

solvers for their solution This can b e very costly often prohibitive for grids with a large

Chapter Modelling Fracture

number of mass p oints In order to eciently solve spring mass systems smaller spring

constants are normally used yielding materials with an elastic app earance

The teap ot breakage in Tipsy Turvy has a noticeable staircase app earance This is

an artifact of the underlying mo del The mass spacing on the teap ot is approximately

cm Breakage o ccurs along the lines of the grid This yields noticeable staircase artifacts

Hart and Norton published another pap er in whichtheytcurves to the broken edges in

order to remedy the staircasing problem but this still do es not address the resolution

problem

Finallythe breakage pattern is not what one would exp ect from dropping a teap ot

The teap ot breaks into a small number three or four of quite large fragments and a

large number of very small fragments The small fragments are all single cells and are

rendered as tetrahedrons In shattering a teap ot one would exp ect a more continuous

distribution of fragment sizes

There is no explicit concept of crack propagation or bifurcation in spring mass mo dels

Cracks propagate simply when adjacent springs are stretched past their yield point As

one spring yields the force on the next spring will increase This kind of crack propagation

is p erhaps why the fragmentation pattern of these mo dels is not consistent with what

one would exp ect of a shattering solid They tend to app ear to tear rather than shatter

Spring mass mo dels work well for creating deformable materials but do not shatter

well It is a fo cus of this work to create more realistic fracture patterns for rapid fracture

and dynamic loading of brittle solids

A New Fracture Mo del

Our mo del fo cuses on the subproblem of generating fracture patterns in a plane This

work attempts to generate realistic fracture patterns that can then b e used in generating

animations of things such as a shattering window Such patterns should have a reasonably

chaotic app earance and feature avariety of fragment sizes and shap es

A New Fracture Model

Basic Algorithm

The crack propagation algorithm is based up on the relationship b etween G and R shown

in Figure An initial very short microcrack is sp ecied as a line segment The

crack is propagated in each direction Every time the crack structure grows by length a

c

ie every propagating edge grows by that amount one propagating edge of the crack

structure is forked This pro cess generates a crack tree Edges are allowed to propagate

until they either hit another edge or the b order of the geometry being terminated at

these points Note that only the colliding edge is terminated The hit edge pro ceeds

unaected In the base algorithm cracks fork at a set angle sp ecied by the user All

crack lines are straight Sto chastic variations on the base algorithm will be describ ed

below

The crack tree is maintained as a logical tree structure which can be searched A

leafList list is maintained of all edges which are currently propagating These are the



leaves in the tree Conceptually at each time step every leaf is extended a length a

c

After each a extesnsion an edge is chosen to fork Edges stop prp ogating when they hit

c

another edge or the b order of the geometry New edges are added to a bifurcation queue

and elements of the queue are p opp ed o when a new forking candidate is needed This

is aFIFO queue Forking candidates could also b e picked randomly from the list

Since the crack structure is a connected tree whenever there is an intersection of two

edges a new face must have been formed These faces corresp ond to fragments At the

time of intersection the fragment outline is traced and its set of co ordinates is stored

This pro cess is outlined below Fragments which have an edge on the b order are only

traced once the crack structure has nished propagating

In order to p erform the collision detection describ ed b elow the steps are kept to a maximum of one

square in the bit bucket p er time step Every edge is propagated a length a however b efore an edge

c

is forked

Chapter Modelling Fracture

The algorithm can be summarized as follows

while done

leaf getFirstLeaf

while leaf NULL

result extend leafedge by distance

distance timestep crackVelocity

if result hitOtherEdge

traceFragment

if leafedge was forking candidate

setNewForkingCandidate

removeLeaf

else if result endOfEdge

if edgeIsForkCandidate

create new node leftChildEdge and rightChildEdge

add right and left edges to the leaf list

add right and left edge to bifurcation queue in random order

setNewForkingCandidate

remove old leaf

else

add node

extend edge in same direction

update leaf

leaf getNextLeaf

end while leaf NULL

if all edges have reached the object edge

done TRUE

end while done

traceBorderFragments

The algorithm can b e directly coupled to the blast wavemodel The mo del calculates

the pressure prole over the panel This pressure can be used as the critical stress in

Eq thereby yielding an initial crack length It can alternately b e used to determine

whether or not fracture o ccurs for a set initial crack size Notice that if the pressure is

used to determine the initial crack size the general relationship between pressure and

fragment size shown by Equation will be maintained That is for higher pressure

the average fragment size will be smaller This follows b ecause higher pressure gives a

smaller value for a implying that the tree forks more frequently which yields smaller

c

fragments

The initial crack can b e placed anywhere on the panel and indeed the algorithm could

b e mo died to accommo date multiple crack trees if cracknucleation from many lo cations

A New Fracture Model

is desired Most of the images in this section were created to mo del the shattering of a

window Windows are held in a frame and have the least resistance at their midp oint so

cracking will normally b egin here Therefore initial cracks were placed near the middle

of the panel

Bit Bucket

The previous section describ es the logical structure of the algorithm Physically the

edges are propagated on a bit bucket structure A bit bucket is an o ccupancy grid or

coverage mask cf where a grid lo cation or bucket is marked when an edge

propagates into it The advantage of a bit bucket is very fast detection of edge collisions

The results shown here were computed on a k x k bit bucket This allowed for the

sp ecication of very small initial cracks leading to very small fragments A coarser grid

could be used if very small fragments were not desired

When a collision o ccurs it is necessary to know the identityofthetwo edges involved

in order to trace the chunk For this reason the bit bucket was used to store edge

pointers rather than just on or o bits This is very time ecient but represents a

signicant increase in space costfrom bit p er bucket to bytes If memory is limited

a coarser grid structure of say x could b e intro duced Each lo cation in this grid

would corresp ond to a xsection of the original bit bucket and would hold a list of

pointers to all the edges present in this area This list would b e short likely containing no

more than twenty entries and normally far fewer This represents an order of magnitude

reduction over the pointers maintained in the original section of the bit bucket A

search could be made of the edges in the list to determine which edge was intersected

This would be time costly esp ecially when fragments are small b ecause many collision

tests would have to b e p erformed It would however save on space

For every time step every leaf edge is propagated a distance equal to the crackvelo city

times the time step The time step is chosen so that the edges grow the width of one grid

lo cation with every iteration This makes it easy to determine whichbuckets are touched

during each step and allows for animations of the crack propagation to be generated

During each time step the edge can touch at most one horizontal or vertically adjacent

Chapter Modelling Fracture

Figure Failed collision detection with scanline typ e conversion

bucket and one diagonally adjacent bucket Every bucket an edge passes through in the

grid must be lled If a normal scan line approach was to be used it would be p ossible

for edge collisions to b e missed as shown in Figure

Fragment Tracing

A collision o ccurs between a hitEdge and a haltEdge The haltEdge strikes the hitEdge

and stops propagating After the collision is detected the fragment is traced and its

co ordinates are stored in a fragment structure The haltEdge is b eing propagated at the

time of the collision and the identity of the hitEdge can b e obtained from the bit bucket

To trace the fragment the haltEdge is rst traced back to the ro ot no de by following

each parent link Along the way each no de is coloured with the current marker Figure

shows the fragment after the collision but b efore it has b een traced back Notice the

hit and halt edges Figure shows the halt edge side b eing traced back to the ro ot It

is theoretically p ossible for a crack to bend around and intersect its ancestor This was

not observed in practice but can b e trivially detected if a no de already marked with the

current marker is detected during the trace back The next step is to trace the hit edge

backtowards the ro ot When it nds a no de coloured with the currentmarker that no de

is the shared ancestor of both the hitEdge and haltEdge This is shown in Figure

Note that the markings are dierent on the hit and halt edges in the diagram simply to

preserve clarity The same marker must b e used in the actual algorithm The chunk can

A New Fracture Model

hitEdge

Root haltEdge

Figure The fragment as generated by the algorithm

Root

Figure The fragment traced up the halt edge side to the ro ot no de

now b e traced by following the haltEdge up to the common ancestor and then following

the hitEdges ancestors down to the intersection point The geometry is retraced in

order to check for internal edges as describ ed below After each trace the marker is

incremented so that future traces can be completed without having to reinitialize the

no de colours

In rare cases when a fragment is completed there may be an edge inside that

fragment that is still propagating As it do es so it will spiral inwards dividing the

chunk into many small fragments This b ehaviour is not physically reasonable and leads

to visual artifacts To correct this problem edges internal to a crack are killed When

Root

Figure The fully traced fragment

Chapter Modelling Fracture

Figure A crack pattern using the base algorithm and a bifurcation angle of

degrees

the trace algorithm b egins a test is p erformed to determine if the face is to the right

or left of the path which will be followed to outline it When the fragment is traced

the algorithm will always pick the path that corresp onds with this direction eg always

veering right If it hits an incomplete edge while tracing down the hitEdges ancestors

this edge is internal to the chunk It is killed and the algorithm backtracks to the last

fork and pro ceeds down the other path A trace is also p erformed down the haltEdge

side of the fragment

Results and Algorithm Enhancements

A very large number of patterns can be generated by varying the branch angle and

initial crack size Two of these are shown in Figures and where the rst has a

propagation angle of degrees and the second a propagation angle of degrees Notice

that fragments are more shard like being long and narrow with a smaller propagation

angle As the propagation angle increases they b ecome more round

A New Fracture Model

Figure A crack pattern using the base algorithm and a bifurcation angle of degrees

Chapter Modelling Fracture

Figure A crack pattern featuring random variation of the bifurcation angle

Although these patterns are visually interesting they are a long way from app earing

like shattered glass They have to o much correlated structure To comp ensate for this

problem two metho ds of random variation were included as discussed below

Varying The Propagation Angle

The patterns lo ok unrealistic in part b ecause there are a large number of parallel lines

This is due to the use of a constant propagation angle An edge forks two children

When these children b oth fork their own children two of the new edges will have the

same orientation as the grandparent yielding parallel lines This crystalline structure is

not observed in amorphous materials such as glass The regularity of the fork angles is

also visibly noticeable in itself To rectify this problem a variance of the crack angle can

be dened The propagation angle will b e randomly computed as the base propagation

angle half the maximum variance The base fracture pattern is shown in Figure

The result of varying the propagation angle is shown in Figure The maximum angle

variation used here is degrees

A New Fracture Model

Line Wiggling

The other ma jor distracting feature of the patterns is their long straight lines Cracks

in crystalline materials may propagate along straight cleavage lines but this will not

o ccur for most materials Line wiggling was intro duced to create more natural shap es

This corresp onds to a propagating crack hitting some imp erfection in the material which

causes its direction to change or to changes in the stress eld The probability of a

wiggle and the maximum variance can be dened Each time a new edge is generated

that should be a straight extension of the previous one a random decision is made to

determine whether or not its propagation angle should vary If it do es wiggle the edges

angle is calculated randomly in the range dened by its parents orientation half the

maximum variation Figure shows the eects of line wiggling and Figure

shows the combined eect of b oth line wiggling and varying the propagation angle Note

the vastly improved pattern as compared with the base algorithm The new fragments

have amuch more realistic natural app earance

To provide some basis of comparison to real world crack patterns Figure shows a

series of cracks in a section of pavement outside outside of the computer science building

The general overall structure of the pavement cracks app ears to corresp ond quite well

with the generated fractures The branching tree structure is clearly evident in the

pavement cracks The general fragmentshape also shows go o d agreement

Long Time Scale Cracks

It is also p ossible to generate cracks that would normally be asso ciated with creep typ e

phenomena Such cracks do not corresp ond to the complete destruction of a panel but

show directed fracture patterns over a part of the surface Such an eect is shown in

Figure It is generated by sp ecifying a much longer initial crack a bifurcation angle

of degrees and using b oth forms of sto chastic variation

A Comparison to Related Work

There are some similarities between this work and the Reed and Wyvill work on mo d

elling lighting Lightning features a main channel that connects the source and the

Chapter Modelling Fracture

Figure A crack pattern featuring random line wiggling

target eg a cloud and the ground and often a number of branches that fork o

this main trunk Reed and Wyvill propagate the main channel as a series of connected

line segments They sto chasticlly vary the propagation angle for each segment from a

uniform distribution This is comparable to the line wiggling employed here although

their algorithm app ears to be designed to pro duce decidedly more jagged results The

length of the segments in the lightning are also randomly varied The ma jor dierence

between the two algorithms is that Reed and Wyvill use a probability function to con

trol branching This made branching dicult to control as some random seeds would

pro duce no branches o the main trunk and some would pro duce a very large numb er

In our algorithm branching is controlled by the length of the initial crack This gives

consistency across random number seeds as the frequency of branching will always be

the same This makes it easier to control the algorithm

A New Fracture Model

Figure A crack pattern featuring random variation of the bifurcation angle and line wiggling

Chapter Modelling Fracture

Figure A photograph of cracks in a section of pavement The contrast of the photo

has been increased and the cracks have been outlined in black to make them easier to

see To trace the crack tree pattern start at the arrow and trace the cracks downwards

Notice that the pattern is consistent with a crack prop ogating forwards and forking every

so often along the way The one exception to this o ccurs the upp er left hand edge where

an extra branch comes o the main structure

A New Fracture Model

Figure A creep style crack

Improving the Algorithm

There is no precise physical basis for the sto chastic variation used in this algorithm

Finding a physically accurate statistical basis for generating fracture patterns would be

a signicant addition to this work Further to this a more detailed material mo del could

track pressure proles over the surface of an ob ject These could p ossibly be fed back

into the propagation algorithm to weight the sto chastic variation so that cracks tended

to resp ond to stresses in the material

Variations can be added to the algorithm to pro duce dierent eects For instance

instead of starting with a line segment the initial crack could b e an X This would change

the crack pattern esp ecially around the origin It is also p ossible to cause the algorithm

to change with the depth of the tree This could b e used for instance to force fragments

further from the crack origin to b e smaller than they are now

Chapter Modelling Fracture

Chapter

Blowing Out a Window

In order to demonstrate the eectiveness of the fracture and explosion mo dels an ani

mation must be generated that makes use of them An excellent test candidate is the

blowing out of awindow Due to the brittle nature of glass windows often shatter dur

ing explosions Indeed shattering windows are b oth one of the most signicant safety

hazards during an explosion and one of the most visually interesting events Clearly

visualizing the shattering of a window is a desirable mo delling goal

Shattering a window is also a desirable goal for its inherent aesthetic interest It

involves hundreds of glass fragments scintillating in the lightasthey are blown apart by

a blast wave Computer graphics provide probably the b est mechanism for viewing such

an event and it can be simulated and viewed at any desired sp eed

In order to generate this animation the fracture pattern shown in Figure was

coupled with the explosion mo del As was mentioned earlier the explosion mo del can

b e used to determine the p eak stress exp erienced by the window and this can b e used to

generate the base crack used in growing the fracture pattern It was decided for this ani

mation to not couple the twomodelsinthisway This gives the animator more freedom

in controlling the nal pro duct A desirable fracture pattern can rst be generated and

then the bomb parameters can be varied indep endently to generate the desired move

ments Coupling remains an option for cases where physical accuracy is more imp ortant

than animator control

Chapter Blowing Out a Window

Figure A tesselated fragment

Tessellation

If the fracture algorithm is used without sto chastic variation the fragment geometry

is very simple Most fragments are dened by no more than six vertices and the frag

ments are convex Allowing sto chastic variation in the crack lines however increases

the complexity of the geometry For the fracture pattern shown here fragments have a

range of to vertices Altogether the fragments contain vertices of these

are branching vertices This counts avertex once for every fragment it is a part of

Every vertex is a part of either two or three fragments Many of these fragments are also

concave

The fragments have a high degree of structure that can be taken advantage of when

they need to be tessellated Generally sp eaking a fragment is long and slim and bends

along its ma jor axis Fragments also tend to have roughly the same number of control

points on b oth sides of their ma jor axis By tessellating a fragment with triangles whose

ma jor axes are roughly p erp endicular to the fragments ma jor axis a tessellation can b e

formed which deals with the concavity of the fragments ensures all triangles are interior

to the fragment

The tessellation scheme used is very simple It starts a triangle strip at one ap ex and

traces it up to the other ap ex adding a triangular fan at the far end to account for any

extra vertices on the one side of the fragment A tesselated fragmentisshown in Figure

This technique worked well in practice Its main advantages are ease of computation

and dep endability Rendering sp eed is improved by the use of triangle strips and fans

The front side of the fracture pattern was tessellated into triangles The same

number of triangles is needed for the back faces and the sides of each of the fragments

are wrapp ed with a rectangle strip

Sampling and Panel Definition

Sampling and Panel Denition

Since eort has already been exerted in generating a tessellation of the fragments it

would b e desirable if this information could b e used in determining sample p oints for the

loading calculations The easiest technique would be to make each triangle a panel and

use every triangle as a sample point Twenty thousand sample p oints is an unnecessary

quantity however and would have to o high a computational cost

Multiple sample p oints are needed in order to calculate the torques acting on a frag

ment A minimum of three noncollinear points is required If the tessellation triangles

are used some fragments will have over sample p oints In the interest of b eing con

servative and reducing the impact of any p o orly chosen sample point it was decided to

attempt to sample each fragment with at least ve points This was done by selecting

the centroids of triangles separated by odd increments eg triangle etc This

ensures sampling that alternates b etween the two sides of the ma jor axis The sampling

points are shown in Figure

Each sample p oint is used as a panel in the blast wave simulation It has an area

asso ciated with it that is the sum of the area of the triangles surrounding it

Inertial Tensor

In order to accurately calculate the rotation of the fragments an inertial tensor must

b e calculated for each fragment This was accomplished by translating each fragmentso

that its centre of mass was at the origin and calculating the integration sp ecied below

which denes the inertial tensor A closed form of the integration was determined for

generic triangular p olyhedra with equal front and back faces and xed thickness It was

applied individually to each triangular p olyhedron in the fragment and the results were

summed to yield the inertia tensor for the fragment

The generic formula for the inertia tensor is

 

y z xy xz

ZZ Z

 

dy dx dz x y z I

yx x x yz

 

zx zy x y

Chapter Blowing Out a Window

Figure The sample p oints used to calculate loading are indicated with dots

Inertial Tensor

y

x

Middle

Figure The triangular p olyhedron is the basic unit for integrating the inertial tensor

It is divided in the middle to give two triangles such that each triangle is b ounded by a

vertical line and two slop ed lines

where is the density of the fragment

A generic triangular section is shown in Figure It is divided into two sections

by drawing a vertical line from the middle point to the opp osite edge as shown Each

section is then integrated separately The equations of the lines which create the b order

of the triangle will be represented in the familiar explicit form y mx b The upp er

line will b e denoted with the subscript u and the lower line with the subscript l x will

r

denote the right x limit for integration and x the left The p olyhedron has a depth t

l

For a given section the b ounds of integration are therefore m x b and m x b in y

u u l l

t t

r and l in x and and in z

x x

 

The inertia tensor is symmetric so only six closed forms need to be dened The

equations for these are presented below These equations must b e applied to each half of

the triangle and the results summed in order to calculate the correct result for a generic

triangular p olyhedron

The closed form solution for entry is

   

x x x x t

r r

l   l        

m m m b m b m b m b x x b b x x

u l u l r l

u l u l u l r l u l

  

x x t

r

l

m m u l x x

u l b b r l

Chapter Blowing Out a Window

The closed form solution for entry is

      

x x x x t x x

r r r

l l l

t m l u l b b x x m m

u m b b u l r l u l

The closed form solution for entry is

   

x x x x

r r

 l   l 

b b m m b b m t m m m

l l u l u u

l u l u

 

x x

r

 l   

x x t m b b m b b

r l l u

l l u u

The closed form solution for entries and is

     

x x x x x x t

r r r

l l l

   

m m m b m b b b

u u l l

u l u l

The closed form solution for entries and is zero To see this notice that



z

When the b ounds on the denite this entry contains a single z whichwillintegrate to



t t

integral and the result will b e

 

 

t t t t

 

Using the same reasoning it can b e shown that entries and must also b e zero

Centre of Mass

Calculating the inertia tensor required the fragment to be shifted so that its centre of

mass was at the origin b ecause Eulers equations are designed to work with I calculated

x and y as given by in this manner The centre of a given surface has co ordinates

ZZ

x xdxdy

A

R

and

ZZ

y ydxdy

A

R

where R is the surface the integral is calculated over and A is the area of this surface The

fragments have uniform density so their centre of mass has x y co ordinates corresp onding

to the centre of the surface and a z co ordinate given by half the thickness of the fragment

Results

The integrals and can b e solved using the same approachaswas applied for

the inertia tensor The surface integral is calculated for each triangular section where

a triangular section has a point at its one x extrema and a vertical line at the other as

shown in Figure The closed form for the integrals using the same notation as in the

previous section is

   

x x x x

r r

l l

b b m m

u l u l

x and for

 

x x

r

l      

m m m b m b x x b b x x

u b l l r l

u l r l u l

y The results from these integrals are summed for all the triangles in the fragment for

and divided by the total area to obtain x and y

Results

Animations were generated for an explo ding windowviewed from the front and from the

side Several frames from these animations are shown in Figures and resp ectively

It is clear from the side view that the larger particles move faster than the smaller

ones This o ccurs in the blast wave mo del b ecause the time for the reected pressure to

dissipate is longer for larger particles cf Section This means that larger particles

exp erience the much higher reected pressure for longer than the smaller particles do

Damping is also prop ortional to area This indicates that although the larger particles

initially move more quickly they will also b e damp ed more allowing the smaller particles

to eventually overtake them To illustrate this an animation was generated using a

damping factor times stronger than normal This compresses the eect into a very

short spatial distance Several frames from the animation are shown in Figure Notice

that the larger particles undergo more rapid initial acceleration but are overtaken bythe

smaller particles

Toachieve dierent eects an animator mightwanttocontrol the damping or amount

of rotation whichoccursinasimulation Global damping and rotation factors are dened

to give them this control These factors serve to multiply the damping or the amount

Chapter Blowing Out a Window

Figure Six equally spaced frames from an animation of a shattering window Front

view

Figure Six equally spaced frames from an animation of a shattering window Side view

A Comparison to Experimental Results

Figure Six equally spaced frames from an animation of an over damp ed shattering

window Damping is times normal Side view

of rotation naturally present in the system Except for the overdamp ed example these

factors are not used for the gures shown here

A Comparison to Exp erimental Results

Figure and showtwo frames from videos of windows b eing destroyed by explosions

Unfortunately the quality of these images is low The rst gure shows a front on

view of an explo ding window and the second a side view of a dierentwindow It should

b e noted that the shap e of glass fragments formed is dep endent on the kind of glass used

in the window

The general app earance of the generated results is in go o d agreement with the actual

results Both feature a wide variety of fragment shap es and the general app earance of

the blast in Figure is comparable The plume is narrower in Figure than in the

calculated result This is b ecause the real window is lo cated in a frame which was not

mo delled in this work The frame causes the central fragments to b e blown out rst and

accelerated quite a bit b efore the fragments near the frame have been broken free This

causes the particles to spread out forming the long central plume

There app ears to be more spin in the acutal results than the generated ones This

Chapter Blowing Out a Window

Figure This is a frame captured from a video of a blast wave destroying a window

The camera is lo oking directly at the square window lo cated near the middle and in the

upp er half of the frame and the glass fragments are b eing blown towards the camera

The window originally had a black and white grid drawn on it which is still visible on

some of the fragments The quality of the image is p o or but it is still p ossible to see the

large range of fragmentsizes from

again is likely caused by the mo del not tracking the eects of the window frame and not

mo delling the fracture pro cess over time If the explosion and fracture mo del were more

tightly coupled fragments would be broken free

Future Work

As was mentioned in the op ening of this chapter the fragment pattern was generated

separately and then applied to the window As suggested ab ove an interesting avenue

for future work would be to couple the two mo dels more directly so that the pressure

from the blast wave is used to drive the fracturing pro cess This would allow fragments

to b e broken free at dierent times as the blast wave passed through the window rather

than all the fragments existing a priori Including the eect of the window frame will

also greatly improve the accuracy of the mo del No eort was made to mo del the window

frame Even with this simplied mo delling approach however reasonable results were

achieved so the p otential of the technique app ears strong

Future Work

Figure This is another captured frame from a video of a blast wave blowing out

a window This is a side few Two windows are lo cated to right side of the image

one b ehind the other The outward plume in the middle of the frame shows the glass

shards b eing blown out from the frint window The shards are spread over a considerable distancefrom

Chapter Blowing Out a Window

Chapter

Conclusions and Future Directions

A mo del has been presented for generating animations based up on the eects of blast

waves This mo del calculates the pressure proles exp erienced by ob jects as a result of

the detonation of high explosives It relies on TNT equivalence and the use of precom

puted blast curves to calculate all the parameters necessary A heuristic mo del for blast

propagation has also b een presented along with a mo del for growing fracture patterns in

the plane

The mo del was used successfully to generate an animation of an explosion blowing out

a window Such an animation would b e dicult to generate using any other technique

This work aims at a sweet sp ot between ad ho c approaches to mo delling explosions

and the rigorous computationally intensive approaches taken by explosion researchers

The mo del app ears to t well in this sweet sp ot It can generate visually accurate

physically based animations at a reasonable computational cost

The mo delling of explosions is a very complex task and this work only oers a rst

step on what needs to b e a long journey There are many areas of future investigation that

can improve and inform this work When taking these future steps however a researcher

must bear in mind how this eort ts in the broader sp ectrum of explosion mo delling

At a certain point if the desired result is a more accurate mo del esp ecially in the area

of blast wave propagation the basis of this work needs to be carefully reconsidered

Signicant improvements in accuracy may require replacing this framework in favour of

a full three dimensional uid dynamics mo del

That b eing said there are several areas that could prove fertile ground for future

work on this mo del They include improvements and extensions of the base mo del the

Chapter Conclusions and Future Directions

incorp oration of new geometry mo dels and improvements to the fracture mo del

Improvements and Extensions to the Base Mo del

The blast curve approach and the mo del generated based up on it is more general than

may be apparent in this work It can be extended to generate pressure proles over the

surface of ob jects rather than just dierential loading as was done here By combining

this with a deformable ob ject mo del eects such as the crushing of ob jects could be

mo delled

The mo del is similarly well suited for calculating loads on large ob jects that may

be anchored and do not translate but still deform under loading This would include

the loading of large buildings This is the task that the blast wave approach was rst

develop ed for so the mo del would b e ideal in this work A p ossible way of exploring this

would b e to apply the mo del to the loading of structures represented by single degree of

freedom springmass chains

The current mo del propagates the wave front spatially but computes the loading in

the time domain This is due to a lack of information ab out the spatial structure of a

blast wave Spatially based mo dels for a blast wave could b e explored This might b etter

account for the simultaneous movement of the blast wave and the ob jects it is loading

This work has concentrated on the explosive event rather than the aftermath of the

explosion An interesting area for investigation would b e determining what a scene lo oks

like after an explosion has taken place Ob jects would need to b e tracked until they come

to a stop and suitable collision detection would need to b e added Expanding the mo del

in this way would also provide a new set of data with which to check the accuracy of

the mo del Simulation results could b e compared with disp ersal patterns from real world

explosions

Another interesting visual eect is the dust cloud asso ciated with the explosion The

mo delling work here concentrated on secondary fragments The mo del is not considered

accurate at the surface of the explosive and indeed most of the curves are not dened

here Nonetheless due to their visual interest it remains a worthwhile ob jective to

explore techniques for extending the mo del to primary fragments and dust

Geometry

Geometry

The most signicant opp ortunity for improvement is in a new geometry mo del The ideal

geometry mo del would be multiresolution queriable and deformable

The explosion mo del was develop ed with an eyetowards a multiresolution geometry

such as that develop ed by Zorin and Schroder The advantage of such a representation

is that it could b e used to integrate simulation panels and geometry panels into a single

framework The rendered geometry could corresp ond to a ne level in the hierarchy The

forces could be calculated at a coarser level of the hierarchy Due to the mo dels strong

dep endence on angle of incidence it could prove an interesting research question to see

how coarse a mesh could b e used in the simulation and still yield accurate results

A useful addition would be a set of to ols combined with the geometry that could

be used to answer questions such as What is the area of my current silhouette as seen

from the bomb and How far is any given point on the surface from the edge of the

silhouette This would allow the dissipation of reected pressure due to diraction

waves to be calculated more accurately It also could be used in damping calculations

and for tracking the progress of a wave along an ob jects surface

Deformable mo dels would allow ob jects to b e crushed and to stretch b efore shattering

This would have b een useful in the window animation where it would have b een desirable

to have the window buckle and then y into pieces Springmass mo dels are the likely

candidate here

Improvements to the Fracture Mo del

One of the simplest extensions to the fracture mo del would b e to use it to growmultiple

crack trees There is some mention of multiple crack nucleation in the literature so

this might be worth exploring One obvious application of such an extension is in the

mo delling of cracks in pavement Normally there are a large number of indep endent

crack structures in a stretch of pavement

The mo del was greatly improved by the use of sto chastic variation It would b e ideal

if a physical basis could be determined for sp ecifying this sto chastic variation It might

Chapter Conclusions and Future Directions

b e p ossible to mo del a pressure gradient eld and make use of this A springmass mo del

might also b e used to track force distributions which could b e used to steer cracks

Finally as interesting as blowing out a window is eventually people will want to

shatter arbitrary curved surfaces Techniques mustbedevelop ed to propagate cracks on

general curved surfaces

Conclusion

New discoveries always bring with them new challenges This thesis attempts to lay

an early stone in the foundation for a computer graphics mo del of explosions It has

achieved nice progress but there are manymorechallenges ahead

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