In response to a thread on odforce I've starting playing around with orthogonal grid (or matrix) displacement to get fine detail at rendertime from a low res fracture object. The idea is to displace everything in world space from its original shape and transfer that matrix back to the current shape, and to do all of this in the displacement shader. There are still some flickering areas that I need to work out but overall the method works great and allows for fast simulations to be rendered with great detail. :)

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