Real-Time Progressive Cutting of Deformable Objects in Unity 3D with Internal Shape-Preserving Constraints
Abstract
1. Introduction
2. Materials and Methods
2.1. Computational Model
2.2. Parallel Implementation
2.3. Collision Detection and Handling
2.4. Cutting Handling
| Algorithm 1. Cutting Handling |
| 1: Require: initial surface triangles t 2: Require: initial vertices v 3: while simulation is running 4: UpdateCuttingPlane() 5: if(collision with the cutting tool) 6: for all ti triangles in t 7: if(intersected with current cutting plane cp) 8: add current triangle ti to trianglesToTraverse 9: end for 10: end if 11: end for 12: end if 13: for all triangles ti in trianglesToTraverse 14: for all triangles tj in ti’s adjacentTrianglesList 15: if(intersected with current cutting plane cp) 16: set intersection point, intersection edges, intersection vertices 17: add tj to trianglesToTraverse 18: add tj to intersectedTrianglesList 19: end if 20: end for 21: end for 22: for all ti in intersectedTrianglesList 23: subdivide triangle ti according to its intersection information 24: use cp to divide intersected edges into positiveEdgesList and negativeEdgesList 25: end for 26: patchTrianglesList ← triangulate(positiveEdgesList) 27: refinedTrianglesList ← refine(patchTrianglesList) 28: add refinedTrianglesList to the surface triangles list 29: repeat steps 27–30 for the negativeEdgesList 30: end while |
3. Results
3.1. Progressive Cutting Eperiments
3.2. Deformation Experiments with ISPCs
3.3. Performance Evaluation
4. Discussion
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Abbreviations
| PBD | Position-Based Dynamics |
| ISPC | Internal Shape-Preserving Constraints |
| AABB | Axis-Aligned Bounding Box |
| OBB | Oriented Bounding Box |
Appendix A
| Algorithm A1. Triangle Traversal |
| 1: Require: Intersected triangles to traverse trianglesToTraverse, adjacency dictionary adjacentTriangles, cutting plane cp, cutting triangles T1 and T2, list of visited triangles visited 2: Output: list to store intersected triangles after traversing intersectedTrianglesList 3: while trianglesToTraverse is not empty 4: dequeue ti from trianglesToTraverse 5: for all triangles tj in adjacentTriangles[ti] 6: if visited contains tj 7: continue 8: for all edges e in tj 9: for all cutting triangles T1 and T2 10: if e intersects T1 or T2 11: set intersection point, intersection edges, intersection vertices 12: end if 13: end for 14: end for 15: for all edges e in cp 16: if e intersects tj 17: set intersection point, intersection edges, intersection vertices 18: end if 19: end for 20: if (tj intersects with cp) 21: add tj to intersectedTrianglesList 22: enqueue tj to trianglesToTraverse 23: add tj to visited 24: end if 25: end for 26: end while |
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| Buffer | Size | Description |
|---|---|---|
| Positions Buffer | N | Keeps position information of vertices |
| Velocities Buffer | N | Keeps velocity information of vertices |
| ProjectedPositions Buffer | N | Keeps the predicted positions of vertices |
| DeltaPos Buffer | N | Keeps position corrections after solving constraints |
| DeltaPosAsInt Buffer | N | Keeps position corrections as int |
| DeltaCount Buffer | N | Keeps number of corrections per each vertex |
| DistanceConstraints Buffer | M | Keeps distance constraints information |
| BendingConstraints Buffer | M | Keeps bending constraints information |
| ISPC Buffer | L | Keeps ISPC information |
| CollidableCubes Buffer | K | Keeps cubes information used in collision |
| Vertices | Triangles | ISPC | Vertices After Cut | Triangles After Cut | ISPC After Cut | |
|---|---|---|---|---|---|---|
| Sphere 20 | 12 | 20 | 3 | 32 | 56 | 8 |
| Sphere 80 | 42 | 80 | 11 | 92 | 176 | 23 |
| Sphere 768 | 386 | 768 | 96 | 720 | 1432 | 197 |
| Octopus | 1405 | 2816 | 312 | 1641 | 3284 | 436 |
| Banana | 2686 | 5592 | 194 | 3230 | 6676 | 899 |
| Previous Work, Avr. FPS | ISPC Method, Avr. FPS | FPS Difference, % | ISPC Method | |||
|---|---|---|---|---|---|---|
| Deformation Time, Ms (avr./max/min) | Collision Time, Ms (avr./max/min) | Cutting Time, Ms (avr./max/min) | ||||
| Sphere 20 | 205.9 | 172.1 | −16.42 | 0.11/2.03/0.05 | 0.04/2.33/0.01 | 0.69/13.4/0.002 |
| Sphere 80 | 177.2 | 166.1 | −6.26 | 0.11/3.6/0.05 | 0.04/2.29/0.01 | 0.75/15.39/0.002 |
| Sphere 768 | 108.4 | 160.5 | 48.06 | 0.11/2.25/0.05 | 0.03/2.82/0.01 | 1.13/34.18/0.002 |
| Octopus | 51.7 | 81.1 | 56.87 | 0.07/1.85/0.04 | 0.02/1.79/0.01 | 1.27/37.18/0.002 |
| Banana | 32.1 | 51.8 | 61.37 | 0.05/3.21/0.023 | 0.02/1.87/0.01 | 2.13/68.2/0.002 |
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Share and Cite
Khan, L.D.; Kim, T.; Hong, M. Real-Time Progressive Cutting of Deformable Objects in Unity 3D with Internal Shape-Preserving Constraints. Appl. Sci. 2025, 15, 12984. https://doi.org/10.3390/app152412984
Khan LD, Kim T, Hong M. Real-Time Progressive Cutting of Deformable Objects in Unity 3D with Internal Shape-Preserving Constraints. Applied Sciences. 2025; 15(24):12984. https://doi.org/10.3390/app152412984
Chicago/Turabian StyleKhan, Lyudmila Dmitrievna, Taeheon Kim, and Min Hong. 2025. "Real-Time Progressive Cutting of Deformable Objects in Unity 3D with Internal Shape-Preserving Constraints" Applied Sciences 15, no. 24: 12984. https://doi.org/10.3390/app152412984
APA StyleKhan, L. D., Kim, T., & Hong, M. (2025). Real-Time Progressive Cutting of Deformable Objects in Unity 3D with Internal Shape-Preserving Constraints. Applied Sciences, 15(24), 12984. https://doi.org/10.3390/app152412984

