Iben, Hayley N.O'Brien, James F.Marie-Paule Cani and James O'Brien2014-01-292014-01-2920063-905673-34-71727-5288https://doi.org/10.2312/SCA/SCA06/177-185We present a method for generating surface crack patterns that appear in materials such as mud, ceramic glaze, and glass. To model these phenomena, we build upon existing physically based methods. Our algorithm generates cracks from a stress field defined heuristically over a triangle discretization of the surface. The simulation produces cracks by evolving this field over time. The user can control the characteristics and appearance of the cracks using a set of simple parameters. By changing these parameters, we have generated examples similar to a variety of crack patterns found in the real world. We assess the realism of our results by comparison with photographs of realworld examples. Using a physically based approach also enables us to generate animations similar to time-lapse photography.Categories and Subject Descriptors (according to ACM CCS): I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling Physically based modelingGenerating Surface Crack Patterns