A procedural experiment.
Done in Houdini. Rendered with Arnold.
Comp in Nuke with some help from @ManuelRivoir.
The ball is a single point simulated in pops. It stores the position and time of each collision with the cage. At each impact new particles get spawned around the impact area, which feed into a voronoi fracture. Based on that fracture shape I spawn particles that get fed into a pyro sim. A lot of vex forloops involveld. Thats it.
There is a hardware preview render available.