Curves and surfaces for computer aided geometric design
Curves and surfaces for computer aided geometric design
Calculation of reference frames along a space curve
Graphics gems
Second-order surface analysis using hybrid symbolic and numeric operators
ACM Transactions on Graphics (TOG)
I-COLLIDE: an interactive and exact collision detection system for large-scale environments
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
The NURBS book
OBBTree: a hierarchical structure for rapid interference detection
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Large steps in cloth simulation
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
ArtDefo: accurate real time deformable objects
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
3D game engine design: a practical approach to real-time computer graphics
3D game engine design: a practical approach to real-time computer graphics
Constraints methods for flexible models
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Dynamic real-time deformations using space & time adaptive sampling
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Sphere-tree construction using dynamic medial axis approximation
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Medial-based vertex deformation
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
CHARMS: a simple framework for adaptive simulation
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Interactive skeleton-driven dynamic deformations
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Efficient Collision Detection Using Bounding Volume Hierarchies of k-DOPs
IEEE Transactions on Visualization and Computer Graphics
Inverse Finite Element Characterization of Soft Tissues
MICCAI '01 Proceedings of the 4th International Conference on Medical Image Computing and Computer-Assisted Intervention
Efficient collision detection of complex deformable models using AABB trees
Journal of Graphics Tools
Real-time Collision Detection for Virtual Surgery
CA '99 Proceedings of the Computer Animation
High Performance generalized cylinders visualization
SMI '03 Proceedings of the Shape Modeling International 2003
The sensitivity of presence to collision response
VRAIS '97 Proceedings of the 1997 Virtual Reality Annual International Symposium (VRAIS '97)
Real-time simulation of self-collisions for virtual intestinal surgery
IS4TM'03 Proceedings of the 2003 international conference on Surgery simulation and soft tissue modeling
A physically-based virtual environment dedicated to surgical simulation
IS4TM'03 Proceedings of the 2003 international conference on Surgery simulation and soft tissue modeling
Physically based rigging for deformable characters
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Physically based rigging for deformable characters
Graphical Models
Efficient Collision Detection within Deforming Spherical Sliding Contact
IEEE Transactions on Visualization and Computer Graphics
Technical Section: Visual computing for medical diagnosis and treatment
Computers and Graphics
A 3-D collision handling algorithm for surgery simulation based on feedback fuzzy logic
IEEE Transactions on Information Technology in Biomedicine - Special section on biomedical informatics
Modelling rod-like flexible biological tissues for medical training
3DPH'09 Proceedings of the 2009 international conference on Modelling the Physiological Human
Research on random collision detection algorithm based on improved PSO
ICICA'11 Proceedings of the Second international conference on Information Computing and Applications
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This research work is aimed toward the development of a VR-based trainer for colon cancer removal. It enables the surgeons to interactively view and manipulate the concerned virtual organs as during a real surgery. First, we present a method for animating the small intestine and the mesentery (the tissue that connects it to the main vessels) in real-time, thus enabling user interaction through virtual surgical tools during the simulation. We present a stochastic approach for fast collision detection in highly deformable, self-colliding objects. A simple and efficient response to collisions is also introduced in order to reduce the overall animation complexity. Second, we describe a new method based on generalized cylinders for fast rendering of the intestine. An efficient curvature detection method, along with an adaptive sampling algorithm, is presented. This approach, while providing improved tessellation without the classical self-intersection problem, also allows for high-performance rendering thanks to the new 3D skinning feature available in recent GPUs. The rendering algorithm is also designed to ensure a guaranteed frame rate. Finally, we present the quantitative results of the simulations and describe the qualitative feedback obtained from the surgeons.