[x3d-public] simulating surgery > realtime plastics > cuttable, deformable

Nicholas Polys npolys at vt.edu
Fri Feb 3 08:53:17 PST 2017


we kind of started... note also the EU project SOFA simulator



Ullrich, S., Kuhlen, T., Polys, N. F., Evestedt, D., Aratow, M., & John, N.
W. (2011). Quantizing the void: extending Web3D for space-filling haptic
meshes. In *MMVR* (pp. 670-676).

http://s3.amazonaws.com/academia.edu.documents/39382079/Quantizing_the_void_extending_Web3D_for_20151023-16794-qri8jn.pdf?AWSAccessKeyId=AKIAIWOWYYGZ2Y53UL3A&Expires=1486144363&Signature=%2ByHgyoGBtCyiCpMj6U0iC0gZbfc%3D&response-content-disposition=inline%3B%20filename%3DQuantizing_the_Void_Extending_Web3D_for.pdf

On Thu, Feb 2, 2017 at 9:22 AM, doug sanden <highaspirations at hotmail.com>
wrote:

> Q. has (something like) this already been done:
>
> simulating surgery > realtime plastics > cuttable, deformable
> - similar to volume rendering
> -- separate shader for this type
> -- raycasting
> - unlike volume rendering
> -- voxels are connected by dense set of connector edges |X =|
> -- raycast to first edge-delimited triangle (surface)
> -- raycasting has to figure out where surface is, expensive
> -- connector edges can be stretched to deform
> -- edges can be cut ie surgery cut
> --- no need to create new edges/faces during cut, just destroy
> --- 'healing' would re-join based on proximity
> options:
> - voxels just geometry - connector edges and xyz vertices - and texture
> xyz and texture ID
> - 2-step deformation: 1) change edge lengths based on
> springiness/stickiness, cuts 2) recompute per-voxel xyz
> - 3-step deformation: 2-step, then re-compute 2D surface for normal
> rendering
> - outer vertices initialized to different texture ID, for surface texture
> - slice textures rendered on-demand from dense models
>
>
>
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-- 
Nicholas F. Polys, Ph.D.

Director of Visual Computing
Virginia Tech Research Computing

Affiliate Professor
Virginia Tech Department of Computer Science
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