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

Joe D Williams joedwil at earthlink.net
Fri Feb 3 15:21:51 PST 2017


> simulating surgery ...

That stuff is all they think about.

http://www.web3d.org/wiki/index.php/X3D_Medical


Thanks and Best,
Joe



----- Original Message ----- 
From: "doug sanden" <highaspirations at hotmail.com>
To: <x3d-public at web3d.org>
Sent: Thursday, February 02, 2017 6:22 AM
Subject: [x3d-public] simulating surgery > realtime plastics > 
cuttable, deformable


> 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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