A.C. Jalba, J.B.T.M. Roerdink
A physically motivated method for surface reconstruction is proposed that can recover smooth surfaces from noisy and sparse data sets. No orientation information is required. By a new technique based on regularized-membrane potentials the input sample points are aggregated, leading to improved noise tolerability and outlier removal, without sacrificing much with respect to detail (feature) […]
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J. Zhang, W. Huang, J. Zhou, J. Qin, B.H. Lee, T. Yang, J. Liu, Y. Su, C.K. Chui, S. Chang
A challenge in virtual reality based laparoscopic cholecystectomy simulation is to construct a fast and accurate deformable gallbladder model. This paper proposes a multi-layer mass-spring model which can adapt well to the built-in accelerating algorithms in PhysX-engine of GPU. The gallbladder is first segmented from clinical CT images. A multi-layer model based on the anatomical […]
Yuanyuan Zhang, Jianhui Zhao, Zhiyong Yuan, Yihua Ding, Chengjiang Long, Lu Xiong
The medical training systems based on virtual simulation are highly desired since minimally invasive surgical techniques have become popular to patients. The training system helps surgeon trainees to acquire, practice and evaluate their surgical skills, and the key component of such a system is to simulate the dynamic procedure such as 3D biological tissue deformation […]
Yuanyuan Zhang, Zhiyong Yuan, Yihua Ding, Jianhui Zhao, Zhaoliang Duan, Mingui Sun
A novel approach to the simulation of soft tissue cutting in a virtual reality endoscopic simulator is presented for applications in surgical training and education. This approach is based on an improved mass-spring model and the use of computational geometry. A virtual spring is introduced to compensate the weakness of the conventional mass-spring model, and […]
C.A.D. Leon, S. Eliuk, H.T. Gomez
The recent advances in the fields such as modeling bio-mechanics of living tissues, haptic technologies, computational capacity, and graphics realism have created conditions necessary in order to develop effective surgical training using virtual environments. However, virtual simulators need to meet two requirements, they need to be real-time and highly realistic. The most expensive computational task […]
Joachim Georgii, Rudiger Westermann
We present and analyze different implementations of mass-spring systems for interactive simulation of deformable surfaces on graphics processing units (GPUs). For the amount of springs we target, numerical time integration of spring displacements needs to be accelerated and the transfer of displaced point positions for rendering must be avoided. To fulfill these requirements, we exploit […]

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