SURGICAL SIMULATIONS: IT’S ALL IN A GAME ! Gaming techniques for medical applications. V. Kotamraju, S. Payandeh, J. Dill Experimental Robotics Laboratory,

Slides:



Advertisements
Similar presentations
Real-Time Dynamic Wrinkles Caroline Larboulette Marie-Paule Cani GRAVIR Lab, Grenoble, France.
Advertisements

Graphics Pipeline.
Real-Time Rendering TEXTURING Lecture 02 Marina Gavrilova.
 Engineering Graphics & Introductory Design 3D Graphics and Rendering REU Modeling Course – June 13 th 2014.
Rasterization and Ray Tracing in Real-Time Applications (Games) Andrew Graff.
HCI 530 : Seminar (HCI) Damian Schofield.
CGDD 4003 THE MASSIVE FIELD OF COMPUTER GRAPHICS.
(conventional Cartesian reference system)
3D Graphics Processor Architecture Victor Moya. PhD Project Research on architecture improvements for future Graphic Processor Units (GPUs). Research.
Content Subdivision First some basics (control point polygon, mesh)
IN4151 Introduction 3D graphics 1 Introduction to 3D computer graphics part 2 Viewing pipeline Multi-processor implementation GPU architecture GPU algorithms.
Graphics Systems I-Chen Lin’s CG slides, Doug James’s CG slides Angel, Interactive Computer Graphics, Chap 1 Introduction to Graphics Pipeline.
CIS 581 Interactive Computer Graphics (slides based on Dr. Han-Wei Shen’s slides) Instructor: Rick Parent Credit: 4 Class: MWF 10:30.
Research & Innovation 1 An Industry Perspective on VVG Research Oliver Grau BBC Research & Innovation VVG SUMMER SCHOOL '07.
Computer Graphics An Introduction. Computer Graphics 26/9/2008Lecture 12 What’s this course all about? We will cover… Graphics programming and algorithms.
1 Perception, Illusion and VR HNRS 299, Spring 2008 Lecture 19 Other Graphics Considerations Review.
1 Chapter 1: Graphics Systems and Models. 2 Applications of C. G. – 1/4 Display of information Maps GIS (geographic information system) CT (computer tomography)
Real-time Rendering of Dynamic Vegetation Alexander Kusternig Vienna University Of Technology.
Introduction to 3D Computer Graphics and Virtual Reality McConnell text.
1 Perception and VR MONT 104S, Spring 2008 Lecture 22 Other Graphics Considerations Review.
Introduction to Haptic Rendering JPL - Virtual Environments Laboratory California Institute of Technology ( Cagatay Basdogan,
University of Illinois at Chicago Electronic Visualization Laboratory (EVL) CS 426 Intro to 3D Computer Graphics © 2003, 2004, 2005 Jason Leigh Electronic.
Technology and Historical Overview. Introduction to 3d Computer Graphics  3D computer graphics is the science, study, and method of projecting a mathematical.
Computer Graphics Computer Graphics is everywhere: Visual system is most important sense: High bandwidth Natural communication Fast developments in Hardware.
Invitation to Computer Science 5th Edition
Computer Graphics An Introduction. What’s this course all about? 06/10/2015 Lecture 1 2 We will cover… Graphics programming and algorithms Graphics data.
TERRAIN SET09115 Intro to Graphics Programming. Breakdown  Basics  What do we mean by terrain?  How terrain rendering works  Generating terrain 
CS447/ Realistic Rendering -- Radiosity Methods-- Introduction to 2D and 3D Computer Graphics.
INTRODUCTION INTRODUCTION Computer Graphics: As objects: images generated and/or displayed by computers. As a subject: the science of studying how to generate.
CSC 461: Lecture 3 1 CSC461 Lecture 3: Models and Architectures  Objectives –Learn the basic design of a graphics system –Introduce pipeline architecture.
Adaptively Sampled Distance Fields Representing Shape for Computer Graphics Ronald N. Perry and Sarah F. Frisken Mitsubishi Electric Research Laboratories.
Rendering Overview CSE 3541 Matt Boggus. Rendering Algorithmically generating a 2D image from 3D models Raster graphics.
Digital Sound Ming C. Lin Department of Computer Science University of North Carolina
1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science.
Computer Graphics The Rendering Pipeline - Review CO2409 Computer Graphics Week 15.
Interactive Visualization of Exceptionally Complex Industrial CAD Datasets Andreas Dietrich Ingo Wald Philipp Slusallek Computer Graphics Group Saarland.
1 The Rendering Pipeline. CS788 Topic of HCI 2 Outline  Introduction  The Graphics Rendering Pipeline  Three functional stages  Example  Bottleneck.
COMPUTER GRAPHICS CSCI 375. What do I need to know?  Familiarity with  Trigonometry  Analytic geometry  Linear algebra  Data structures  OOP.
1 Perception and VR MONT 104S, Fall 2008 Lecture 21 More Graphics for VR.
Medical Illustrations are the standard for publishing and documenting medical procedures, teaching illustrations, instructional films, and legal proceedings.
- Laboratoire d'InfoRmatique en Image et Systèmes d'information
Advanced Computer Graphics Spring 2014 K. H. Ko School of Mechatronics Gwangju Institute of Science and Technology.
Global Illumination. Local Illumination  the GPU pipeline is designed for local illumination  only the surface data at the visible point is needed to.
Subject Name: Computer Graphics Subject Code: Textbook: “Computer Graphics”, C Version By Hearn and Baker Credits: 6 1.
Bounding Volume Hierarchy. The space within the scene is divided into a grid. When a ray travels through a scene, it only passes a few boxes within the.
Discontinuous Displacement Mapping for Volume Graphics, Volume Graphics 2006, July 30, Boston, MA Discontinuous Displacement Mapping for Volume Graphics.
CS559: Computer Graphics Final Review Li Zhang Spring 2010.
컴퓨터 그래픽스 Real-time Rendering 1. Introduction.
Honours Graphics 2008 Session 5. Today’s focus Rasterization Visibility determination Coarse / fine visibility determination.
COMPUTER GRAPHICS CS 482 – FALL 2015 SEPTEMBER 29, 2015 RENDERING RASTERIZATION RAY CASTING PROGRAMMABLE SHADERS.
1 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 Models and Architectures 靜宜大學 資訊工程系 蔡奇偉 副教授 2012.
Instructor: Dr. Shereen Aly Taie 1.  Broad introduction to Computer Graphics ◦ Software ◦ Hardware ◦ Applications  CAD برامج التصميم 2.
Computer Graphics Ken-Yi Lee National Taiwan University (the slides are adapted from Bing-Yi Chen and Yung-Yu Chuang)
Veysi ISLER, Department of Computer Engineering, Middle East Technical University, Ankara, TURKEY Spring
HAPTIC SYSTEMS.
Applications and Rendering pipeline
1 Geometry for Game. Geometry Geometry –Position / vertex normals / vertex colors / texture coordinates Topology Topology –Primitive »Lines / triangles.
- Introduction - Graphics Pipeline
Chapter 1 An overview on Computer Graphics
Spatial Thinking in Non-design Areas
Introduction to Graphics Modeling
3D Graphics Rendering PPT By Ricardo Veguilla.
Computer Graphics : Introduction
The Graphics Rendering Pipeline
Interactive Computer Graphics
Chapter 14 Shading Models.
Chapter 14 Shading Models.
Adding Surface Detail 고려대학교 컴퓨터 그래픽스 연구실.
Adding Surface Detail 고려대학교 컴퓨터 그래픽스 연구실.
Presentation transcript:

SURGICAL SIMULATIONS: IT’S ALL IN A GAME ! Gaming techniques for medical applications. V. Kotamraju, S. Payandeh, J. Dill Experimental Robotics Laboratory, Simon Fraser University. Abstract ABSTRACT SUMMARY Several computer game development techniques can be adapted for surgical simulation. The choice and implementation of a technique must be based on application requirements. render update control interaction computation and display SURGICAL SIMULATIONS real-time data GAME PROGRAMMING Computer games have come a long way since A.S. Douglas' Tic-Tac-Toe in 1952, evolving into a well-understood set of methods, including recent developments in realism and immersiveness for game scenarios. Surgical Simulation, on the other hand, has barely a decade of technological development. Surgical techniques have evolved from direct hands-on maneuvers to indirect minimal-access procedures like Laparoscopy, involving video cameras to show the surgeon the instruments and operating site. Learning these techniques is difficult, but recent advances in computer technology have allowed development of virtual training environments to help the surgeon-to-be. The common component of virtual reality provides an opportunity to apply game programming ideas to such training environments. This poster outlines key techniques in 3D game applications that can enhance current surgical simulation technology. TEXTURE MAPPING Wraps image on surface model. Provides data or patient-specific view. Adds realism. 3D texture arrays contain original data. Dynamic local 2D arrays contain visible surface data. PARTICLE SYSTEMS Dynamic, time-dependent, unconnected mass points. Particles originate, move and die. Stochastic modeling used to control particles. Velocity based on blood-vessel properties. Particle motion influenced by force-field. Simulation of blood-flow and blood-clot. DESIGN PATTERNS Abstract systems of interaction. Between classes, objects, and communication flow. Use object-oriented programming. Provide model reusability. Programming patterns: Spatial index, factory, singleton. Usability patterns: State, focus, progress. SURGICAL SIMULATION FRAMEWORK Deformable modeling. Collision detection and response. Visual and haptic feedback. NETWORK PROGRAMMING Client-server and multi-player systems. Remote surgical training. High performance computing systems. High-speed networks, Grids. USER INPUT Hardware dependency. Keyboard, mouse. Haptics: 6 DOF, force and torque feedback. Organ-force response to users. ARTIFICIAL INTELLIGENCE Finite State Machines: Analyze surgical motions. Path Planning: Guide trajectory of tool. Fuzzy logic: Measure surgical competence. SHADING Illumination (light and shadows). Adds visual details. Components: Ambient, diffuse, specular. Per-vertex or per-pixel. Phong model: Vertex-normal interpolation for face. For curved surfaces. Light mapping: Light effects on base texture. GEOMETRICAL TECHNIQUES Collision detection. Point-inclusion, ray intersection, convex hull. Sweep and prune: Variants for multiple-object collisions. Triangle reduction: Vertex or edge collapse. Progressive mesh. Selection of LOD. Load-time tuning of hardware. PERFORMANCE TUNING Analysis: Profiling, bottlenecks (time, memory). Uniprocessor: Hierarchical structures. Multiprocessors: Parallel processing. Communication bottleneck. Graphics Processing Unit, Parallel Processing Unit. LEVEL OF DETAIL Scene described at multiple resolutions. Discrete (pre-computed) or continuous (on-the-fly). Fast and realistic rendering. Efficient GPU utilization. ‘Popping’ may occur, unsuitable for single, large models. * Images reproduced from existing publications. References provided as handout. * Visibility determination clipping, culling, occlusion testing. Resolution determination LOD analysis. Transformation and lighting Rasterization THE GRAPHICS PIPELINE data-parallel function-parallel * * * * * * parallels pipeline