TY - GEN
T1 - Fast prototyping of virtual reality based surgical simulators with physX-enabled GPU
AU - Pang, Wai Man
AU - Qin, Jing
AU - Chui, Yim Pan
AU - Heng, Pheng Ann
PY - 2010/11/8
Y1 - 2010/11/8
N2 - We present our experience in fast prototyping of a series of important but computation-intensive functionalities in surgical simulators based on newly released PhysX-enabled GPU. We focus on soft tissue deformation and bleeding simulation, as they are essential but have previously been difficult to be rapidly prototyped. A multilayered soft tissue deformation model is implemented by extending the hardware-accelerated mass-spring system (MSS) in PhysX engine. To ensure accuracy, we configure spring parameters in an analytic way and integrate a fast volume preservation method to overcome the volume loss problem in MSS. Fast bleeding simulation with consideration of both patient behavior and mechanical dynamics is introduced. By making use of the PhysX built-in SPH-based fluid solver with careful assignment of parameters, realistic yet efficient bleeding effects can be achieved. Experimental results demonstrate that our approaches can achieve both interactive frame rates and convincing visual effects even when complex models are involved.
AB - We present our experience in fast prototyping of a series of important but computation-intensive functionalities in surgical simulators based on newly released PhysX-enabled GPU. We focus on soft tissue deformation and bleeding simulation, as they are essential but have previously been difficult to be rapidly prototyped. A multilayered soft tissue deformation model is implemented by extending the hardware-accelerated mass-spring system (MSS) in PhysX engine. To ensure accuracy, we configure spring parameters in an analytic way and integrate a fast volume preservation method to overcome the volume loss problem in MSS. Fast bleeding simulation with consideration of both patient behavior and mechanical dynamics is introduced. By making use of the PhysX built-in SPH-based fluid solver with careful assignment of parameters, realistic yet efficient bleeding effects can be achieved. Experimental results demonstrate that our approaches can achieve both interactive frame rates and convincing visual effects even when complex models are involved.
UR - http://www.scopus.com/inward/record.url?scp=78049381327&partnerID=8YFLogxK
U2 - 10.1007/978-3-642-14484-4_15
DO - 10.1007/978-3-642-14484-4_15
M3 - Conference article published in proceeding or book
SN - 3642144837
SN - 9783642144837
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 176
EP - 188
BT - Transactions on Edutainment IV
T2 - 5th International Conference on E-learning and Games, Edutainment 2010
Y2 - 1 August 2010 through 1 August 2010
ER -