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Carlos Buchart

Researcher at University of Navarra

Publications -  11
Citations -  95

Carlos Buchart is an academic researcher from University of Navarra. The author has contributed to research in topics: Delaunay triangulation & Point cloud. The author has an hindex of 4, co-authored 11 publications receiving 85 citations. Previous affiliations of Carlos Buchart include Tecnun & Centro de Estudios e Investigaciones Técnicas de Gipuzkoa.

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Journal ArticleDOI

A Brain Surgery Simulator

TL;DR: A proposed real-time neurosurgery simulator handles skull drilling and surgical interaction with the brain by developing and combination of areas such as collision handling, haptic rendering, physical simulation, and volumetric visualization.
Journal ArticleDOI

Maxillofacial surgery simulation using a mass-spring model derived from continuum and the scaled displacement method

TL;DR: A new mass-spring model (MSM) equivalent to a linear finite element (FE) model for cubic elements is derived and the scaled displacement method is proposed as a new method to perform the simulation more realistically.
Journal ArticleDOI

GPU local triangulation: an interpolating surface reconstruction algorithm

TL;DR: The main objective of this research is the generation of a GPU interpolating reconstruction based on local Delaunay triangulations, inspired by a pre‐existing reconstruction algorithm.
Proceedings ArticleDOI

Hybrid Visualization for Maxillofacial Surgery Planning and Simulation

TL;DR: This paper studies the specific requirements of a maxillofacial surgery simulation tool for facial appearance prediction and proposes a hybrid volumetric and polygonal visualization for the planning stage, as well as a scheme for surgery definition in 2D.
Proceedings ArticleDOI

A GPU interpolating reconstruction from unorganized points

TL;DR: The main objective of this work is the generation of a GPU interpolating reconstruction method by using local Delaunay triangulations, and developed GPU suitable methods to replace those steps which could not to be implemented in graphics hardware.