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Open AccessJournal ArticleDOI

Spring: a general framework for collaborative, real-time surgical simulation.

TLDR
A real-time surgical simulation system with soft-tissue modeling and multi-user, multi-instrument, networked haptics, which allows for the relatively easy introduction of patient-specific anatomy and supports many common file formats.
Abstract
We describe the implementation details of a real-time surgical simulation system with soft-tissue modeling and multi-user, multi-instrument, networked haptics. The simulator is cross-platform and runs on various Unix and Windows platforms. It is written in C++ with OpenGL for graphics; GLUT, GLUI, and MUI for user interface; and supports parallel processing. It allows for the relatively easy introduction of patient-specific anatomy and supports many common file formats. It performs soft-tissue modeling, some limited rigid-body dynamics, and suture modeling. The simulator interfaces to many different interaction devices and provides for multi-user, multi-instrument collaboration over the Internet. Many virtual tools have been created and their interactions with tissue have been implemented. In addition, a number of extra features, such as voice input/output, real-time texture-mapped video input, stereo and head-mounted display support, and replicated display facilities are presented.

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Citations
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Journal ArticleDOI

The Role of Haptics in Medical Training Simulators: A Survey of the State of the Art

TL;DR: In this article, the role of haptics in virtual medical training applications is discussed, where haptic feedback can be used to aid a practitioner to learn and practice a task.
Proceedings Article

SOFA--an open source framework for medical simulation.

TL;DR: This paper highlights the key concepts of the SOFA architecture and illustrates its potential through a series of examples and reuse and easily compare a variety of available methods.
Journal ArticleDOI

A survey of surgical simulation: applications, technology, and education

TL;DR: A survey of current surgical simulator systems is conducted, the components of a simulator are described, current research directions are discussed, and key research questions are identified.
Book ChapterDOI

ArtiSynth: A Fast Interactive Biomechanical Modeling Toolkit Combining Multibody and Finite Element Simulation

TL;DR: ArtiSynth is an open source, Java-based biomechanical simulation environment for modeling complex anatomical systems composed of both rigid and deformable structures that provides forward simulation capabilities that combine multibody and finite element models.
Journal ArticleDOI

GPU-based real-time soft tissue deformation with cutting and haptic feedback.

TL;DR: The contributions described in this article share a common underlying model of deformation and rely on GPU implementations to significantly improve computation times, which ensures coherent results as well as efficient, robust and flexible solutions.
References
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Proceedings ArticleDOI

Surface simplification using quadric error metrics

TL;DR: This work has developed a surface simplification algorithm which can rapidly produce high quality approximations of polygonal models, and which also supports non-manifold surface models.
Proceedings ArticleDOI

OBBTree: a hierarchical structure for rapid interference detection

TL;DR: A data structure and an algorithm for efficient and exact interference detection amongst complex models undergoing rigid motion that can robustly and accurately detect all the contacts between large complex geometries composed of hundreds of thousands of polygons at interactive rates are presented.
Proceedings ArticleDOI

Large steps in cloth simulation

TL;DR: A cloth simulation system that can stably take large time steps is described, which is significantly faster than previous accounts of cloth simulation systems in the literature.
Journal ArticleDOI

Efficient collision detection of complex deformable models using AABB trees

TL;DR: A way to speed up overlap tests between AABBs, such that for collision detection of rigid models, the difference in performance between the two representations is greatly reduced.
Journal ArticleDOI

Physically‐based facial modelling, analysis, and animation

TL;DR: A new 3D hierarchical model of the human face is developed that incorporates a physically-based approximation to facial tissue and a set of anatomically-motivated facial muscle actuators and is efficient enough to produce facial animation at interactive rates on a high-end graphics workstation.
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