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Adaptive techniques for real-time haptic and visual simulation of bone dissection

Marco Agus, Andrea Giachetti, Enrico Gobbetti, Gianluigi Zanetti, and Antonio Zorcolo

March 2003

Abstract

Bone dissection is an important component of many surgical procedures. In this paper, we discuss adaptive techniques for providing real-time haptic and visual feedback during a virtual bone dissection simulation. The simulator is being developed as a component of a training system for temporal bone surgery. We harness the difference in complexity and frequency requirements of the visual and haptic simulations by modeling the system as a collection of loosely coupled concurrent components. The haptic component exploits a multi-resolution representation of the first two moments of the bone characteristic function to rapidly compute contact forces and determine bone erosion. The visual component uses a time-critical particle system evolution method to simulate secondary visual effects, such as bone debris accumulation, blooding, irrigation, and suction.

Reference and download information

Marco Agus, Andrea Giachetti, Enrico Gobbetti, Gianluigi Zanetti, and Antonio Zorcolo. Adaptive techniques for real-time haptic and visual simulation of bone dissection. In IEEE Virtual Reality Conference. Pages 102-109. IEEE Computer Society Press, March 2003.

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Bibtex citation record

@InProceedings{Agus:2003:ATR,
    author = {Marco Agus and Andrea Giachetti and Enrico Gobbetti and Gianluigi Zanetti and Antonio Zorcolo},
    title = {Adaptive techniques for real--time haptic and visual simulation of bone dissection},
    booktitle = {IEEE Virtual Reality Conference},
    pages = {102--109},
    publisher = {IEEE Computer Society Press},
    address = {Conference held in Los Angeles, CA, USA, March 22--26},
    month = {March},
    year = {2003},
    abstract = { Bone dissection is an important component of many surgical procedures. In this paper, we discuss adaptive techniques for providing real-time haptic and visual feedback during a virtual bone dissection simulation. The simulator is being developed as a component of a training system for temporal bone surgery. We harness the difference in complexity and frequency requirements of the visual and haptic simulations by modeling the system as a collection of loosely coupled concurrent components. The haptic component exploits a multi-resolution representation of the first two moments of the bone characteristic function to rapidly compute contact forces and determine bone erosion. The visual component uses a time-critical particle system evolution method to simulate secondary visual effects, such as bone debris accumulation, blooding, irrigation, and suction.},
    url = {http://vic.crs4.it/vic/cgi-bin/bib-page.cgi?id='Agus:2003:ATR'},
}