432 research outputs found

    Implicit Representations of the Human Intestines for Surgery Simulation

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    International audienceIn this paper, we propose a modeling of the intestines by implicit surfaces for abdominal surgery simulation. The difficulty of such a simulation comes from the animation of the intestines. As a matter of fact, the intestines are a very long tube that is not isotropically elastic, and that bends over itself at various spots, creating multiple self-contacts. We use a multiple component model for the intestines: The first component is a mechanical model of their axis; the second component is a specific sphere-based model to manage collisions and self-collisions; and the third component is a skinning model to define their volume. This paper focuses on the better representation for skinning the intestines. We compare two implicit models: Surfaces defined by point-skeletons and convolution surfaces. A direct application of this simulation is the training of a typical surgical gesture to move apart the intestines in order to reach certain areas of the abdomen

    High-quality tree structures modelling using local convolution surface approximation

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    In this paper, we propose a local convolution surface approximation approach for quickly modelling tree structures with pleasing visual effect. Using our proposed local convolution surface approximation, we present a tree modelling scheme to create the structure of a tree with a single high-quality quad-only mesh. Through combining the strengths of the convolution surfaces, subdivision surfaces and GPU, our tree modelling approach achieves high efficiency and good mesh quality. With our method, we first extract the line skeletons of given tree models by contracting the meshes with the Laplace operator. Then we approximate the original tree mesh with a convolution surface based on the extracted skeletons. Next, we tessellate the tree trunks represented by convolution surfaces into quad-only subdivision surfaces with good edge flow along the skeletal directions. We implement the most time-consuming subdivision and convolution approximation on the GPU with CUDA, and demonstrate applications of our proposed approach in branch editing and tree composition

    Embedded Implicit Stand-ins for Animated Meshes: a Case of Hybrid Modelling

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    In this paper we address shape modelling problems, encountered in computer animation and computer games development that are difficult to solve just using polygonal meshes. Our approach is based on a hybrid modelling concept that combines polygonal meshes with implicit surfaces. A hybrid model consists of an animated polygonal mesh and an approximation of this mesh by a convolution surface stand-in that is embedded within it or is attached to it. The motions of both objects are synchronised using a rigging skeleton. This approach is used to model the interaction between an animated mesh object and a viscoelastic substance, normally modelled in implicit form. The adhesive behaviour of the viscous object is modelled using geometric blending operations on the corresponding implicit surfaces. Another application of this approach is the creation of metamorphosing implicit surface parts that are attached to an animated mesh. A prototype implementation of the proposed approach and several examples of modelling and animation with near real-time preview times are presented

    08221 Abstracts Collection -- Geometric Modeling

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    From May 26 to May 30 2008 the Dagstuhl Seminar 08221 ``Geometric Modeling\u27\u27 was held in the International Conference and Research Center (IBFI), Schloss Dagstuhl. During the seminar, several participants presented their current research, and ongoing work and open problems were discussed. Abstracts of the presentations given during the seminar as well as abstracts of seminar results and ideas are put together in this paper. The first section describes the seminar topics and goals in general. Links to extended abstracts or full papers are provided, if available

    Implicit Modelling Using Subdivision-curves

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    International audienceTo remain an attractive model, skeleton-based implicit surfaces have to allow the design and display of shapes at interactive rates. This paper focuses on surfaces whose skeletons are graphs of interconnected curves. We present subdivision-curve primitives that rely on convolution for generating bulge-free and crease-free implicit surfaces. These surfaces are efficiently yet correctly displayed using local meshes around each curve that locally overlap in blending regions. Subdivision-curve primitives offer a practical solution to the unwanted-blending problem that ensures C1C^1 continuity everywhere. Moreover, they can be used to generate representations at different levels of detail, enabling the interactive display of at least a coarse version of the objects, whatever the performance of the workstation. We also present a practical solution to the unwanted blending problem, used to avoid blending between parts of the surface that do not correspond to neighbouring skeletal elements

    Implicit Blending Revisited

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    International audienceBlending is both the strength and the weakness of functionally based implicit surfaces (such as F-reps or softobjects). While it gives them the unique ability to smoothly merge into a single, arbitrary shape, it makes implicit modelling hard to control since implicit surfaces blend at a distance, in a way that heavily depends on the slope of the field functions that define them. This paper presents a novel, generic solution to blending of functionally-based implicit surfaces: the insight is that to be intuitive and easy to control, blends should be located where two objects overlap, while enabling other parts of the objects to come as close to each other as desired without being deformed. Our solution relies on automatically defined blending regions around the intersection curves between two objects. Outside of these volumes, a clean union of the objects is computed thanks to a new operator that guarantees the smoothness of the resulting field function; meanwhile, a smooth blend is generated inside the blending regions. Parameters can automatically be tuned in order to prevent small objects from blurring out when blended into larger ones, and to generate a progressive blend when two animated objects come in contact

    High-performance geometric vascular modelling

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    Image-based high-performance geometric vascular modelling and reconstruction is an essential component of computer-assisted surgery on the diagnosis, analysis and treatment of cardiovascular diseases. However, it is an extremely challenging task to efficiently reconstruct the accurate geometric structures of blood vessels out of medical images. For one thing, the shape of an individual section of a blood vessel is highly irregular because of the squeeze of other tissues and the deformation caused by vascular diseases. For another, a vascular system is a very complicated network of blood vessels with different types of branching structures. Although some existing vascular modelling techniques can reconstruct the geometric structure of a vascular system, they are either time-consuming or lacking sufficient accuracy. What is more, these techniques rarely consider the interior tissue of the vascular wall, which consists of complicated layered structures. As a result, it is necessary to develop a better vascular geometric modelling technique, which is not only of high performance and high accuracy in the reconstruction of vascular surfaces, but can also be used to model the interior tissue structures of the vascular walls.This research aims to develop a state-of-the-art patient-specific medical image-based geometric vascular modelling technique to solve the above problems. The main contributions of this research are:- Developed and proposed the Skeleton Marching technique to reconstruct the geometric structures of blood vessels with high performance and high accuracy. With the proposed technique, the highly complicated vascular reconstruction task is reduced to a set of simple localised geometric reconstruction tasks, which can be carried out in a parallel manner. These locally reconstructed vascular geometric segments are then combined together using shape-preserving blending operations to faithfully represent the geometric shape of the whole vascular system.- Developed and proposed the Thin Implicit Patch method to realistically model the interior geometric structures of the vascular tissues. This method allows the multi-layer interior tissue structures to be embedded inside the vascular wall to illustrate the geometric details of the blood vessel in real world

    Higher-order block-structured hex meshing of tubular structures

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    Numerical simulations of the cardiovascular system are growing in popularity due to the increasing availability of computational power, and their proven contribution to the understanding of pathodynamics and validation of medical devices with in-silico trials as a potential future breakthrough. Such simulations are performed on volumetric meshes reconstructed from patient-specific imaging data. These meshes are most often unstructured, and result in a brutally large amount of elements, significantly increasing the computational complexity of the simulations, whilst potentially adversely affecting their accuracy. To reduce such complexity, we introduce a new approach for fully automatic generation of higher-order, structured hexahedral meshes of tubular structures, with a focus on healthy blood vessels. The structures are modeled as skeleton-based convolution surfaces. From the same skeleton, the topology is captured by a block-structure, and the geometry by a higher-order surface mesh. Grading may be induced to obtain tailored refinement, thus resolving, e.g., boundary layers. The volumetric meshing is then performed via transfinite mappings. The resulting meshes are of arbitrary order, their elements are of good quality, while the spatial resolution may be as coarse as needed, greatly reducing computing time. Their suitability for practical applications is showcased by a simulation of physiological blood flow modelled by a generalised Newtonian fluid in the human aorta
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