374 research outputs found

    WebGL-Based Simulation of Bone Removal in Surgical Orthopeadic Procedures

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    The effective role of virtual reality simulators in surgical operations has been demonstrated during the last decades. The proposed work has been done to give a perspective of the actual orthopeadic surgeries such as a total shoulder arthroplasty with low incidence and visibility of the operation to the surgeon. The research in this thesis is focused on the design and implementation of a web-based graphical feedback for a total shoulder arthroplasty (TSA) surgery. For portability of the simulation and powerful 3D programming features, WebGL is being applied. To simulate the reaming process of the shoulder bone, multiple steps has been passed to be able to remove the volumetric amount of bone which was touched by the reamer tool. A fast and accurate collision detection algorithm utilizing Möller –Trumbore ray-triangle method was implemented to detect the first collision of the bone and the tool in order to accelerate the computations for the bone removal process. Once the collision detected, a mesh Boolean operation using CSG method is being invoked to calculate the volumetric amount of bone which is intersected with the tool and should be removed. This work involves the user interaction to transform the tool in a Three.js scene for the simulated operation

    Web-based Simulation and Training Environment for Laparoscopic Camera Calibration

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    Endoscopic cameras are increasingly employed in image-guidance procedures, where the video images must be registered to data from other modalities. However, such cameras are susceptible to distortions, requiring calibration before images can be used for registration, tracking and 3D reconstruction. Camera calibration is learned in a laboratory setting, where configuring and adjusting the physical setup is tedious and not necessarily conducive to learning. A centralized resource that utilizes 3D interactive components needs to be available for training on camera calibration. In this project, a web-based training environment for camera calibration is implemented called SimCAM. SimCAM was developed using the Web Graphics Library (WebGL), Open Computer Vision (OpenCV) library, and custom software components. WebGL and OpenCV were used to simulate camera distortions and the calibration task. The main contributions include the implementation and validation of SimCAM. SimCAM was validated with a content validity study, where it was found to be useful as an introduction to camera calibration. Future work involves improving the supporting material and implementing more features, such as uncertainty propogation

    Distributed Control with Web-based 3D Visualization using Kinematics Analysis for IoRT

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    The use of graphical user interface in web platform has been increasing in the recent decades. The concept of Internet of Robotic Things (IoRT) integrates heterogenous intelligent devices into a distributed architecture of platforms. This research is conducted to deliver proof of concept of distributed control of 2 DOF robot manipulator with web-based 3D visualization. The 3D modeling was developed using Three.js and the WebGL library. Synchronization was made using WebSocket communication on TCP network layer. This protocol allowed 3D mesh data broadcasted from web interface to manipulator with average response 7.86 ms. Moreover, using Denavit-Hartenberg convention, kinematic model facilitates the convention of end-effector position data into angular form and vice versa. The error percentage at a joint 1 is 4% and joint 2 of 2.96%. The error occurs because of the characteristic of inverse function called singularity in which the application value in each joint has the input values of and respectively to get the end-effector position on the 2 DoF Manipulator Robot

    SEGMENT3D: A Web-based Application for Collaborative Segmentation of 3D images used in the Shoot Apical Meristem

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    The quantitative analysis of 3D confocal microscopy images of the shoot apical meristem helps understanding the growth process of some plants. Cell segmentation in these images is crucial for computational plant analysis and many automated methods have been proposed. However, variations in signal intensity across the image mitigate the effectiveness of those approaches with no easy way for user correction. We propose a web-based collaborative 3D image segmentation application, SEGMENT3D, to leverage automatic segmentation results. The image is divided into 3D tiles that can be either segmented interactively from scratch or corrected from a pre-existing segmentation. Individual segmentation results per tile are then automatically merged via consensus analysis and then stitched to complete the segmentation for the entire image stack. SEGMENT3D is a comprehensive application that can be applied to other 3D imaging modalities and general objects. It also provides an easy way to create supervised data to advance segmentation using machine learning models

    WebGL-sovellusten suorituskyvyn optimointi pullonkaulojen tunnistamisen ja ratkaisemisen avulla

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    Browser based 3D applications have become more popular since the introduction of the Web Graphics Library (WebGL). However, they have some unique characteristics, such as the inability to access the local file system and the requirement to be executed in the browser’s scripting environment. These characteristics can introduce performance bottlenecks, and WebGL applications are also vulnerable to the same bottlenecks as traditional 3D applications. In this thesis, we aim to provide guidelines for designing WebGL applications by conducting a background survey and creating a benchmarking platform. Our experiments showed that loading model data from the browser’s execution environment to the GPU has the biggest impact on performance. Therefore, we recommend focusing on minimizing the amount of data that needs to be added to the scene when designing 3D WebGL applications. Additionally, we found that the amount of data rendered affects the severity of performance drops when loading model data to the GPU, and suggest actively managing the scene by only including relevant data in the rendering pipeline

    Interactive Web-based Calculus Tutorials

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    Programs exist, such as Maple, which enable developers to create tutorial applications that use a computer algebra system for complex calculus computations involved in generating problems, checking student responses and generating interactive 2D and 3D plots which are static or animated. However, only some of these applications can be embedded in a webpage. In response, this project has developed browser-based tutorials for the MYMathApps Calculus [1] text which generate random calculus problems for students to solve, check their responses (including all intermediate steps) and give helpful feedback. Many tutorials include professional quality 2D and 3D graphics (static and animated) that are interactive in that students can plot their own functions, rotate or drag objects with a mouse, change colors (for accessibility) and add or remove objects from the plot. Generating problems and checking answers is done using the Sage [2] computer algebra system. The graphics are made with three.js [3], a powerful WebGL-based JavaScript library. Math is displayed in LaTeX using MathJax [4]. User answers are parsed by MathLex [5] so they can be displayed in Latex and sent to the Sage server. The web page is written in HTML5, CSS and JavaScript using Node.js [6] and React [7]

    Gallery of interactive applications with 3D components

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    This thesis has the intention of exploring the potential of cutting-edge web technologies for creating immersive 3D experiences in the browser. This exploration will review diff erent available technologies, and end up taking the form of a gallery of interactive applications, evaluated for user experience and optimized for performance. The results demonstrate the potential of these technologies for web-based 3D graphics and interactive applications
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