4,926 research outputs found
NOViSE: a virtual natural orifice transluminal endoscopic surgery simulator
Purpose: Natural Orifice Transluminal Endoscopic Surgery (NOTES) is a novel technique in minimally invasive surgery whereby a flexible endoscope is inserted via a natural orifice to gain access to the abdominal cavity, leaving no external scars. This innovative use of flexible endoscopy creates many new challenges and is associated with a steep learning curve for clinicians. Methods: We developed NOViSE - the first force-feedback enabled virtual reality simulator for NOTES training supporting a flexible endoscope. The haptic device is custom built and the behaviour of the virtual flexible endoscope is based on an established theoretical framework – the Cosserat Theory of Elastic Rods. Results: We present the application of NOViSE to the simulation of a hybrid trans-gastric cholecystectomy procedure. Preliminary results of face, content and construct validation have previously shown that NOViSE delivers the required level of realism for training of endoscopic manipulation skills specific to NOTES Conclusions: VR simulation of NOTES procedures can contribute to surgical training and improve the educational experience without putting patients at risk, raising ethical issues or requiring expensive animal or cadaver facilities. In the context of an experimental technique, NOViSE could potentially facilitate NOTES development and contribute to its wider use by keeping practitioners up to date with this novel surgical technique. NOViSE is a first prototype and the initial results indicate that it provides promising foundations for further development
Neural Volumetric Blendshapes: Computationally Efficient Physics-Based Facial Blendshapes
Computationally weak systems and demanding graphical applications are still
mostly dependent on linear blendshapes for facial animations. The accompanying
artifacts such as self-intersections, loss of volume, or missing soft tissue
elasticity can be avoided by using physics-based animation models. However,
these are cumbersome to implement and require immense computational effort. We
propose neural volumetric blendshapes, an approach that combines the advantages
of physics-based simulations with realtime runtimes even on consumer-grade
CPUs. To this end, we present a neural network that efficiently approximates
the involved volumetric simulations and generalizes across human identities as
well as facial expressions. Our approach can be used on top of any linear
blendshape system and, hence, can be deployed straightforwardly. Furthermore,
it only requires a single neutral face mesh as input in the minimal setting.
Along with the design of the network, we introduce a pipeline for the
challenging creation of anatomically and physically plausible training data.
Part of the pipeline is a novel hybrid regressor that densely positions a skull
within a skin surface while avoiding intersections. The fidelity of all parts
of the data generation pipeline as well as the accuracy and efficiency of the
network are evaluated in this work. Upon publication, the trained models and
associated code will be released
Physically-based forehead animation including wrinkles
Physically-based animation techniques enable more realistic and accurate animation to be created. We present a fully physically-based approach for efficiently producing realistic-looking animations of facial movement, including animation of expressive wrinkles. This involves simulation of detailed voxel-based models using a graphics processing unit-based total Lagrangian explicit dynamic finite element solver with an anatomical muscle contraction model, and advanced boundary conditions that can model the sliding of soft tissue over the skull. The flexibility of our approach enables detailed animations of gross and fine-scale soft-tissue movement to be easily produced with different muscle structures and material parameters, for example, to animate different aged skins. Although we focus on the forehead, our approach can be used to animate any multi-layered soft body
Final Report to NSF of the Standards for Facial Animation Workshop
The human face is an important and complex communication channel. It is a very familiar and sensitive object of human perception. The facial animation field has increased greatly in the past few years as fast computer graphics workstations have made the modeling and real-time animation of hundreds of thousands of polygons affordable and almost commonplace. Many applications have been developed such as teleconferencing, surgery, information assistance systems, games, and entertainment. To solve these different problems, different approaches for both animation control and modeling have been developed
FLSH -- Friendly Library for the Simulation of Humans
Computer models of humans are ubiquitous throughout computer animation and
computer vision. However, these models rarely represent the dynamics of human
motion, as this requires adding a complex layer that solves body motion in
response to external interactions and according to the laws of physics. FLSH is
a library that facilitates this task for researchers and developers who are not
interested in the nuisances of physics simulation, but want to easily integrate
dynamic humans in their applications. FLSH provides easy access to three
flavors of body physics, with different features and computational complexity:
skeletal dynamics, full soft-tissue dynamics, and reduced-order modeling of
soft-tissue dynamics. In all three cases, the simulation models are built on
top of the pseudo-standard SMPL parametric body model.Comment: Project website: https://gitlab.com/PabloRamonPrieto/fls
Capture and Modeling of Non-Linear Heterogeneous Soft Tissue
This paper introduces a data-driven representation and modeling technique for simulating non-linear heterogeneous soft tissue. It simplifies the construction of convincing deformable models by avoiding complex selection and tuning of physical material parameters, yet retaining the richness of non-linear heterogeneous behavior. We acquire a set of example deformations of a real object, and represent each of them as a spatially varying stress-strain relationship in a finite-element model. We then model the material by non-linear interpolation of these stress-strain relationships in strain-space. Our method relies on a simple-to-build capture system and an efficient run-time simulation algorithm based on incremental loading, making it suitable for interactive computer graphics applications. We present the results of our approach for several non-linear materials and biological soft tissue, with accurate agreement of our model to the measured data.Engineering and Applied Science
Face
The face is probably the part of the body, which most distinguishes us as individuals. It plays a very important role in many functions, such as speech, mastication, and expression of emotion. In the face, there is a tight coupling between different complex structures, such as skin, fat, muscle, and bone. Biomechanically driven models of the face provide an opportunity to gain insight into how these different facial components interact. The benefits of this insight are manifold, including improved maxillofacial surgical planning, better understanding of speech mechanics, and more realistic facial animations. This chapter provides an overview of facial anatomy followed by a review of previous computational models of the face. These models include facial tissue constitutive relationships, facial muscle models, and finite element models. We also detail our efforts to develop novel general and subject-specific models. We present key results from simulations that highlight the realism of the face models
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