119 research outputs found

    Meshless Mechanics and Point-Based Visualization Methods for Surgical Simulations

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    Computer-based modeling and simulation practices have become an integral part of the medical education field. For surgical simulation applications, realistic constitutive modeling of soft tissue is considered to be one of the most challenging aspects of the problem, because biomechanical soft-tissue models need to reflect the correct elastic response, have to be efficient in order to run at interactive simulation rates, and be able to support operations such as cuts and sutures. Mesh-based solutions, where the connections between the individual degrees of freedom (DoF) are defined explicitly, have been the traditional choice to approach these problems. However, when the problem under investigation contains a discontinuity that disrupts the connectivity between the DoFs, the underlying mesh structure has to be reconfigured in order to handle the newly introduced discontinuity correctly. This reconfiguration for mesh-based techniques is typically called dynamic remeshing, and most of the time it causes the performance bottleneck in the simulation. In this dissertation, the efficiency of point-based meshless methods is investigated for both constitutive modeling of elastic soft tissues and visualization of simulation objects, where arbitrary discontinuities/cuts are applied to the objects in the context of surgical simulation. The point-based deformable object modeling problem is examined in three functional aspects: modeling continuous elastic deformations with, handling discontinuities in, and visualizing a point-based object. Algorithmic and implementation details of the presented techniques are discussed in the dissertation. The presented point-based techniques are implemented as separate components and integrated into the open-source software framework SOFA. The presented meshless continuum mechanics model of elastic tissue were verified by comparing it to the Hertzian non-adhesive frictionless contact theory. Virtual experiments were setup with a point-based deformable block and a rigid indenter, and force-displacement curves obtained from the virtual experiments were compared to the theoretical solutions. The meshless mechanics model of soft tissue and the integrated novel discontinuity treatment technique discussed in this dissertation allows handling cuts of arbitrary shape. The implemented enrichment technique not only modifies the internal mechanics of the soft tissue model, but also updates the point-based visual representation in an efficient way preventing the use of costly dynamic remeshing operations

    KE-formulacija za aplikacije virtualne stvarnosti

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    Virtual reality (VR), as a novel technology, represents one of the most powerful tools to assist or even play the major role in many areas, such as development of new designs, training medical practitioners or assembly operators, entertaining industry, etc. On the other hand, the finite element method (FEM) imposed itself as an essential technical support for the needs of computing flexible bodies’ deformational behavior. FEM together with CAD are important ingredients of VR. In the VR applications that imply interactive simulations with flexible bodies included, the efficiency of FEM formulations is of crucial importance. The paper presents a co-rotational FEM-formulation developed to meet the needs of simulating geometrically nonlinear deformational behavior at interactive frame rates. It is presented here in combination with a rather simple linear tetrahedral element. The formulation is enriched with a coupled-mesh technique to enable the usage of rougher FEM models to compute deformational behavior of complex geometries. The advantages of an iterative solver and the solution procedure for both static and dynamic analyses are discussed.Virtualna stvarnost (VR), kao nova tehnologija, predstavlja jednu od najmoćnijih alatki koje podržavaju rad ili čak igraju glavnu ulogu u mnogim područjima, kao što su razvoj novih dizajna, trening liječnika ili montažera, industrija zabave, itd. S druge strane, metoda konačnih elemenata (MKE) se nametnula kao osnovna tehnička podrška za potrebe proračunavanja deformacijskog ponašanja elastičnih tijela. MKE je zajedno s CAD-om, važan dio VR-a. U VR aplikacijama koje podrazumijevaju interaktivnu simulaciju s elastičnim tijelima, efikasnost MKE formulacije je od presudne važnosti. Rad predstavlja korotacijsku MKE formulaciju razvijenu s ciljem simuliranja geometrijski nelinearnog ponašanja u interaktivnoj domeni. Formulacija je predstavljena u kombinaciji s vrlo jednostavnim linearnim elementom tipa tetraedra. Formulacija je proširena tehnikom spregnutih mreža kako bi se omogućilo korištenje grubljih MKE modela za određivanje deformacijskog ponašanja složenih geometrija. Razmotrene su prednosti iterativnog solvera kao i procedura rješavanja statičke i dinamičke analize

    Doctor of Philosophy in Computing

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    dissertationPhysics-based animation has proven to be a powerful tool for creating compelling animations for film and games. Most techniques in graphics are based on methods developed for predictive simulation for engineering applications; however, the goals for graphics applications are dramatically different than the goals of engineering applications. As a result, most physics-based animation tools are difficult for artists to work with, providing little direct control over simulation results. In this thesis, we describe tools for physics-based animation designed with artist needs and expertise in mind. Most materials can be modeled as elastoplastic: they recover from small deformations, but large deformations permanently alter their rest shape. Unfortunately, large plastic deformations, common in graphical applications, cause simulation instabilities if not addressed. Most elastoplastic simulation techniques in graphics rely on a finite-element approach where objects are discretized into a tetrahedral mesh. Using these approaches, maintaining simulation stability during large plastic flows requires remeshing, a complex and computationally expensive process. We introduce a new point-based approach that does not rely on an explicit mesh and avoids the expense of remeshing. Our approach produces comparable results with much lower implementation complexity. Points are a ubiquitous primitive for many effects, so our approach also integrates well with existing artist pipelines. Next, we introduce a new technique for animating stylized images which we call Dynamic Sprites. Artists can use our tool to create digital assets that interact in a natural, but stylized, way in virtual environments. In order to support the types of nonphysical, exaggerated motions often desired by artists, our approach relies on a heavily modified deformable body simulator, equipped with a set of new intuitive controls and an example-based deformation model. Our approach allows artists to specify how the shape of the object should change as it moves and collides in interactive virtual environments. Finally, we introduce a new technique for animating destructive scenes. Our approach is built on the insight that the most important visual aspects of destruction are plastic deformation and fracture. Like with Dynamic Sprites, we use an example-based model of deformation for intuitive artist control. Our simulator treats objects as rigid when computing dynamics but allows them to deform plastically and fracture in between timesteps based on interactions with the other objects. We demonstrate that our approach can efficiently animate the types of destructive scenes common in film and games. These animation techniques are designed to exploit artist expertise to ease creation of complex animations. By using artist-friendly primitives and allowing artists to provide characteristic deformations as input, our techniques enable artists to create more compelling animations, more easily

    Research on real-time physics-based deformation for haptic-enabled medical simulation

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    This study developed a multiple effective visuo-haptic surgical engine to handle a variety of surgical manipulations in real-time. Soft tissue models are based on biomechanical experiment and continuum mechanics for greater accuracy. Such models will increase the realism of future training systems and the VR/AR/MR implementations for the operating room

    Frictional Contact in Interactive Deformable Environments

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    L\u2019uso di simulazioni garantisce notevoli vantaggi in termini di economia, realismo e di flessibilit\ue0 in molte aree di ricerca e in ambito dello sviluppo tecnologico. Per questo motivo le simulazioni vengono usate spesso in ambiti quali la prototipazione di parti meccaniche, nella pianificazione e nell\u2019addestramento di procedure di assemblaggio e disassemblaggio inoltre, di recente, le simulazioni si sono dimostrate validi strumenti anche nell\u2019assistenza e nell\u2019addestramento ai chirurghi, in particolare nel caso della chirurgia laparoscopica. La chirurgia laparoscopica, infatti, \ue8 considerata lo standard per molte procedure chirurgiche. La principale differenza rispetto alla chirurgia tradizionale risiede nella notevole limitazione che ha il chirurgo nell\u2019interagire e nel percepire l\u2019ambiente in lavora, sia nella vista che nel tatto. Questo rappresenta una forte limitazione per il chirurgo a cui \ue8 richiesta una lunga fase di addestramento prima di poter ottenere la necessaria destrezza per intervenire in laparoscopia con profitto. Queste limitazioni, d\u2019altra parte, rendono la laparoscopia il candidato ideale per l\u2019introduzione della simulazione nell\u2019addestramento. Attualmente sono disponibili in commercio dei software per l\u2019addestramento alla laparoscopia, tuttavia essi sono in genere basati su modelli rigidi, o modelli che comunque mancano del necessario realismo fisico. L\u2019introduzione di modelli deformabili migliorerebbe notevolmente l\u2019accuratezza e il realismo delle simulazioni. Nel caso dell\u2019addestramento il maggior realismo permetterebbe all\u2019utente di acquisire non solo le conoscenze motorie basilari ma anche capacit\ue0 e conoscenze di pi\uf9 alto livello. I corpi rigidi, infatti, rappresentano una buona approssimazione della realt\ue0 solo in situazioni particolari ed entro intervalli di sollecitazioni molto ristretti. Quando si considerano materiali non ingegneristici, come accade nelle simulazioni chirurgiche, le deformazioni non possono essere trascurate senza compromettere irrimediabilmente il realismo dei risultati. L\u2019uso di modelli deformabili tuttavia introduce notevole complessit\ue0 computazionale per il calcolo della fisica che regola le deformazioni e limita fortemente l\u2019uso di dati precalcolati, spesso utilizzati per velocizzare la fase di identificazione delle collisioni tra i corpi. I ritardi dovuti all\u2019uso di modelli deformabili rappresentano un grosso limite soprattutto nelle applicazioni interattive che, per consentire all\u2019utente di interagire con l\u2019ambiente, richiedono il calcolo della simulazione entro intervalli di tempo molto ridotti. In questa tesi viene affrontato il tema della simulazione di ambienti interattivi composti da corpi deformabili che interagiscono con attrito. Vengono analizzati e sviluppati differenti tecniche e metodi per le diverse componenti della simulazione: dalla simulazione di modelli deformabili, agli algoritmi di identificazione e soluzione delle collisioni e alla modellazione e integrazione dell\u2019attrito nella simulazione. In particolare vengono valutati i principali metodi che rappresentano lo stato dell\u2019arte nella modellazione di materiali deformabili. L\u2019analisi considera i fondamenti fisici su cui i modelli si basano e quindi sul grado di realismo che possono garantire in termini di deformazioni modellabili e la semplicit\ue0 d\u2019uso degli stessi (ovvero la facilit\ue0 di comprensione del metodo, la calibrazione del modello e la possibilit\ue0 di adattare il modello a situazioni differenti) ma viene considerata anche la complessit\ue0 computazionale di ciascun metodo in quanto essa rappresenta un fattore estremamente importante nella scelta e nell\u2019uso dei modelli deformabili nelle simulazioni. Il confronto dei differenti modelli e le caratteristiche identificate hanno motivato lo sviluppo di un metodo innovativo per fornire un\u2019interfaccia comune ai vari metodi di simulazione dei tessuti deformabili. Tale interfaccia ha il vantaggio di fornire dei metodi omogenei per la manipolazione dei diversi modelli deformabili. Ci\uf2 garantisce la possibilit\ue0 di scambiare il modello usato per la simulazione delle deformazioni mantenendo inalterati le altre strutture dati e i metodi della simulazione. L\u2019introduzione di tale interfaccia unificata si dimostra particolarmente vantaggiosa in quanto permette l\u2019uso di un solo metodo per l\u2019identificazione delle collisioni per tutti i differenti modelli deformabili. Ci\uf2 semplifica molto l\u2019analisi e la definizione dei requisiti di tale modulo software. L\u2019identificazione delle collisioni tra modelli rigidi generalmente precalcola delle partizioni dello spazio in cui i corpi sono definiti oppure sfrutta la suddivisione del corpo analizzato in parti convesse per velocizzare la simulazione. Nel caso di modelli deformabili non \ue8 possibile applicare tali tecniche a causa dei continui cambiamenti nella configurazione dei corpi. Dopo che le collisioni tra i corpi sono state riconosciute e che i punti di contatto sono stati identificati e necessario risolvere le collisioni tenendo conto della fisica sottostante i contatti. Per garantire il realismo \ue8 necessario assicurare che i corpi non si compenetrino mai e che nella simulazione delle collisioni tutti i fenomeni fisici di interesse coinvolti nel contatto tra i corpi vengano considerati: questi includono le forze elastiche che si esercitano tra i corpi e le forze di attrito che si generano lungo le superfici di contatto. L\u2019innovativo metodo proposto per la soluzione delle collisioni garantisce il realismo della simulazione e l\u2019integrazione con l\u2019interfaccia proposta per la gestione unificata dei modelli. Una caratteristica importante dei tessuti biologici \ue8 il comportamento anisotropico, dovuto, in genere, alla loro struttura fibrosa. In questa tesi viene proposto un nuovo metodo per aggiungere l\u2019anisotropia al comportamento dei modelli massa molla. Il metodo ha il vantaggio di mantenere la velocit\ue0 computazionale e la semplicit\ue0 di implementazione dei modelli massa molla classici e riesce a differenziare efficacemente la risposta del modello alle sollecitazioni lungo le differenti direzioni. Le tecniche descritte sono state integrate in due applicazioni che forniscono la simulazione della fisica di ambienti con corpi deformabili. La prima delle due implementa tutti i metodi descritti per la simulazione dei modelli deformabili, identifica le collisioni con precisione e le risolve fornendo la possibilit\ue0 di scegliere il modello di attrito pi\uf9 adatto, dimostrando cos\uec la fattibilit\ue0 dell\u2019approccio proposto. La limitazione principale di tale simulatore risiede nell\u2019alto tempo di calcolo richiesto per la simulazione dei singoli passi di simulazione. Tale limitazione \ue8 stata superata in una seconda implementazione che sfrutta il parallelismo intrinseco delle simulazioni fisiche per ottimizzare gli algoritmi e che, quindi, riesce a sfruttare al meglio la potenza computazionale delle architetture hardware parallele. Al fine di ottenere le prestazioni richieste per la simulazione di ambienti interattivi con ritorno di forza, la simulazione \ue8 basata su un algoritmo di identificazione delle collisioni semplificato, ma implementa gli altri metodi descritti in questa tesi. L\u2019implementazione parallela sfrutta le capacit\ue0 di calcolo delle moderne schede video munite di processori altamente paralleli e ci\uf2 permette di aggiornare la scena ogni millisecondo. Questo elimina ogni discontinuit\ue0 nel ritorno di forza reso all\u2019utente e nell\u2019aggiornamento della grafica della scena, inoltre garantisce il realismo necessario alla simulazione fisica sottostante. Le applicazioni implementate provano la fattibilit\ue0 della simulazione della fisica di interazioni complesse tra corpi deformabili. Inoltre, l\u2019implementazione parallela della simulazione rappresenta un promettente punto di partenza per la realizzazione di simulazioni interattive che potr\ue0 essere utilizzato in ambiti di ricerca differenti, quali l\u2019addestramento di chirurghi o la prototipazione rapida.The use of simulations provides great advantages in term of economy, realism, and adaptability to user requirements in many research and technological fields. For this reason simulations are currently exploited, for example, in prototyping of machinery parts, in assembly-disassembly test or training and, recently, simulations have also allowed the development of many useful and promising tools for the assistance and learning of surgical procedures. This is particularly true for laparoscopic intervention. Laparoscopy, in fact, represents the gold standard for many surgical procedures. The principal difference from standard surgery is the reduction of the surgeon ability to perceive the surgical scenario, both from visual and tactile point of view. This represents a great limitation for surgeons who undergo long training before being able to perform laparoscopic intervention with proficiency. This, on the other hand, makes laparoscopy an excellent candidate for the use of simulations for training. Some commercial training softwares are already available on the market, but they are usually based on rigid body models that completely lack the physical realism. The introduction of deformable models may leads to a great increment in terms of realism and accuracy. And, in the case of laparoscopy trainer it may allow the user to learn not only basic motor skills, but also higher level capabilities and knowledge. Rigid bodies, in fact, represents a good approximation of reality only in some situations and in very restricted ranges of solicitations. In particular, when non engineering materials are involved, as happens in surgical simulations, deformations cannot be neglected without completely loosing the realism of the environment. The use of deformable models, however, is limited for the high computational costs involved in the computation of the physics undergoing the deformations and because of the reduction in pre computable data in particular for collision detection between bodies. This represents a very limiting factor in interactive environments where, to allow the user to interactively control the virtual bodies, the simulation should be performed in real time. In this thesis we address the simulation of interactive environment populated with deformable models that interact with frictional contacts. This includes the analysis and the development of different techniques which implement the various parts of the simulation: mainly the methods for the simulation of deformable models, the collision detection and collision solution techniques but also the modelling and the integration of suitable friction models in the simulation. In particular we evaluated the principal methods that represent the state of the art in soft tissue modeling. Our analysis is based on the physical background of each method and thus on its realism in terms of deformations that the method can mimic and on the ease of use (i.e. method understanding, calibration and ability to adapt to different scenarios) but we also compared the computational complexity of different models, as it represents an extremely important factor in the choice and in the use of models in simulations. The comparison of different features in analyzed methods motivated us to the development of an innovative method to wrap in a common representation framework different methodologies of soft tissue simulation. This framework has the advantage of providing a unified interface for all the deformable models and thus it provides the ability to switch between deformable model keeping unchanged all other data structures and methods of the simulation. The use of this unique interface allows us to use one single method to perform the collision detection phase for all the analyzed deformable models, this greatly helped during the identification of requirements and features of such software module. Collision detection phase, when applied to rigid bodies, usually takes advantage of pre computation to subdivide body shapes in convex elements or to construct partitions of the space in which the body is defined to speed up the computation. When handling deformable models this is not possible because of the continuous changes in bodies shape. The collision detection method used in this work takes into account this problem and regularly adapt the data structures to the body configuration. After collisions have been detected and contact points have been identified on colliding bodies, it is necessary to solve the collision in a physics based way. To this extent we have to ensure that objects never compenetrate during the simulation and that, when solving collisions, all the physical phenomena involved in the contact of real bodies are taken into account: this include the elastic response of bodies during the contact and the frictional force exerted between each pair of colliding bodies. The innovative method for solving collision that we describe in this thesis ensures the realism of the simulation and the seamless interaction with the common framework used to integrate deformable models. One important feature of biologic tissues is their anisotropic behavior that usually comes from the fibrous structure of these tissues. In this thesis we propose a new method to introduce anisotropy in mass spring model. The method has the advantages of preserving the speed and ease of implementation of the model and it effectively introduces differentiation of the model behavior along the chosen directions. The described techniques have been integrated in two applications that allows the physical simulation of environments populated with deformable models. The first application implements all the described methods to simulate deformable models, it performs precise collision detection and solution with the possibility to chose the most suitable friction model for the simulation. It demonstrates the effectiveness of the proposed framework. The main limitation of this simulator, i.e. its high computation time, is tackled and solved in a second application that exploits the intrinsic parallelism of physical simulations to optimize the implementation and to exploit parallel architecture computational power. To obtain the performances required for an interactive environment the simulation is based on a simplified collision detection algorithm, but it features all the other techniques described in this thesis. The parallel implementation exploits graphic cards processor, a highly parallel architecture that update the scene every milliseconds. This allows the rendering of smooth haptic feedback to the user and ensures the realism of the physics simulation. The implemented applications prove the feasibility of the simulation of complex interactions between deformable models with physics realism. In addition, the parallel implementation of the simulator represents a promising starting point for the development of interactive simulations that can be used in different fields of research, such as surgeon training or fast prototyping

    Nouvelles méthodes numériques pour la simulation temps-réel des déformations des tissus mous dans le cadre de l’assistance peropératoire

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    This thesis addresses the problem soft tissue simulation for augmented reality applications in liver surgery assistance and, more specifically, the implementation of a non-rigid registration pipeline to be used by the medical staff to generate interactive deformations of a patient specific liver three-dimensional virtual representation. A formal physics-based framework is first defined and used as the basis for the construction of a biomechanical model capable of producing realistic deformations. Four basic requirements guided the development of the model: accuracy, speed, stability and simplicity of implementation. Meshless and immersed-boundary methods are both considered as alternatives to the traditional finite element method. A formal non-rigid registration algorithm is finally documented and tested with real-life scenarios. A comparison with new and rising machine learning and neural network solutions is also provided.Cette thèse aborde le problème de simulation des tissus mous pour les applications de réalité augmentée en assistance peropératoire du foie et, plus précisément, la mise en oeuvre d'une procédure automatique de recalage non rigide entre une reconstruction préopératoire du foie d'un patient et les données acquises en temps réel pendant la chirurgie. Un cadre formel basé sur la physique est d'abord défini et utilisé comme base pour la construction d'un modèle biomécanique capable de reproduire les déformations du foie. Quatre directives de recherche ont guidé le développement du modèle : la précision, la rapidité, la stabilité et la simplicité de mise en oeuvre. Les méthodes sans maillage et les méthodes aux frontières immergées sont deux considérées comme des alternatives à la méthode traditionnelle des éléments finis. Un algorithme complet de recalage non rigide est documenté et testé avec des scénarios réels. Finalement, une introduction des émergentes en apprentissage automatique et réseaux de neurones est également fournie

    Physically-based 6-DoF Nodes Deformable Models: Application to Connective Tissues Simulation and Soft-Robots Control

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    The medical simulation is an increasingly active research field. Yet, despite the promising advance observed over the past years, the complete virtual patient’s model is yet to come. There are still many avenues for improvements, especially concerning the mechanical modeling of boundary conditions on anatomical structures.So far, most of the work has been dedicated to organs simulation, which are generally simulated alone. This raises a real problem as the role of the surrounding organs in the boundary conditions is neglected. However, these interactions can be complex, involving contacts but also mechanical links provided by layers of soft tissues. The latter are known as connective tissues or fasciae. As a consequence, the mutual influences between the anatomical structures are generally simplified, weakening the realism of the simulations.This thesis aims at studying the importance of the connective tissues, and especially of a proper modeling of the boundary conditions. To this end, the role of the ligaments during laparoscopic liver surgery has been investigated. In order to enhance the simulations’ realism, a mechanical model dedicated to the connective tissues has been worked out. This has led to the development of a physically-based method relying on material points that can, not only translate, but also rotate themselves. The goal of this model is to enable the simulation of multiple organs linked by complex interactions.In addition, the work on the connective tissues model has been derived to be used in soft robotics. Indeed, the principle of relying on orientable material points has been used to developed a reduced model that can reproduce the behavior of more complex structures. The objective of this work is to provide the means to control – in real-time – a soft robot made of a deformable arm.La simulation médicale est un domaine de recherche de plus en plus actif. Cependant, malgré les avancées prometteuses observées ces dernières années, le modèle complet du patient virtuel reste un objectif ambitieux. Il existe encore de nombreuses opportunités de recherche, notamment concernant la modélisation mécanique des conditions aux limites des organes.Jusqu'à présent, la majorité des travaux était consacrée à la simulation d'organes, ces derniers étant généralement simulés seuls. Cette situation pose un réel problème car l'influence qu'ont les organes environnants sur les conditions aux limites est négligée. Ces interactions peuvent être complexes, impliquant des contacts mais aussi des liaisons mécaniques dues à des couches de tissus connus sous le nom de tissus conjonctifs ou fasciae. Pour cette raison, les influences mutuelles entre les structures anatomiques sont généralement simplifiées, diminuant le réalisme des simulations.Cette thèse visé à étudier l'importance des tissus conjonctifs, et plus particulièrement d'une bonne modélisation des conditions aux limites. Dans ce but, le rôle des ligaments lors d'une intervention chirurgicale sur la foie par laparoscopie a été étudié. Afin d'améliorer le réalisme des simulations, un modèle mécanique dédié aux tissus conjonctifs a été mis au point. Ainsi, une méthode basée sur la mécanique des milieux continus et un ensemble de nœuds à 6 degrés de liberté a été développée. L'objectif de ce modèle étant de permettre la simulation simultanée de plusieurs organes liés par des interaction complexes.En outre, les travaux sur les tissus conjonctifs ont donné lieu à la mise au point d'une méthode de modélisation utilisée dans le cadre des robots déformables. Cette méthode permet un contrôle précis, et temps-réel, d'un bras robotisé déformable. En effet, l'utilisation de nœuds orientables a permis de développer un modèle a nombre de degrés de liberté réduit, qui permet de reproduire le comportement de structures plus complexes

    Real-time simulation of soft tissue deformation for surgical simulation

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    Surgical simulation plays an important role in the training, planning and evaluation of many surgical procedures. It requires realistic and real-time simulation of soft tissue deformation under interaction with surgical tools. However, it is challenging to satisfy both of these conflicting requirements. On one hand, biological soft tissues are complex in terms of material compositions, structural formations, and mechanical behaviours, resulting in nonlinear deformation characteristics under an external load. Due to the involvement of both material and geometric nonlinearities, the use of nonlinear elasticity causes a highly expensive computational load, leading to the difficulty to achieve the real-time computational performance required by surgical simulation. On the other hand, in order to satisfy the real-time computational requirement, most of the existing methods are mainly based on linear elasticity under the assumptions of small deformation and homogeneity to describe deformation of soft tissues. Such simplifications allow reduced runtime computation; however, they are inadequate for modelling nonlinear material properties such as anisotropy, heterogeneity and large deformation of soft tissues. In general, the two conflicting requirements of surgical simulation raise immense complexity in modelling of soft tissue deformation. This thesis focuses on establishment of new methodologies for modelling of soft tissue deformation for surgical simulation. Due to geometric and material nonlinearities in soft tissue deformation, the existing methods have only limited capabilities in achieving nonlinear soft tissue deformation in real-time. In this thesis, the main focus is devoted to the real-time and realistic modelling of nonlinear soft tissue deformation for surgical simulation. New methodologies, namely new ChainMail algorithms, energy propagation method, and energy balance method, are proposed to address soft tissue deformation. Results demonstrate that the proposed methods can simulate the typical soft tissue mechanical properties, accommodate isotropic and homogeneous, anisotropic and heterogeneous materials, handle incompressibility and viscoelastic behaviours, conserve system energy, and achieve realistic, real-time and stable deformation. In the future, it is projected to extend the proposed methodologies to handle surgical operations, such as cutting, joining and suturing, for topology changes occurred in surgical simulation

    Real-time hybrid cutting with dynamic fluid visualization for virtual surgery

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    It is widely accepted that a reform in medical teaching must be made to meet today's high volume training requirements. Virtual simulation offers a potential method of providing such trainings and some current medical training simulations integrate haptic and visual feedback to enhance procedure learning. The purpose of this project is to explore the capability of Virtual Reality (VR) technology to develop a training simulator for surgical cutting and bleeding in a general surgery
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