27 research outputs found

    Computation and Visualization of Risk Assessment in Deep Brain Stimulation

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    International audienceDeep Brain Stimulation is a neurosurgical approach for the treatment of pathologies such as Parkinson's disease. The basic principle consists in placing a thin electrode in a deep part of the brain. To safely reach the target of interest, careful planning must be performed to ensure that no vital structure (e.g. blood vessel) will be damaged during the insertion of the electrode. Currently this planning phase is done without considering the brain shift, which occurs during the surgery once the skull is open, leading to increased risks of complications. In this paper, we propose a method to compute the motion of anatomical structures induced by the brain shift. This computation is based on a biomechanical model of the brain and the cerebro-spinal fluid. We then visualize in a intuitive way the risk of damaging vital structures with the electrode.La stimulation cérébrale profonde est une procédure neurochirurgicale pour le traitement de pathologies comme la maladie de Parkinson. La procédure consiste à implanter une électrode dans une région profonde du cerveau. Pour atteindre la cible sans risque, le chirurgien procède à une plannification minutieuse pour s'assurer qu'aucune structure vitale (vaisseaux sanguins, ventricules) ne se retrouve sur le chemin de l'électrode. Actuellement, la plannification ne considère pas les déformations intra-opératoires, qui se produisent une fois que le crâne est ouvert. Cela peut entraîner des compolications. Dans ce papier, nous proposons une méthode pour calculer le risque de mouvement des structures anatomiques causés par ces déformations. Le calcul s'appuie sur un modèle biomécanique du cerveau et du fluide céphalo-rachidien. Nous visualisons ensuite intuitivement le risque d'endommager une structure vitale avec l'électrode

    QuickCSG: Fast Arbitrary Boolean Combinations of N Solids

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    QuickCSG computes the result for general N-polyhedron boolean expressions without an intermediate tree of solids. We propose a vertex-centric view of the problem, which simplifies the identification of final geometric contributions, and facilitates its spatial decomposition. The problem is then cast in a single KD-tree exploration, geared toward the result by early pruning of any region of space not contributing to the final surface. We assume strong regularity properties on the input meshes and that they are in general position. This simplifying assumption, in combination with our vertex-centric approach, improves the speed of the approach. Complemented with a task-stealing parallelization, the algorithm achieves breakthrough performance, one to two orders of magnitude speedups with respect to state-of-the-art CPU algorithms, on boolean operations over two to dozens of polyhedra. The algorithm also outperforms GPU implementations with approximate discretizations, while producing an output without redundant facets. Despite the restrictive assumptions on the input, we show the usefulness of QuickCSG for applications with large CSG problems and strong temporal constraints, e.g. modeling for 3D printers, reconstruction from visual hulls and collision detection

    Collision-Aware Fast Simulation for Soft Robots by Optimization-Based Geometric Computing

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    Soft robots can safely interact with environments because of their mechanical compliance. Self-collision is also employed in the modern design of soft robots to enhance their performance during different tasks. However, developing an efficient and reliable simulator that can handle the collision response well, is still a challenging task in the research of soft robotics. This paper presents a collision-aware simulator based on geometric optimization, in which we develop a highly efficient and realistic collision checking / response model incorporating a hyperelastic material property. Both actuated deformation and collision response for soft robots are formulated as geometry-based objectives. The collision-free body of a soft robot can be obtained by minimizing the geometry-based objective function. Unlike the FEA-based physical simulation, the proposed pipeline performs a much lower computational cost. Moreover, adaptive remeshing is applied to achieve the improvement of the convergence when dealing with soft robots that have large volume variations. Experimental tests are conducted on different soft robots to verify the performance of our approach

    QuickCSG: Fast Arbitrary Boolean Combinations of N Solids

    Full text link
    QuickCSG computes the result for general N-polyhedron boolean expressions without an intermediate tree of solids. We propose a vertex-centric view of the problem, which simplifies the identification of final geometric contributions, and facilitates its spatial decomposition. The problem is then cast in a single KD-tree exploration, geared toward the result by early pruning of any region of space not contributing to the final surface. We assume strong regularity properties on the input meshes and that they are in general position. This simplifying assumption, in combination with our vertex-centric approach, improves the speed of the approach. Complemented with a task-stealing parallelization, the algorithm achieves breakthrough performance, one to two orders of magnitude speedups with respect to state-of-the-art CPU algorithms, on boolean operations over two to dozens of polyhedra. The algorithm also outperforms GPU implementations with approximate discretizations, while producing an output without redundant facets. Despite the restrictive assumptions on the input, we show the usefulness of QuickCSG for applications with large CSG problems and strong temporal constraints, e.g. modeling for 3D printers, reconstruction from visual hulls and collision detection

    6D Frictional Contact for Rigid Bodies

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    International audienceWe present a new approach to modeling contact between rigid objects that augments an individual Coulomb friction point-contact model with rolling and spinning friction constraints. Starting from the intersection volume, we compute a contact normal from the volume gradient. We compute a contact position from the first moment of the intersection volume, and approximate the extent of the contact patch from the second moment of the intersection volume. By incorporating knowledge of the contact patch into a point contact Coulomb friction formulation, we produce a 6D constraint that provides appropriate limits on torques to accommodate displacement of the center of pressure within the contact patch, while also providing a rotational torque due to dry friction to resist spinning. A collection of examples demonstrate the power and benefits of this simple formulation

    Detection and modelling of contacts in explicit finite-element simulation of soft tissue biomechanics

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    Realistic modelling of soft-tissue biomechanics and mechanical interactions between tissues is an important part of surgical simulation, and may become a valuable asset in surgical image-guidance. Unfortunately, it is also computationally very demanding. Explicit matrix-free FEM solvers have been shown to be a good choice for fast tissue simulation, however little work has been done on contact algorithms for such FEM solvers. This work introduces such an algorithm that is capable of handling the scenarios typically encountered in image-guidance. The responses are computed with an evolution of the Lagrange-multiplier method first used by Taylor and Flanagan in PRONTO 3D with spatio-temporal smoothing heuristics for improved stability with coarser meshes and larger time steps. For contact search, a bounding-volume hierarchy (BVH) capable of identifying self collisions, and which is optimised for the small time steps by reducing the number of bounding-volume refittings between iterations through identification of geometry areas with mostly rigid motion and negligible deformation, is introduced. Further optimisation is achieved by integrating the self-collision criterion in the BVH creation and updating algorithms. The effectiveness of the algorithm is demonstrated on a number of artificial test cases and meshes derived from medical image data

    SOFA: A Multi-Model Framework for Interactive Physical Simulation

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    International audienceSOFA (Simulation Open Framework Architecture) is an open-source C++ library primarily targeted at interactive computational medical simulation. SOFA facilitates collaborations between specialists from various domains, by decomposing complex simulators into components designed independently and organized in a scenegraph data structure. Each component encapsulates one of the aspects of a simulation, such as the degrees of freedom, the forces and constraints, the differential equations, the main loop algorithms, the linear solvers, the collision detection algorithms or the interaction devices. The simulated objects can be represented using several models, each of them optimized for a different task such as the computation of internal forces, collision detection, haptics or visual display. These models are synchronized during the simulation using a mapping mechanism. CPU and GPU implementations can be transparently combined to exploit the computational power of modern hardware architectures. Thanks to this flexible yet efficient architecture, \sofa{} can be used as a test-bed to compare models and algorithms, or as a basis for the development of complex, high-performance simulators
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