Simulation of Surgical Cutting in Deformable Bodies using a Game Engine

Martin Kibsgaard Jørgensen, Kasper Kronborg Thomsen, Martin Kraus

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3 Citationer (Scopus)

Abstract

Simulators as a training tool for surgeons are becoming more important with the increase of minimally invasive surgery and a wish to limit training on animals, especially in the field of robotic surgery. Accessibility to surgery simulators is currently limited and the ability to cut is restricted. This paper presents a feasibility study for implementing academic methods in a low-cost game engine. Expanding on previous work, a lowcost surgery simulator is implemented to adress these issues. We focus on the implementation of cutting in deformable objects in a game engine. The deformable objects are implemented using a spring mass model combined with a volumetric tetrahedral mesh. The cutting algorithm is semi-progressive and allows for arbitrary cuts in the deformable objects. The prototype was evaluated by a chief surgeon with expertise in robot surgery and experience with commercial simulators. The low-cost prototype presents a step towards robotic surgery simulators that are able to simulate complete surgical procedures.)
OriginalsprogEngelsk
TitelProceedings of the International Conference on Computer Graphics Theory and Applications (GRAPP 2014)
Antal sider6
UdgivelsesstedLisboa (Portugal)
ForlagInstitute for Systems and Technologies of Information, Control and Communication
Publikationsdato2014
Sider342-347
ISBN (Trykt)978-989-758-002-4
StatusUdgivet - 2014
BegivenhedGRAPP 2014: The International Conference on Computer Graphics Theory and Applications 2014 (GRAPP) - Lisbon, Portugal
Varighed: 5 jan. 20148 jan. 2014

Konference

KonferenceGRAPP 2014
Land/OmrådePortugal
ByLisbon
Periode05/01/201408/01/2014

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