Comparison of Algorithms for Haptic Interaction With Isosurfaces Extracted From Volumetric Datasets.

Comparison of Algorithms for Haptic Interaction With Isosurfaces Extracted From Volumetric Datasets.
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触觉交互算法与从体积数据集中提取的等值面的比较。

DOI:
10.1115/1.4006465
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发表时间:
2012
影响因子:
3.1
通讯作者:
PatBanerjee,P
PatBanerjee,P
中科院分区:
工程技术4区
文献类型:
--
作者:
Rizzi,SilvioH;Luciano,CristianJ;PatBanerjee,P

文献摘要

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在医学模拟中使用图形和触摸库的组合,以便与复杂的3D解剖模型同时进行可视化和触觉交互。触觉渲染的最低帧速率为1 kHz,这使得它在处理复杂和高度细节的多边形模型时成为一个不寻常的问题。对基于多边形网格绘制、体触觉和中间表示的多种触觉算法在伺服环渲染时间、客户端线程渲染时间和力反馈质量方面进行了评估。算法包括OpenHaptics的反馈缓冲区和深度缓冲区、h3d中的GodObject和Ruspini渲染器、h3d中的chai3dimplementation、Volume Haptics工具包(VHTK)中的ScalarSurfaceFriction模式以及作者提出的基于体数据的中间表示算法。后者与表面图形可视化相结合,被发现可以提供最佳的渲染时间,检测所有碰撞,并在其他算法失败的情况下提供正确的触觉反馈。
Combinations of graphics and haptics libraries are used in medical simulations for simultaneous visualization and tactile interaction with complex 3D anatomy models. The minimum frame rate of 1 kHz for haptics rendering makes it a nontrivial problem when dealing with complex and highly detailed polygonal models. Multiple haptics algorithms based on polygonal mesh rendering, volume haptics, and intermediate representation are evaluated in terms of their servoloop rendering time, client thread rendering time, and quality of force feedback. Algorithms include OpenHaptics’ Feedback Buffer and Depth Buffer, GodObject and Ruspini renderers inh3d,chai3dimplementation inh3d, ScalarSurfaceFriction mode in Volume Haptics ToolKit (vhtk), and the authors’ intermediate representation algorithm based on volumetric data. The latter, in combination with surface graphics visualization, is found to deliver the best rendering time, to detect all collisions and to provide correct haptic feedback where other algorithms fail.