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Cutting Simulation in Unity 3D Using Position Based Dynamics with Various Refinement Levelsopen access

Authors
Khan, LyudmilaChoi, Yoo-JooHong, Min
Issue Date
Jul-2022
Publisher
MDPI AG
Keywords
cutting simulation; virtual cutting; surgery simulation; position based dynamics; physically based modelling
Citation
Electronics (Basel), v.11, no.14, pp 1 - 18
Pages
18
Journal Title
Electronics (Basel)
Volume
11
Number
14
Start Page
1
End Page
18
URI
https://scholarworks.bwise.kr/sch/handle/2021.sw.sch/21299
DOI
10.3390/electronics11142139
ISSN
2079-9292
Abstract
Augmented and Virtual Reality-based surgical simulations have become some of the fastest-developing areas, due to the recent technological advances and changes, in surgical education. Cutting simulation is a crucial part of the virtual surgery simulation in which an incision operation is performed. It is a complex process that includes three main tasks: soft body simulation, collision detection and handling, and topological deformation of the soft body. In this paper, considering the content developer's convenience, the deformable object simulation, using position-based dynamics (PBD), was applied in the Unity 3D environment. The proposed algorithm for fast collision detection and handling between the cutting tool and the deformable object uses a sweep surface. In case of incision, the algorithm updates the mesh topology by deleting intersected triangles, re-triangulation, and refinement. In the refinement part, the boundary edges threshold was used to match the resolution of new triangles to the existing mesh triangles. Additionally, current research is focused on triangle surface meshes, which help to reduce the computational costs of the topology modifications. It was found that the algorithm can successfully handle arbitrary cuts, keeping the framerate within interactive and, in some cases, in the real-time.
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College of Software Convergence (Department of Computer Software Engineering)
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