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Facial Surgery Simulation Using 3D Bubble Mesh Facial Surgery Simulation Using 3D Bubble Mesh Eiji Takahashi 和 Toyohisa Kaneko 信息与计算机科学系,丰桥工业大学,丰桥,日本 441-8580 摘要 本文关注去除面部变化后的模拟面部骨骼的某个部分。 它使用弹簧网络模型来表示手术后的面部张力。 结果表明,当模型中的节点距离均匀相等时,弹簧网络模型效果更好。 本文的第一部分描述了如何使用已在 CAD/CAM 中使用的气泡网格方案以等距离分配节点。 节点应沿着面部表面连续移动。 但是使用的第一种技术是让节点仅在有限数量的离散点上移动。 第二种技术是从过度拥挤的初始条件开始并减少多余的节点以减少计算时间。 使用网络模型,我们成功地进行了手术模拟实验,并生成了与面部手术后的实际患者非常相似的面部图像。 :copyright: 2000 Scripta Technica, Syst Comp Jpn, 32(1): 1 9, 2001 关键词:气泡网、网络模型、变形模拟、
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Facial Surgery Simulation Using 3D Bubble Mesh
Eiji Takahashi and Toyohisa Kaneko
Department of Information and Computer Sciences, Toyohashi University of Technology, Toyohashi, Japan 441-8580
SUMMARY
This paper is concerned with the simulation of facial
changes after removing some part of a bone in the face. It
uses a spring network model in order to represent the facial
tension after surgery. It is shown that a spring network
model works better when node distances in the model are
uniformly equal. The first part of the paper describes how
to allocate nodes at equal distances using a bubble-mesh
scheme, which has been utilized in CAD/CAM. Nodes
should move along the facial surface continuously. But the
first technique utilized was to let the nodes move only on a
limited number of discrete points. The second technique
was to start with an overcrowded initial condition and to
reduce excess nodes so as to reduce computation time.
Using the network model, we successfully performed a
surgery simulation experiment and produced a facial image
which was quite similar to that of an actual patient after
facial surgery. © 2000 Scripta Technica, Syst Comp Jpn,
32(1): 19, 2001
Key words: Bubble mesh, network model, defor-
mation simulation, virtual surgery, upper jaw cancer
1. Introduction
Surgery simulation, which is a virtual reality applica-
tion, has attracted much attention recently. Our attention
has been focused on facial surgery because the face is the
most noticeable feature. A typical example is to remove a
part of jawbone in order to treat upper jaw cancer. This kind
of surgery has a strong impact on a patient. We want to
develop a system to predict the facial appearance after
surgery. Such a system is useful for communication be-
tween a doctor and his patient as a tool for informed
consent.
Regarding research on facial surgery by Keeve and
colleagues [13], their system was developed so as to
predict postsurgery facial appearance for treating such de-
creases as hereditary deformation of the head. Their model
divides the soft tissue region between the cranium and the
surface skin into two layers. Their spring network model is
therefore largely unbalanced between the direction along
the surface and its perpendicular direction. It is thought that
such an unbalanced model has a directional problem in
simulating force. The approach taken by Hattori and co-
workers [4, 5] allocated an equidistance grid, which ex-
ceeds the size of an organ and shrinks its size to fit the organ.
But the node distribution is as yet not quite equal, particu-
larly on the surface.
When a mass-spring network was employed, it was
experimentally shown that a network with equal node dis-
tribution could carry out better deformation simulation [6].
Our requirement is that the node allocation on the surface
as well as the internal region be distributed as equally as
possible.
The node allocation problem has been investigated as
a meshing problem in such areas as CAD/CAM, CG, and
hydrodynamics. There are a number of mesh generation
techniques [710]. We looked for a technique that could
meet our requirements. The bubble mesh algorithm [11, 12]
seems to meet our requirements. It allocates bubbles on the
surface and then in the internal region. The balance between
the attracting force and repelling force results in bubble
allocation.
© 2000 Scripta Technica
Systems and Computers in Japan, Vol. 32, No. 1, 2001
Translated from Denshi Joho Tsushin Gakkai Ronbunshi, Vol. J83-D-II, No. 3, March 2000, pp. 9961004
1
Based on this bubble allocation algorithm, we suc-
cessfully made a facial surgery simulation system. We
implemented this system using a force-feedback device in
which cutting a part of muscle is simulated by cutting
springs and muscle healing is simulated by adjusting the
hardness via the spring constants.
This paper is organized as follows. Section 2 de-
scribes a node allocation scheme for medical data based on
the bubble mesh algorithm. Section 3 describes the application
to surgery simulation. The conclusions are in Section 4.
2. Bubble Mesh Algorithm for 3D Medical
Data
The bubble mesh algorithm is applicable to 3D ana-
lytical data with nodes, edges, surfaces, and internal re-
gions. Bubbles are allocated based on the attracting and
repelling force between bubbles. However, no such infor-
mation is included in CT data, which are volume data. Thus,
the well-known marching cubes algorithm [13] was applied
to derive such data.
It was found that computation was slow when we
generated bubbles in a low-density region and eliminated
some bubbles in high-density regions. Hence, we decided
to accelerate the process by using bubble elimination alone
by starting from a state of excess bubble allocation.
The process of bubble allocation in the head is as
follows:
1. Apply the marching cubes algorithm using proper
threshold values to delineate air, muscle, and bones, and
derive surface polygonal data.
2. Allocate bubbles on the skin surface and on the
bone.
3. Allocate especially large bubbles in order to plug
eyeholes and ear holes.
4. Allocate bubbles in the muscle (space between the
skin surface and bone surface).
In the following subsection, we will describe the
bubble allocation and bubble elimination process.
2.1. The principle of the bubble mesh
algorithm
2.1.1. Force between bubbles
The force between two bubbles is similar to the
molecular force operative between two molecules. If bub-
bles are touching, the force is zero. If bubbles are mutually
overlapping, the force is positive (repelling). And if bubbles
are apart, the force is negative (attracting). The force is
represented as the following polynomial.
where w is the ratio of r (bubble distance) over r
0
(=
touching distance given the stable distance) (Fig. 1). A, B,
C, and D are derived using the boundary conditions given
in Eq. (2). d
0
is the largest distance where the bubble force
can be applied, and k
0
is the spring constant with w = 1.0.
Since we consider the repelling force alone, fw 0 for
w t 1.0.
2.1.2. Bubble movement
The i-th bubble moves according to the following
equation:
where F
i
is the force for the i-th bubble, m
i
is the mass of
the i-th bubble, x
i
is its location, and c is the viscosity
constant. Let W be a small increment in time. The bubble
location at time t + W is given as
If a bubble moves, it affects all other bubbles. Therefore,
computation time becomes enormous if every step in com-
puting mutual force is considered. To make it faster, we
compute bubble movement independently. After a cycle of
computation of bubble movement, all bubbles move at
once.
2.1.3. Elimination of bubbles
As mentioned, we start with an overcrowded state of
bubbles. Then bubbles are eliminated if at least one of the
following conditions holds:
(1)
(2)
Fig. 1. Internal bubble force.
(3)
(4)
2
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