Comparative of Techniques: Activation by Sequence, Morph Target Animation and CG/HLSL Programming in Surgery Incision Simulation for Virtual Reality

Descripción del Articulo

In this decade, the way of simulating medical scenarios has evolved considerably, for some years now, this area and virtual reality came together giving life to a much more immersive form of simulation. The great challenge in medical simulation is to achieve a consid-erable level of realism and perf...

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Detalles Bibliográficos
Autor: Espinoza Zamata, Sebastian Mauro
Formato: tesis de grado
Fecha de Publicación:2021
Institución:Universidad Continental
Repositorio:CONTINENTAL-Institucional
Lenguaje:inglés
OAI Identifier:oai:repositorio.continental.edu.pe:20.500.12394/10461
Enlace del recurso:https://hdl.handle.net/20.500.12394/10461
https://doi.org/10.1145/3442555.3442569
Nivel de acceso:acceso abierto
Materia:Metodologías informáticas
Modelado y simulación
https://purl.org/pe-repo/ocde/ford#2.02.04
Descripción
Sumario:In this decade, the way of simulating medical scenarios has evolved considerably, for some years now, this area and virtual reality came together giving life to a much more immersive form of simulation. The great challenge in medical simulation is to achieve a consid-erable level of realism and performance, as it is limited by the complexity of the scenario and other factors, the hardware factor being the main limiting. Giving the user the possibility to choose between greater or less realism requires that it be defined with which technique it would be achieved, therefore, this research com-pares three forms of surgical incision simulation for virtual reality: Activation by Sequence, Morph Target Animation and CG/HLSL Programming, evaluating factors such as: frames per-second (fps), CPU and GPU usage, which helped to obtain the level of realism of each technique; resulting in that CG/HLSL Programming uses fewer resources, with 27% CPU usage, 5% integrated GPU, 45% dedicated GPU, 60 fps and 44.3% realism, continuing, with an intermediate level use of resources Activation by Sequence with 11% CPU usage, 18% integrated GPU, 57% dedicated GPU, 60 fps, providing 46.5% realism, finally, the technique that used the most resources and obtained the highest level of realism was Morph Target Animation with 23% CPU usage, 22% integrated GPU, 77% dedicated GPU, 53 fps and 51.3% realism; these techniques can be used depending on the objective of the project where more or less realism is required, considering the use of hardware resources.
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