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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|---|---|
| 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 |
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| dc.title.es_ES.fl_str_mv |
Comparative of Techniques: Activation by Sequence, Morph Target Animation and CG/HLSL Programming in Surgery Incision Simulation for Virtual Reality |
| title |
Comparative of Techniques: Activation by Sequence, Morph Target Animation and CG/HLSL Programming in Surgery Incision Simulation for Virtual Reality |
| spellingShingle |
Comparative of Techniques: Activation by Sequence, Morph Target Animation and CG/HLSL Programming in Surgery Incision Simulation for Virtual Reality Espinoza Zamata, Sebastian Mauro Metodologías informáticas Modelado y simulación https://purl.org/pe-repo/ocde/ford#2.02.04 |
| title_short |
Comparative of Techniques: Activation by Sequence, Morph Target Animation and CG/HLSL Programming in Surgery Incision Simulation for Virtual Reality |
| title_full |
Comparative of Techniques: Activation by Sequence, Morph Target Animation and CG/HLSL Programming in Surgery Incision Simulation for Virtual Reality |
| title_fullStr |
Comparative of Techniques: Activation by Sequence, Morph Target Animation and CG/HLSL Programming in Surgery Incision Simulation for Virtual Reality |
| title_full_unstemmed |
Comparative of Techniques: Activation by Sequence, Morph Target Animation and CG/HLSL Programming in Surgery Incision Simulation for Virtual Reality |
| title_sort |
Comparative of Techniques: Activation by Sequence, Morph Target Animation and CG/HLSL Programming in Surgery Incision Simulation for Virtual Reality |
| author |
Espinoza Zamata, Sebastian Mauro |
| author_facet |
Espinoza Zamata, Sebastian Mauro |
| author_role |
author |
| dc.contributor.advisor.fl_str_mv |
Marquez Solis, Pedro Yuri |
| dc.contributor.author.fl_str_mv |
Espinoza Zamata, Sebastian Mauro |
| dc.subject.es_ES.fl_str_mv |
Metodologías informáticas Modelado y simulación |
| topic |
Metodologías informáticas Modelado y simulación https://purl.org/pe-repo/ocde/ford#2.02.04 |
| dc.subject.ocde.es_ES.fl_str_mv |
https://purl.org/pe-repo/ocde/ford#2.02.04 |
| description |
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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2021 |
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2021-12-23T03:31:17Z |
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2021-12-23T03:31:17Z |
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2021 |
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Espinoza, S. (2021). Comparative of Techniques: Activation by Sequence, Morph Target Animation and CG/HLSL Programming in Surgery Incision Simulation. Tesis para optar el título profesional de Ingeniero de Sistemas e Informática, Escuela Académico Profesional de Ingeniería de Sistemas e Informática, Universidad Continental, Huancayo, Perú. |
| dc.identifier.uri.none.fl_str_mv |
https://hdl.handle.net/20.500.12394/10461 |
| dc.identifier.journal.none.fl_str_mv |
ICCIP '20: Proceedings of the 6th International Conference on Communication and Information Processing |
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https://doi.org/10.1145/3442555.3442569 |
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Espinoza, S. (2021). Comparative of Techniques: Activation by Sequence, Morph Target Animation and CG/HLSL Programming in Surgery Incision Simulation. Tesis para optar el título profesional de Ingeniero de Sistemas e Informática, Escuela Académico Profesional de Ingeniería de Sistemas e Informática, Universidad Continental, Huancayo, Perú. ICCIP '20: Proceedings of the 6th International Conference on Communication and Information Processing |
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https://hdl.handle.net/20.500.12394/10461 https://doi.org/10.1145/3442555.3442569 |
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eng |
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eng |
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https://dl.acm.org/doi/abs/10.1145/3442555.3442569 |
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Universidad Continental |
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Marquez Solis, Pedro YuriEspinoza Zamata, Sebastian Mauro2021-12-23T03:31:17Z2021-12-23T03:31:17Z2021Espinoza, S. (2021). Comparative of Techniques: Activation by Sequence, Morph Target Animation and CG/HLSL Programming in Surgery Incision Simulation. Tesis para optar el título profesional de Ingeniero de Sistemas e Informática, Escuela Académico Profesional de Ingeniería de Sistemas e Informática, Universidad Continental, Huancayo, Perú.https://hdl.handle.net/20.500.12394/10461ICCIP '20: Proceedings of the 6th International Conference on Communication and Information Processinghttps://doi.org/10.1145/3442555.3442569In 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.application/pdfp. 79-88engUniversidad ContinentalPEhttps://dl.acm.org/doi/abs/10.1145/3442555.3442569SUNEDUinfo:eu-repo/semantics/openAccesshttps://creativecommons.org/licenses/by/4.0/Attribution 4.0 International (CC BY 4.0)Acceso abiertoRepositorio Institucional - ContinentalUniversidad Continentalreponame:CONTINENTAL-Institucionalinstname:Universidad Continentalinstacron:CONTINENTALMetodologías informáticasModelado y simulaciónhttps://purl.org/pe-repo/ocde/ford#2.02.04Comparative of Techniques: Activation by Sequence, Morph Target Animation and CG/HLSL Programming in Surgery Incision Simulation for Virtual Realityinfo:eu-repo/semantics/bachelorThesisinfo:eu-repo/semantics/publishedVersionIngeniero de Sistemas e InformáticaUniversidad Continental. 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Nota importante:
La información contenida en este registro es de entera responsabilidad de la institución que gestiona el repositorio institucional donde esta contenido este documento o set de datos. El CONCYTEC no se hace responsable por los contenidos (publicaciones y/o datos) accesibles a través del Repositorio Nacional Digital de Ciencia, Tecnología e Innovación de Acceso Abierto (ALICIA).
La información contenida en este registro es de entera responsabilidad de la institución que gestiona el repositorio institucional donde esta contenido este documento o set de datos. El CONCYTEC no se hace responsable por los contenidos (publicaciones y/o datos) accesibles a través del Repositorio Nacional Digital de Ciencia, Tecnología e Innovación de Acceso Abierto (ALICIA).