Real-time Interactions and Synchronization of Voxel-based Collaborative Virtual Environments

Eric Acosta, Alan Liu
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引用次数: 4

Abstract

Collaborative virtual environments (C-VE) facilitate team-oriented training on virtual reality-based surgical simulators. Many C-VEs replicate the VE on each user's machine to allow for real-time interactions. However, this solution does not work well when modifying voxel-based C-VEs because large and frequent volumetric updates make it difficult to synchronize the C-VE. This paper describes a hybrid depth-buffered image (DBI) and geometry-based rendering method created to simulate visual interactions between local virtual bone cutting tools and remotely maintained volumetric bone material for a craniotomy simulator. For real-time interactions, users only store a DBI of the volumetric C-VE and composite it with rendered images of surgical tools. Additionally, we describe methods to combat network bandwidth/latency to remotely simulate haptic and bone drilling interactions between users' tools and the volumetric VE. For haptic feedback, a multi-rate solution (Cavusoglu and Tendick, 2000) allows users to construct a local approximation of the volumetric C-VE to compute new forces. Only 2D DBI updates are required to synchronize different users when the bone changes due to drilling. Our approach provides an improved performance over a replicated VE that uses 3D model-based updates
基于体素的协同虚拟环境的实时交互和同步
协作虚拟环境(C-VE)促进了基于虚拟现实的外科模拟器的团队培训。许多c -VE在每个用户的机器上复制VE,以允许实时交互。然而,当修改基于体素的C-VE时,这种解决方案并不适用,因为大量且频繁的体积更新使C-VE难以同步。本文描述了一种混合深度缓冲图像(DBI)和基于几何的渲染方法,该方法用于模拟开颅模拟器中本地虚拟骨切割工具和远程维护的体积骨材料之间的视觉交互。对于实时交互,用户只存储体积C-VE的DBI,并将其与手术工具的渲染图像合成。此外,我们还描述了对抗网络带宽/延迟的方法,以远程模拟用户工具与体积VE之间的触觉和骨钻孔交互。对于触觉反馈,多速率解决方案(Cavusoglu和Tendick, 2000)允许用户构建体积C-VE的局部近似值来计算新的力。当骨骼因钻孔而发生变化时,只需要2D DBI更新来同步不同的用户。与使用基于3D模型的更新的复制VE相比,我们的方法提供了更高的性能
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