GPU-accelerated deformation mapping in hybrid organ models for real-time simulation.

IF 2.3 3区 医学 Q3 ENGINEERING, BIOMEDICAL
Rintaro Miyazaki, Yuichiro Hayashi, Masahiro Oda, Kensaku Mori
{"title":"GPU-accelerated deformation mapping in hybrid organ models for real-time simulation.","authors":"Rintaro Miyazaki, Yuichiro Hayashi, Masahiro Oda, Kensaku Mori","doi":"10.1007/s11548-025-03377-2","DOIUrl":null,"url":null,"abstract":"<p><strong>Purpose: </strong>Surgical simulation is expected to be an effective way for physicians and medical students to learn surgical skills. To achieve real-time deformation of soft tissues with high visual quality, multiple resolution and adaptive mesh refinement models have been introduced. However, those models require additional processing time to map the deformation results of the deformed lattice to a polygon model. In this study, we propose a method to accelerate this process using vertex shaders on GPU and investigate its performance.</p><p><strong>Methods: </strong>A hierarchical octree cube structure is generated from a high-resolution organ polygon model. The entire organ model is divided into pieces according to the cube structure. In a simulation, vertex coordinates of the organ model pieces are obtained by trilinear interpolation of the cube's 8 vertex coordinates. This process is described in a shader program, and organ model vertices are processed in the rendering pipeline for acceleration.</p><p><strong>Results: </strong>For a constant number of processing cubes, the CPU-based processing time increased linearly with the total number of organ model vertices, and the GPU-based time was nearly constant. On the other hand, for a constant number of model vertices, the GPU-based time increased linearly with the number of surface cubes. These linearities determine a condition that the GPU-based implementation is faster in the same frame time.</p><p><strong>Conclusion: </strong>We implemented octree cube deformation mapping using vertex shaders and confirmed its performance. The experimental results showed that the GPU can accelerate the mapping process in high-resolution organ models with a large number of vertices.</p>","PeriodicalId":51251,"journal":{"name":"International Journal of Computer Assisted Radiology and Surgery","volume":" ","pages":""},"PeriodicalIF":2.3000,"publicationDate":"2025-07-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Journal of Computer Assisted Radiology and Surgery","FirstCategoryId":"5","ListUrlMain":"https://doi.org/10.1007/s11548-025-03377-2","RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"ENGINEERING, BIOMEDICAL","Score":null,"Total":0}
引用次数: 0

Abstract

Purpose: Surgical simulation is expected to be an effective way for physicians and medical students to learn surgical skills. To achieve real-time deformation of soft tissues with high visual quality, multiple resolution and adaptive mesh refinement models have been introduced. However, those models require additional processing time to map the deformation results of the deformed lattice to a polygon model. In this study, we propose a method to accelerate this process using vertex shaders on GPU and investigate its performance.

Methods: A hierarchical octree cube structure is generated from a high-resolution organ polygon model. The entire organ model is divided into pieces according to the cube structure. In a simulation, vertex coordinates of the organ model pieces are obtained by trilinear interpolation of the cube's 8 vertex coordinates. This process is described in a shader program, and organ model vertices are processed in the rendering pipeline for acceleration.

Results: For a constant number of processing cubes, the CPU-based processing time increased linearly with the total number of organ model vertices, and the GPU-based time was nearly constant. On the other hand, for a constant number of model vertices, the GPU-based time increased linearly with the number of surface cubes. These linearities determine a condition that the GPU-based implementation is faster in the same frame time.

Conclusion: We implemented octree cube deformation mapping using vertex shaders and confirmed its performance. The experimental results showed that the GPU can accelerate the mapping process in high-resolution organ models with a large number of vertices.

混合器官模型的gpu加速变形映射实时仿真。
目的:手术模拟有望成为医生和医学生学习外科技能的有效途径。为了实现高视觉质量的软组织实时变形,引入了多分辨率和自适应网格细化模型。然而,这些模型需要额外的处理时间来将变形晶格的变形结果映射到多边形模型。在本研究中,我们提出了一种在GPU上使用顶点着色器加速这一过程的方法,并研究了其性能。方法:从高分辨率器官多边形模型中生成分层八叉树立方体结构。整个器官模型根据立方体结构被分成几块。在仿真中,通过对立方体的8个顶点坐标进行三线插值得到器官模型块的顶点坐标。这个过程在着色器程序中描述,并且器官模型顶点在渲染管道中处理以加速。结果:当处理立方体数一定时,cpu处理时间随器官模型顶点总数线性增加,gpu处理时间基本不变。另一方面,当模型顶点数量一定时,基于gpu的时间随着曲面立方体数量的增加而线性增加。这些线性决定了基于gpu的实现在相同帧时间内更快的条件。结论:我们使用顶点着色器实现了八叉树立方体变形映射,并验证了其性能。实验结果表明,GPU可以加速具有大量顶点的高分辨率器官模型的映射过程。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
International Journal of Computer Assisted Radiology and Surgery
International Journal of Computer Assisted Radiology and Surgery ENGINEERING, BIOMEDICAL-RADIOLOGY, NUCLEAR MEDICINE & MEDICAL IMAGING
CiteScore
5.90
自引率
6.70%
发文量
243
审稿时长
6-12 weeks
期刊介绍: The International Journal for Computer Assisted Radiology and Surgery (IJCARS) is a peer-reviewed journal that provides a platform for closing the gap between medical and technical disciplines, and encourages interdisciplinary research and development activities in an international environment.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信