游戏引擎中的四面体网格可视化

Kuocheng Wang, Kishore Adimulam, T. Kesavadas
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引用次数: 1

摘要

在医学模拟器中,采用四面体网格对手术切口进行有限元分析。四面体网格的可视化是构建逼真模拟器过程中的一个重要挑战。随着游戏引擎越来越受欢迎,许多公司开始开发自己的引擎,或者使用现有的引擎进行软件开发。然而,像Unity和Unreal这样的游戏引擎不接受体积网格。此外,在切割过程中,四面体网格的拓扑结构会发生变化,导致可视化难度越来越大。在本文中,我们提出了一个程序,以准备一个四面体网格的手术模拟器。我们还将展示一个通过删除四面体元素来切割球体的例子。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Tetrahedral Mesh Visualization in a Game Engine
A tetrahedral mesh is used to perform finite element analysis (FEA) of surgical cuts in a medical simulator. Visualization of a tetrahedral mesh is an important challenge in the process of constructing a realistic simulator. As game engines become increasingly popular, many companies are beginning to develop their own engines, or using existing engines for software development. However, game engines such as Unity and Unreal do not accept volume mesh. What is more, during the cutting process, the topology of tetrahedral mesh will change, resulting in progressively difficult visualization. In this paper, we present a procedure to prepare a tetrahedral mesh for a surgery simulator. We will also show an example of cutting a sphere by deleting tetrahedral elements.
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