TY - GEN
T1 - Real-time interactions and synchronization of voxel-based collaborative virtual environments
AU - Acosta, Eric
AU - Liu, Alan
PY - 2007
Y1 - 2007
N2 - 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 [9] 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.
AB - 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 [9] 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.
KW - Collaborative virtual environment
KW - Depth buffered image
KW - Remote volume rendering
KW - Surgical simulation
KW - Virtual reality
UR - https://www.scopus.com/pages/publications/53049083328
U2 - 10.1109/3DUI.2007.340785
DO - 10.1109/3DUI.2007.340785
M3 - Conference contribution
AN - SCOPUS:53049083328
SN - 1424409071
SN - 9781424409075
T3 - IEEE Symposium on 3D User Interfaces 2007 - Proceedings, 3DUI 2007
SP - 131
EP - 137
BT - IEEE Symposium on 3D User Interfaces 2007 - Proceedings, 3DUI 2007
T2 - IEEE Symposium on 3D User Interfaces 2007, 3DUI 2007
Y2 - 10 March 2007 through 11 March 2007
ER -