Por favor, use este identificador para citar o enlazar este ítem: https://hdl.handle.net/20.500.12394/10461
Título: Comparative of Techniques: Activation by Sequence, Morph Target Animation and CG/HLSL Programming in Surgery Incision Simulation for Virtual Reality
Autor(es): Espinoza Zamata, Sebastian Mauro
Asesor: Marquez Solis, Pedro Yuri
Palabras clave: Metodologías informáticas
Modelado y simulación
Editorial: Universidad Continental
Fecha de publicación: 2021
Fecha disponible: 23-dic-2021
Cita bibliográfica: 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.
Resumen/Abstract: 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.
Extensión: 11 páginas
Acceso: Acceso abierto
Fuente: Repositorio Institucional – Continental
Universidad Continental
Aparece en las colecciones: Tesis

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