Por favor, use este identificador para citar o enlazar este ítem: https://hdl.handle.net/20.500.12394/9929
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
Marquez Solis, Pedro Yuri
Palabras clave: Animación
Activación química
Editorial: Universidad Continental
Fecha de publicación: 2020
Fecha disponible: 20-ago-2021
Cita bibliográfica: Espinoza, S., Marquez, P. (2020). Comparative of Techniques: Activation by Sequence, Morph Target Animation and CG/HLSL Programming in Surgery Incision Simulation for Virtual Reality. ACM International Conference Proceeding Series, 27(1), 79-88. https://doi.org/10.1145/3442555.3442569
DOI: https://doi.org/10.1145/3442555.3442569
Descripción: 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 considerable 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 compares 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.
Notas: El texto completo de este trabajo no está disponible en el Repositorio Institucional-Continental por restricciones de la casa editorial donde ha sido publicado.
Incluido en: https://dl.acm.org/doi/abs/10.1145/3442555.3442569
Extensión: p. 79-88
Acceso: Restringido
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