Please use this identifier to cite or link to this item: https://hdl.handle.net/20.500.12394/10461
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dc.contributor.advisorMarquez Solis, Pedro Yuries_ES
dc.contributor.authorEspinoza Zamata, Sebastian Mauroes_ES
dc.date.accessioned2021-12-23T03:31:17Z-
dc.date.available2021-12-23T03:31:17Z-
dc.date.issued2021-
dc.identifier.citationEspinoza, 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.es_ES
dc.identifier.urihttps://hdl.handle.net/20.500.12394/10461-
dc.description.abstractIn 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.es_ES
dc.formatapplication/pdfes_ES
dc.format.extent11 páginases_ES
dc.language.isoenges_ES
dc.publisherUniversidad Continentales_ES
dc.rightsinfo:eu-repo/semantics/openAccesses_ES
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/es_ES
dc.sourceRepositorio Institucional – Continentales_ES
dc.sourceUniversidad Continentales_ES
dc.subjectMetodologías informáticases_ES
dc.subjectModelado y simulaciónes_ES
dc.titleComparative of Techniques: Activation by Sequence, Morph Target Animation and CG/HLSL Programming in Surgery Incision Simulation for Virtual Realityes_ES
dc.typeinfo:eu-repo/semantics/bachelorThesises_ES
dc.rights.licenseAttribution 4.0 International (CC BY 4.0)es_ES
dc.rights.accessRightsAcceso abiertoes_ES
dc.publisher.countryPEes_ES
thesis.degree.nameIngeniero de Sistemas e Informáticaes_ES
thesis.degree.grantorUniversidad Continental. Facultad de Ingeniería.es_ES
thesis.degree.disciplineIngeniería de Sistemas e Informáticaes_ES
thesis.degree.programPregrado presencial regulares_ES
dc.subject.ocdehttp://purl.org/pe-repo/ocde/ford#2.02.04es_ES
renati.advisor.dni20058357-
renati.advisor.orcidhttps://orcid.org/0000-0002-8301-8892es_ES
renati.author.dni73592845-
renati.discipline612156es_ES
renati.levelhttp://purl.org/pe-repo/renati/nivel#tituloProfesionales_ES
renati.typehttps://purl.org/pe-repo/renati/type#tesises_ES
dc.type.versioninfo:eu-repo/semantics/publishedVersiones_ES
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