Please use this identifier to cite or link to this item: https://hdl.handle.net/20.500.12394/9929
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dc.contributor.authorEspinoza Zamata, Sebastian Mauroes_ES
dc.contributor.authorMarquez Solis, Pedro Yuries_ES
dc.date.accessioned2021-08-20T00:30:51Z-
dc.date.available2021-08-20T00:30:51Z-
dc.date.issued2020-
dc.identifier.citationEspinoza, 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/10.1145/3442555.3442569es_ES
dc.identifier.urihttps://hdl.handle.net/20.500.12394/9929-
dc.descriptionIn 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.es_ES
dc.formatapplication/pdfes_ES
dc.format.extentp. 79-88es_ES
dc.language.isoenges_ES
dc.publisherUniversidad Continentales_ES
dc.relationhttps://dl.acm.org/doi/abs/10.1145/3442555.3442569es_ES
dc.rightsinfo:eu-repo/semantics/restrictedAccesses_ES
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/es_ES
dc.subjectAnimaciónes_ES
dc.subjectActivación químicaes_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/articlees_ES
dc.description.noteEl texto completo de este trabajo no está disponible en el Repositorio Institucional-Continental por restricciones de la casa editorial donde ha sido publicado.es_ES
dc.rights.accessRightsRestringidoes_ES
dc.identifier.journalACM International Conference Proceeding Serieses_ES
dc.identifier.doihttps://doi.org/10.1145/3442555.3442569es_ES
dc.subject.ocdehttp://purl.org/pe-repo/ocde/ford#1.02.02es_ES
dc.type.versioninfo:eu-repo/semantics/publishedVersiones_ES
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