Improved haptic rendering of anatomical data.
Identifieur interne : 000598 ( Ncbi/Curation ); précédent : 000597; suivant : 000599Improved haptic rendering of anatomical data.
Auteurs : Florian Heike [Allemagne] ; Andre Ley ; Robert RienerSource :
- Studies in health technology and informatics [ 0926-9630 ] ; 2002.
English descriptors
- KwdEn :
- MESH :
- anatomy & histology : Femur.
- Algorithms, Computer Graphics, Feedback, Humans, Models, Anatomic, Numerical Analysis, Computer-Assisted, Software, Touch, User-Computer Interface.
Abstract
We perform haptic rendering of a polygonal mesh at a high speed, independent of its face count, using a topologically structured data representation that avoids edge gap effects from small numerical errors. Constraints on the virtual proxy's position on the mesh give good results in rendering concave edges. The algorithm allows force shading and smoothing at convex corners and edges by an approach originally developed for graphic rendering.
PubMed: 15458085
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pubmed:15458085Le document en format XML
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<author><name sortKey="Heike, Florian" sort="Heike, Florian" uniqKey="Heike F" first="Florian" last="Heike">Florian Heike</name>
<affiliation wicri:level="4"><nlm:affiliation>Institute of Automatic Control Engineering, Technische Universität München, Germany.</nlm:affiliation>
<country xml:lang="fr">Allemagne</country>
<wicri:regionArea>Institute of Automatic Control Engineering, Technische Universität München</wicri:regionArea>
<placeName><settlement type="city">Munich</settlement>
<region type="land" nuts="1">Bavière</region>
<region type="district" nuts="2">District de Haute-Bavière</region>
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<orgName type="university">Université technique de Munich</orgName>
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<author><name sortKey="Ley, Andre" sort="Ley, Andre" uniqKey="Ley A" first="Andre" last="Ley">Andre Ley</name>
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<author><name sortKey="Riener, Robert" sort="Riener, Robert" uniqKey="Riener R" first="Robert" last="Riener">Robert Riener</name>
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<sourceDesc><biblStruct><analytic><title xml:lang="en">Improved haptic rendering of anatomical data.</title>
<author><name sortKey="Heike, Florian" sort="Heike, Florian" uniqKey="Heike F" first="Florian" last="Heike">Florian Heike</name>
<affiliation wicri:level="4"><nlm:affiliation>Institute of Automatic Control Engineering, Technische Universität München, Germany.</nlm:affiliation>
<country xml:lang="fr">Allemagne</country>
<wicri:regionArea>Institute of Automatic Control Engineering, Technische Universität München</wicri:regionArea>
<placeName><settlement type="city">Munich</settlement>
<region type="land" nuts="1">Bavière</region>
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<orgName type="university">Université technique de Munich</orgName>
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<author><name sortKey="Ley, Andre" sort="Ley, Andre" uniqKey="Ley A" first="Andre" last="Ley">Andre Ley</name>
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<author><name sortKey="Riener, Robert" sort="Riener, Robert" uniqKey="Riener R" first="Robert" last="Riener">Robert Riener</name>
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<series><title level="j">Studies in health technology and informatics</title>
<idno type="ISSN">0926-9630</idno>
<imprint><date when="2002" type="published">2002</date>
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<profileDesc><textClass><keywords scheme="KwdEn" xml:lang="en"><term>Algorithms</term>
<term>Computer Graphics</term>
<term>Feedback</term>
<term>Femur (anatomy & histology)</term>
<term>Humans</term>
<term>Models, Anatomic</term>
<term>Numerical Analysis, Computer-Assisted</term>
<term>Software</term>
<term>Touch</term>
<term>User-Computer Interface</term>
</keywords>
<keywords scheme="MESH" qualifier="anatomy & histology" xml:lang="en"><term>Femur</term>
</keywords>
<keywords scheme="MESH" xml:lang="en"><term>Algorithms</term>
<term>Computer Graphics</term>
<term>Feedback</term>
<term>Humans</term>
<term>Models, Anatomic</term>
<term>Numerical Analysis, Computer-Assisted</term>
<term>Software</term>
<term>Touch</term>
<term>User-Computer Interface</term>
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<front><div type="abstract" xml:lang="en">We perform haptic rendering of a polygonal mesh at a high speed, independent of its face count, using a topologically structured data representation that avoids edge gap effects from small numerical errors. Constraints on the virtual proxy's position on the mesh give good results in rendering concave edges. The algorithm allows force shading and smoothing at convex corners and edges by an approach originally developed for graphic rendering.</div>
</front>
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