An Architecture for RealTime Vertebrae Drilling Simulation - PowerPoint PPT Presentation

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An Architecture for RealTime Vertebrae Drilling Simulation

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We are using haptic feedback devices. Need high feedback rates (300Hz-10000Hz) ... They plan surgeries before-hand. We know where the drill is going! Where do ... – PowerPoint PPT presentation

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Title: An Architecture for RealTime Vertebrae Drilling Simulation


1
An Architecture for Real-Time Vertebrae Drilling
Simulation
2
Virtual WHAT?
  • When a patient ruptures a disc, it has to be
    removed and the surrounding vertebrae are fused
    together using a piece of bone
  • Pedicle screws are inserted into the vertebrae
    to stabilize it during fusion

Pictures from www.spine-health.com
3
Why simulate this?
  • Pedicle screw insertion is inherently dangerous,
    so its difficult to get experience
  • Training options are poor
  • Simulation is cheap!

Haptic drill may in fact not be cheap
4
How to simulate Spinal Drilling
  • Make a Virtual Vertebrae
  • Make a Virtual Drill
  • Virtually Drill the Virtual Drill into the
    Virtual Vertebrae
  • (Its virtually that simple)

5
Step 2 A Virtual Drill
  • Only the drill bit actually drills
  • The drill bit is a cylinder with a conical end
    cap
  • we ignore the threads on the drill bit

6
Step 3 Virtual Drilling
  • General problem We have a volume we want to
    decimate with our Virtual Drill Bit
  • General Solution Fill the volume with volume
    elements and throw them away when they
    intersect with the Virtual Drill Bit

7
A note about speed
  • We are using haptic feedback devices
  • Need high feedback rates (300Hz-10000Hz)
  • This implies the intersection test has to be very
    fast
  • Volume element with the fastest intersection
    test Points!
  • Fast geometric test w/cylinder and cone
  • Small memory footprint

8
Just how many points?
  • That depends on the haptic drill
  • Our guess (so far) 0.1mm between points
  • Vertebrae volume is 100,000mm3
  • we cant fill the whole thing
  • We can cheat because surgeons are meticulous
  • They plan surgeries before-hand
  • We know where the drill is going!

9
Where do we put the points?
  • Bad Idea voxels
  • Good Idea cylindrical point volume
  • Drill bit is a cylinder, so fill a bigger
    cylinder with points, and align it with the
    planned path
  • Where in the cylinder?
  • Structure can speed up collision algorithm

10
The Cylinder/Disc/Ring Paradigm
11
Off-Path Drilling
  • Simple algorithm rewards on-path drilling
  • Can avoid this by traversing ring in both
    directions

12
Testing the System
  • No haptic drill!
  • Try to simulate haptic drill input
  • Drill input should be asynchronous
  • Very difficult, Linux is not an RTOS
  • Fallback method
  • Move drill, test for collisions, move drill, test
    for collisions, etc

13
Simulation Results
14
Step 1 A Virtual Vertebrae
  • Point inside/outside test
  • Implicit surfaces are good for this
  • Smooth, accurate polygonized surface
  • Implicits work well here, too
  • Reconstruction from CT slices
  • People have been using Radial Basis Functions
    with good results

15
Computed Tomography
  • AKA CT or CAT Scanning
  • Greyscale slices of biological volume
  • Isolating surface contours
  • Segmenting is done by hand

16
Ugly Contours
17
Radial Basis Functions
  • Radial Basis Function a continuous function
    that interpolates through an (almost)
    arbitrary set of data points
  • The RBFs we are interested in are classified as
    the smoothest interpolants they minimize
    surface curvature
  • In pictures.

18
An RBF takes these points
19
And gives you this surface
20
Definition of an RBF
21
Finding the coefficients
  • We specify a set of N point/value pairs (xi,fi)
  • s(xi) fi (these are called centers of
    the RBF)
  • By plugging the xis back into the general form,
    we get a linear system of equations in N
    variables
  • The coefficients of P go in there too, so
    actually N4
  • Solving this system is O(N3) w/ O(N2) memory, and
    evaluation is O(N)
  • Thats too slow to be practical, but Fast
    Multipole Methods reduce evaluation to O(1), with
    an O(NlogN) setup time, so iterative solving is
    O(NlogN)

22
Hole Filling Property
  • The biharmonic has non-compact support, it can be
    used for mesh repair or to fill holes
  • Vertebrae point set has two large holes

23
Off Surface Points
  • For 3D biharmonic RBFs, specify a set of surface
    points with value f 0
  • Also need inside and outside points with positive
    and negative values
  • Trivial solution s 0 if we only specify surface
    points
  • The distance between surface and off-surface
    points has a large effect on smoothness of the
    final surface

24
Why does OSP distance matter?
  • When the distance is small, thesurface is
    restricted
  • As the distance increases, there is more
    freedom
  • This is why the pixel-basedfitting method failed

25
Center Reduction
  • RBF center reduction throws away redundant
    centers that the RBF willinterpolate anyway
  • Reduces N, which makesevaluation faster

26
RBF Smoothing
  • Introduce smoothing factor into RBF
  • Reduces solution accuracy at the expense of
    increased smoothness
  • Can set smoothness foreach center individually

27
Dangers of RBF Smoothing
  • A High smoothing factor can cause serious volume
    change

28
FastRBF
  • FastRBF from FarFieldTechnology
  • FMM, reduction, smoothing, automatic normal
    generation, optimized triangle polygonizer
  • www.fastrbf.com

29
Vertebrae Model Results
30
Rendering the Point Volume
31
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Questions?
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