Real-Time Fluid Dynamics for Virtual Surgery

نویسنده

  • Lars Andersson
چکیده

This thesis report documents the work performed to investigate and implement a number of algorithms for real-time visualization of blood and smoke in the context of virtual surgery applications. More specifically, the effects that we want to implement are blood squirting in free space, blood drops running down a surface, blood dissolving in a fluid and smoke generated by a tissue burning instrument. The work started with a period of initial research to get a better overview of the subject and the possibilities available. This was followed by experiments and implementation of the most promising methods. An uncoupled particle system rendered as a set of spheres is used for the blood splash and drip effects. Blood trails are rendered directly onto the surface texture. The results are not very realistic visually or physically, but may still be usable to give the user visual cues about what is going on in the simulator. The simulation of blood dissolving in a fluid is based on a real-time approximation of the Navier-Stokes equations and is more physically correct. It allows quite realistic real-time interaction with a fluid in two dimensions. The smoke effect is implemented as a simple particle system and probably looks realistic enough to be usable. However, the simulation is not physically based and needs to be modified if interaction with the smoke is required. Sammanfattning Den här rapporten beskriver arbetet som utförts för att undersöka och implementera ett antal algoritmer för visualisering av blod och rök i realtid. Mer specifikt är effekterna vi vill åstadkomma blod som skvätter och droppar som rinner utmed en yta, blod som löser sig i en annan vätska och rök fr̊an ett värmeinstrument. Arbetet började med en period av efterforskning för att f̊a en bättre överblick av ämnet och tidigare arbeten. Detta åtföljdes av experiment och implementering av de mest lovande metoderna. Ett okopplat partikelsystem med partiklar renderade som sfärer används för skvätt och droppeffekterna. Blodsp̊ar renderas direkt till texturen p̊a den yta som blodet befinner sig. Resultaten är inte speciellt realistiska varken visuellt eller fysikaliskt, men skulle änd̊a kunna vara användbara för att ge visuella ledtr̊adar om vad som händer i den simulerade omgivningen. Simuleringen av blod i vätska är baserad p̊a en realtidsapproximation av Navier-Stokes och är mer fysikaliskt korrekt. Modellen till̊ater realtidsinteraktion med vätskan i tv̊a dimensioner. Rökeffekten är implementerad som ett enkelt partikelsystem och ser antagligen tillräckligt realistiskt ut för att vara användbar. Den är dock inte fysikaliskt baserad och behöver förbättras om realisktisk interaktion med röken krävs.

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تاریخ انتشار 2005