K. Cheng, I. Curthoys, H. MacDougall, J. Clark, P. Mukherjee
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引用次数: 0
摘要
背景:近十年来,虚拟现实(VR)已被应用于耳科模拟。传统的临床CT中耳三维网格模型分辨率较低,影响了模型的真实感和准确性。尽管微计算机断层扫描(micro-CT)成像克服了分辨率问题,但由于计算量要求高,其在虚拟现实平台中的应用受到限制。本研究的目的是优化一个高分辨率的3D人体中耳网格模型,该模型适用于在沉浸式VR环境中使用HTC VIVE VR耳机(HTC and Valve Corporation, USA)进行观看和操作,以在保持解剖精度的同时实现VR中无缝的中耳解剖可视化观看体验。方法:利用28 μm体素分辨率的显微ct数据重建人体中耳高分辨率三维网格模型。通过裁剪表面模型多边形数、文件大小、加载时间和帧率来优化模型。结果:优化后的中耳模型及其周围结构(多边形数量从2100万个减少到250万个)可以以每秒82帧的速度在沉浸式VR中上传和可视化,没有VR相关的晕动病报告。结论:优化后的高分辨率微ct数据可在沉浸式VR环境中实现可视化。据我们所知,这是第一份关于克服VR中耳应用翻译障碍的报告。
Human Middle Ear Anatomy Based on Micro-Computed Tomography and Reconstruction: An Immersive Virtual Reality Development
Background: For almost a decade, virtual reality (VR) has been employed in otology simulation. The realism and accuracy of traditional three-dimensional (3D) mesh models of the middle ear from clinical CT have suffered because of their low resolution. Although micro-computed tomography (micro-CT) imaging overcomes resolution issues, its usage in virtual reality platforms has been limited due to the high computational requirements. The aim of this study was to optimize a high-resolution 3D human middle ear mesh model suitable for viewing and manipulation in an immersive VR environment using an HTC VIVE VR headset (HTC and Valve Corporation, USA) to enable a seamless middle ear anatomical visualisation viewing experience in VR while preserving anatomical accuracy. Methods: A high-resolution 3D mesh model of the human middle ear was reconstructed using micro-CT data with 28 μm voxel resolution. The models were optimised by tailoring the surface model polygon counts, file size, loading time, and frame rate. Results: The optimized middle ear model and its surrounding structures (polygon counts reduced from 21 million polygons to 2.5 million) could be uploaded and visualised in immersive VR at 82 frames per second with no VR-related motion sickness reported. Conclusion: High-resolution micro-CT data can be visualized in an immersive VR environment after optimisation. To our knowledge, this is the first report on overcoming the translational hurdle in middle ear applications of VR.