Real-Time Visually and Haptically
Accurate Surgical Simulation

Karl D. Reinig, Charles G. Rush, Helen L. Pelster,
Victor M. Spitzer, James A. Heath

The Center for Human Simulation, University of Colorado Denver, Denver, Colorado 80262

Abstract

The Visible Human Database provides a complete submillimeter photographic and radiological description of both a male and a female cadaver. The Center for Human Simulation has developed real-time algorithms that allow a user to wield a virtual scalpel and produce arbitrary cuts into the reconstructed body. Real-time interaction is achieved by producing the appropriate texture mapped surfaces directly from the Visible Human Database. We are currently combining a 3 degree of freedom PHANToM haptic device (SensAble Devices) with our surgical cutting algorithms to produce a system with the look and feel of surgical cutting.

1. Introduction

The universal use of flight simulators in the aircraft industry encourages the investigation of simulation techniques in the surgical arena. Scientists and engineers have long postulated the requirements for such a system while waiting for hardware and databases to catch up. Realistic real-time visual and haptic interaction with anatomical structures is a major component of any surgical simulator. This paper briefly presents application of the Visible Human Database to simulate real-time visually and haptically realistic surgical cutting. The method takes advantage of the existence of graphics hardware capable of rapidly rendering texture mapped polygons. A texture mapped polygonal representation of the surgical area is created apriori. As cutting proceeds, the polygonal surface is altered in real time to append the new surfaces produced by the cut. Texture maps for the initial and newly created surfaces are produced directly from the Visible Human Database.

2. Visible Human Database

The Visible Human Database is a volumetric color description of the anatomy of an entire male and an entire female cadaver. The data was created at the University of Colorado Medical School at the Center for Human Simulation (CHS) using a custom cryomacrotome. Data for the male was gathered in one millimeter increments from head to toe (z axis). Each slice was digitized at 1/3 millimeter resolution in x and y. The female was done the same way with three times the resolution in the z direction giving true 1/3 millimeter voxels. The National Library of Medicine funded the collection of the images as part of the Visible Human Project. The data is in the public domain and is available on the internet (/ftp://nlm.nih.gov/visible/).

After taking the time to segment and classify each voxel in a subvolume of the male or female it is possible to interact with the data in many ways. We use computer generated edges to assist in the extraction of consistent and accurate structural boundaries. The uniformity of the resulting structures allows us to render anatomical structures directly from the data. Figure 1 shows an example rendering of the muscles, bones, and peripheral veins of the right knee of the male.

In addition, marching cubes [1] techniques can be used to create polygonal surface models directly from the segmented data. Because of the accuracy and consistency of our boundaries, we can create the texture maps for the polygonal models directly from the data. Using existing high-end graphics workstations, the texture mapped polygons may be rendered in real-time with a very high degree of visual realism.

3. Method

The basic premise is that at any stage of surgery the entire field of interest can be represented by a set of surfaces. In terms of the nuts and bolts of computer graphics, updating this set of surfaces is a matter of updating the associated set of vertices, connectivity arrays, and texture maps. Since all changes in the field are incremental, it is possible (with reasonably fast hardware) to make these changes in real time.

Our current implementation is completely Open Inventor based and performs the following tasks:

We have recently added haptic feedback through the use of a PHANToM (SensAble Devices) force reflective device. A simple model allowing springiness and shear converts the position and recent history of the virtual scalpel into the proper force feedback. Variation in force due to interactions with different anatomical materials is currently being added to the model. This will make bones impenetrable, tendons harder than muscle, etc.

4. Results

Creating texture mapped polygonal surfaces "on the fly" gives visually realistic simulations of surgical cuts. Figure 2 shows a single frame from a real time cut made on an SGI Onyx workstation. The surgeons who have wielded our virtual scalpel have been unanimously impressed by the visual detail.

The addition of tactile feedback greatly enhances the "believability" of an already visually convincing method. It is immediately obvious to the user that he or she can place the scalpel and create the desired incision with significantly greater accuracy and ease.

5. Discussion

To be truly useful a surgical simulator needs many other attributes, even when limited to the simpler minimally invasive techniques. We consider this work to be laying the foundation for future surgical simulations. Seeing and feeling the results of incisions are the fundamental building blocks of any useful surgical simulator. Near-term enhancements to the surgical simulator should include:

1) Realistic models for blood and other fluids.
2) Separate polygonal surfaces for different tissue types (muscle, tendon, fat, etc.).
3) The ability to cut completely through a material allowing pieces of anatomy to be removed.
4) Better deformation algorithms for the displacement of tissues when stretched and cut.

In addition to the visual and haptic features above, a dynamic physiological model should be included in the surgical simulator. For example, the effects of severing blood vessels, nerves, etc., would be used to estimate the state (blood pressure, heart rate, etc.) of the simulated patient.

There is nothing in our basic method that precludes the addition of any of the desired capabilities. We have postulated reasonable solutions to each. These solutions will not be realized in the near-term unless this effort is funded. Even with funding, a comprehensive surgical simulator is still years away.

In the meantime, the Center for Human Simulation is putting this technology to immediate use in the development of a simpler (and immediately useful) simulator for needle insertions. A working prototype of our needle insertion simulator (NIS) was recently demonstrated at the annual meeting o f the American Society of Anesthesiologists. The NIS was used to teach celiac plexus blocks by giving the student both the feel and visual feedback of a patient in a clinical setting.

6. Conclusion

We have developed the basis for a practical surgical simulator. While there is still a great deal to be done before the educational benefits of such a system are realized, we feel that the required technologies (fast graphics processors, reliable haptic devices, robust software methods) already exist. The production of a practical surgical simulator will require the melding of many disciplines. The Visible Human Database can be the vehicle for linking these disciplines.

References

[1] Lorensen, W. E. and Cline, H. E., "Marching Cubes: A High Resolution 3D Surface Construction Algorithm," Computer Graphics, vol. 21, no. 3, pp. 163-169, July 1987.

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