Surgical simulations can’t be made with standard game engines; New tech is needed that can simulate surgical interactions like cutting.
My research study was presented at the Eurohaptics conference, in London 2016.
A collection of my research work that I presented at the Eurohaptics conference, London 2016.
My PhD Thesis. new tech for the simulation of surgically interactive virtual tissues. It includes haptic-rendering and new medical simulation applications.
Quadcopters, big and small. Fixed-wing aircraft, balsa & shrink film and moulded foam. Autonomous aircraft are increasingly important and are also an exciting platform for teaching engineering principles.
Comparing haptic rendering algorithms is challenging. This paper describes a novel method for replaying haptic recordings.
This paper reviews haptic VR simulation-based medical training for bone and dental surgery, intubation procedures, etc.
Real-time interactive isosurfacing: a new method for improving marching isosurfacing algorithm output and efficiency
Crime scene investigators use the shape of blood droplets to understand details of how crimes were committed. I created a series of simple 3D animations that depict some of the basic mechanisms that determine the droplet shape.
A high-speed GPU-accelerated isosurfacing algorithm project that I contributed to led by Christopher Dyken at Sintef (Norway)
My custom-built tools (written in C++) have enabled these world leading bio-mechanics researchers to simulate at higher resolution than ever before.
The way we perceive the world via tactile stimuli is not black and white; for example, what we see changes what we perceive to feel. It’s far more compelling to experience an illusion first-hand that demonstrates this.
This is one of the first media pieces about my work in VR haptic simulation, and highlights early accolades.
Describes some of my research on performance metrics using a surgical simulation I developed with surgeons whilst at Flinders University. Since VR training simulations have all movement and interaction data...
Research I conceived and supervised into creating ways to share haptic replays without requiring the original software for haptic playback.
The results of a validation study of my VR Endoscopic Sinus Surgery Simulator.
Who doesn’t like these cool Novint Falcon haptic devices? …or the Skull Jigsaw (simulation/game) that I developed.
Over the years, many visitors have been interested to feel what it is like to use the haptic simulations that were developed in the simulation laboratory.
Describes the application of my fast (GPU-accelerated) radiological image processing to extract descriptors of bone tissue healing from approx. 20 samples. I developed the software in C++ using CUDA and OpenGL. Full details of the study are in the article (below) that was featured on the cover of the scientific journal Veterinary Comparative Orthopaedic Traumatology.