scholarly journals Implementing Frameless and Maskless Stereotactic Radiosurgery With Real-Time 6-Degrees-of-Freedom Robotic Head Motion Compensation

Author(s):  
A. Belcher ◽  
X. Liu ◽  
R.D. Wiersma
2001 ◽  
Author(s):  
Taichi Shiiba ◽  
Yoshihiro Suda

Abstract In this paper, the authors propose to apply the full vehicle model of multibody dynamics to driving simulator with 6 degrees of freedom motion system. By this proposal, the characteristics of driving simulator become very similar to the actual automobiles. It becomes possible to predict the performance of vehicle dynamics and the riding comfort by feeling test without prototyping automobile. To realize real-time calculation that is necessary for driving simulator, the authors proposed approximated real-time analysis method. By this method, real-time vehicle analysis of 2 ms step time of numerical integration is achieved with 91 degrees of freedom vehicle model.


2015 ◽  
Vol 42 (6Part1) ◽  
pp. 2757-2763 ◽  
Author(s):  
Xinmin Liu ◽  
Andrew H. Belcher ◽  
Zachary Grelewicz ◽  
Rodney D. Wiersma

2013 ◽  
Vol 3 (1) ◽  
pp. 71-78 ◽  
Author(s):  
Md. Mahbubar Rahman ◽  
Hiroshi Miki ◽  
Shinpei Sugimori ◽  
Yugo Sanada ◽  
Yasuyuki Toda

2020 ◽  
Vol 2020 (13) ◽  
pp. 382-1-382-9
Author(s):  
Daniele Bonatto ◽  
Sarah Fachada ◽  
Gauthier Lafruit

MPEG-I, the upcoming standard for immersive video, has steadily explored immersive video technology for free navigation applications, where any virtual viewpoint to the scene is created using Depth Image-Based Rendering (DIBR) from any number of stationary cameras positioned around the scene. This exploration has recently evolved towards a rendering pipeline using camera feeds, as well as a standard file format, containing all information for synthesizing a virtual viewpoint to a scene. We present an acceleration of our Reference View Synthesis software (RVS) that enables the rendering in real-time of novel views in a head mounted display, hence supporting virtual reality (VR) with 6 Degrees of Freedom (6DoF) including motion parallax within a restricted viewing volume. In this paper, we explain its main engineering challenges.


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