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Doug L. James

Publications and source records attributed to Doug L. James.

6 recordsLinked to original sources

SDFStent: Real-time interactive virtual stenting via SDF deformation fields

Stenting is among the most common transcatheter interventions for congenital heart disease (CHD). Patient-specific computational fluid dynamics (CFD) simulations can predict hemodynamic outcomes of intervention scenarios but require post-operative vascular geometries that reflect stent-induced shape changes, which existing tools either model inadequately or require extensive time or manual effort to generate. We present SDFStent, a signed distance function (SDF) based mesh deformation method for virtual stenting that operates in real time, maintains mesh integrity, and preserves junction geometry. The stent is modeled as a pipe surface composed of piecewise-capsule SDFs joined by a smooth-minimum operator. Mesh vertices near the expanding SDF surface are displaced along the SDF gradient with a compactly supported fall-off function and an alpha blending mask. SDFStent was benchmarked against three existing approaches and validated on three tetralogy of Fallot (ToF) patients and three coarctation of the aorta (CoA) patients using rigid-wall steady-state CFD simulations against clinical catheterization measurements. Against a prescribed diameter of 6.0 mm, the method produced a mean stented diameter of 5.92 $\pm$ 0.08 mm in 1.5 s, over 100$\times$ faster than the best stenting-specific comparator. All output meshes were watertight and self-intersection-free. CFD-simulated post-operative pressure drops agreed with clinical measurements within 4 mmHg (mean error 2 mmHg). SDFStent produces simulation-ready post-stent models that match prescribed stent dimensions at interactive speeds, from pre-operative anatomy and catheterization data alone. The implementation is open-source and available in 3D Slicer. Its scriptable architecture enables automated generation of large synthetic cohorts for data-driven surrogate modeling.

cs.CE

Progressing Level-of-Detail Animation of Volumetric Elastodynamics

We extend the progressive dynamics model (Zhang et al., 2024) from cloth and shell simulation to volumetric finite elements, enabling an efficient level-of-detail (LOD) animation-design pipeline with predictive coarse-resolution previews facilitating rapid iterative design for a final, to-be-generated, high-resolution animation of volumetric elastodynamics. This extension to volumetric domains poses significant new challenges, including the construction of suitable mesh hierarchies and the definition of effective prolongation operators for codimension-0 progressive dynamics. To address these challenges, we propose a practical method for defining multiresolution hierarchies and, more importantly, introduce a simple yet effective topology-aware algorithm for constructing prolongation operators between overlapping (but not necessarily conforming) volumetric meshes. Our key insight is a boundary binding strategy that enables the computation of barycentric coordinates, allowing several off-the-shelf interpolants -- such as standard barycentric coordinates, Biharmonic Coordinates (Wang et al., 2015), and Phong Deformation (James, 2020) -- to serve as "plug-and-play" components for prolongation with minimal modification. We show that our progressive volumetric simulation framework achieves high-fidelity matching LOD animation across resolutions including challenging dynamics with high speeds, large deformations, and frictional contact.

cs.GR

RealImpact: A Dataset of Impact Sound Fields for Real Objects

Objects make unique sounds under different perturbations, environment conditions, and poses relative to the listener. While prior works have modeled impact sounds and sound propagation in simulation, we lack a standard dataset of impact sound fields of real objects for audio-visual learning and calibration of the sim-to-real gap. We present RealImpact, a large-scale dataset of real object impact sounds recorded under controlled conditions. RealImpact contains 150,000 recordings of impact sounds of 50 everyday objects with detailed annotations, including their impact locations, microphone locations, contact force profiles, material labels, and RGBD images. We make preliminary attempts to use our dataset as a reference to current simulation methods for estimating object impact sounds that match the real world. Moreover, we demonstrate the usefulness of our dataset as a testbed for acoustic and audio-visual learning via the evaluation of two benchmark tasks, including listener location classification and visual acoustic matching.

cs.SD

svMorph: Interactive geometry-editing tools for virtual patient-specific vascular anatomies

We propose svMorph, a framework for interactive virtual sculpting of patient-specific vascular anatomic models. Our framework includes three tools for the creation of tortuosity, aneurysms, and stenoses in tubular vascular geometries. These shape edits are performed via geometric operations on the surface mesh and vessel centerline curves of the input model. The tortuosity tool also uses the physics-based Oriented Particles method, coupled with linear blend skinning, to achieve smooth, elastic-like deformations. Our tools can be applied separately or in combination to produce simulation-suitable morphed models. They are also compatible with popular vascular modeling software, such as SimVascular. To illustrate our tools, we morph several image-based, patient-specific models to create a range of shape changes and simulate the resulting hemodynamics via three-dimensional, computational fluid dynamics. We also demonstrate the ability to quickly estimate the hemodynamic effects of the shape changes via automated generation of associated zero-dimensional lumped-parameter models.

physics.med-ph

Fast Linking Numbers for Topology Verification of Loopy Structures

It is increasingly common to model, simulate, and process complex materials based on loopy structures, such as in yarn-level cloth garments, which possess topological constraints between inter-looping curves. While the input model may satisfy specific topological linkages between pairs of closed loops, subsequent processing may violate those topological conditions. In this paper, we explore a family of methods for efficiently computing and verifying linking numbers between closed curves, and apply these to applications in geometry processing, animation, and simulation, so as to verify that topological invariants are preserved during and after processing of the input models. Our method has three stages: (1) we identify potentially interacting loop-loop pairs, then (2) carefully discretize each loop's spline curves into line segments so as to enable (3) efficient linking number evaluation using accelerated kernels based on either counting projected segment-segment crossings, or by evaluating the Gauss linking integral using direct or fast summation methods (Barnes-Hut or fast multipole methods). We evaluate CPU and GPU implementations of these methods on a suite of test problems, including yarn-level cloth and chainmail, that involve significant processing: physics-based relaxation and animation, user-modeled deformations, curve compression and reparameterization. We show that topology errors can be efficiently identified to enable more robust processing of loopy structures.

cs.GR

On the Impact of Ground Sound

Rigid-body impact sound synthesis methods often omit the ground sound. In this paper we analyze an idealized ground-sound model based on an elastodynamic halfspace, and use it to identify scenarios wherein ground sound is perceptually relevant versus when it is masked by the impacting object's modal sound or transient acceleration noise. Our analytical model gives a smooth, closed-form expression for ground surface acceleration, which we can then use in the Rayleigh integral or in an "acoustic shader" for a finite-difference time-domain wave simulation. We find that when modal sound is inaudible, ground sound is audible in scenarios where a dense object impacts a soft ground and scenarios where the impact point has a low elevation angle to the listening point.

cs.SD