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Robert Lucas<br />

However, in a real dissection, cuts are not usually made in a single action but are the result of a<br />

number of incisions. Having successfully implemented the planar cutting algorithm with the associated<br />

texture mapping to the cut surface, it is now possible to see how incisions can be implemented. A<br />

knife blade can be represented as a 3D model and the collision between it and the object being cut as<br />

well as the geometry of the blade can be used to calculate the appearance of the incision. The<br />

incision can be implemented in much the same way as the cuts in the approach described above, but<br />

now we will want to add in some behaviour of the cut material, such as how much it pulls back from<br />

the blade to create a groove or valley in the cut surface. The sides of this groove can be constructed<br />

as per our cut surface above. Some experimentation with how a ‘peeling back’ type operation can be<br />

performed. We can identify a contact point and force from a dissection tool indicated by its movement.<br />

We can warp a mesh differentially by moving its vertex positions along the direction of the force from<br />

the tool whilst maintaining distances between adjacent vertices to maintain the surface integrity of a<br />

substance like skin. We can even introduce some stretching if we need to. We can propagate the<br />

force from the tool through the tissue being ‘peeled back’ so that points nearer the tool move the most<br />

whilst those distant from the tool behave as though anchored. With a suitable controlling device, there<br />

is no reason why we couldn’t offer some feedback to the user on the force required to perform an<br />

incision or operation to move or peel-back an object. At this point we will be well on the way to<br />

providing a realistic, if not total, dissection experience. This will be a very different experience from<br />

that offered by current dissection packages as there will be no constraints on where you can put the<br />

knife in, nor what you can put it into.<br />

6. Conclusions<br />

We cannot realistically expect to perform authentic dissections using 3D models in a games<br />

environment without putting in place some algorithmic and representational solutions to some of the<br />

many facets of the various processes that make up a dissection activity. This paper has shown how<br />

we can achieve planar cuts on surface models that make them appear to be solid by cutting the faces<br />

of the original object and replacing them with faces along the cut and filling the hole created by the<br />

cut. It has also been shown that textures can be added to the cut face that can span many triangular<br />

faces and present a coherent continuous texture that can be derived from a photograph to add extra<br />

realism. It is proposed that these techniques can be extended to provide partial cuts or incisions. It is<br />

asserted that these techniques take us a significant step towards performing virtual dissections using<br />

standard tools available to games programmers.<br />

References<br />

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07/06/11).<br />

Chazelle, B (1991). "Triangulating a Simple Polygon in Linear Time." Disc. Comput. Geom. 6, 485-524, 1991.<br />

de Berg, M.; van Kreveld, M.; Overmans, M.; and Schwarzkopf, O. "Polygon Triangulation: Guarding an Art<br />

Gallery." Ch.3 in Computation Geometry: Algorithms and Applications, 2 nd rev. ed Berlin: Springer-Verlag,<br />

pp.45-61, 2000.<br />

Digital frog 2011 http://www.digitalfrog.com/ (accessed on 07/06/11).<br />

R Hamley 2011 “Comparing Frog and Human Skin”.<br />

http://slohs.slcusd.org/pages/teachers/rhamley/Biology/Frog%20Dissection/integumentary%20system.html<br />

(accessed on 07/06/11).<br />

Lucas R. (2000) “Programming Methodology”<br />

http://www.keylinkcomputers.co.uk/Tom/Programming/programming%20methodology.pdf (accessed on<br />

07/06/11).<br />

Lucas R J. (2009) “3-D Immersive Screen Experiments”. Proceedings GIREP 2009. , (Groupe International de<br />

Recherche sur l'Enseignement de la Physique) 17-21 August 2009 Leicester University. (ISBN 978-1-4461-<br />

6219-4).<br />

Lucas R J, Kolb U. (2009) “Use of 3-D Virtual Environments in Teaching Physics and Astronomy”. Proceedings of<br />

Frontiers In Science Education Research. Cyprus March 2009 Eastern Mediterranean University press<br />

2009.<br />

Lucas, R J. (2010). “Using a virtual world for teaching the motion of projectiles”. In Norton, Andrew ed. Electronic<br />

Resources for Teaching and Learning (In press). The Open University, pp. 58–64.<br />

Lucas, R J (2010). . “The Celestial E-Sphere”. In Norton, Andrew ed. Electronic Resources for Teaching and<br />

Learning (In press). The Open University, pp. 58–64.<br />

Maya (2011) http://usa.autodesk.com/maya/ (accessed on 07/06/11).<br />

Save the frogs (2011) http://www.savethefrogs.com/gifts/digital-frog.html (accessed on 07/06/11).<br />

Sketchup (2011) http://sketchup.google.com/ (accessed on 07/06/11).<br />

Spiegel M. R. 1974 “Theory and Problems of Vector Analysis” McGraw-Hill Book Company, New York.<br />

Unity 3D (2011) http://unity3d.com/ (accessed on 07/06/11).<br />

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