A
Case Study Using the Virtual Environment for Resonstructive Surgery
KEVIN MONTGOMERY
PhD, Michael Stephanides MD, Stephen Schendel MD, Muriel Ross PhD
National Biocomputation
Center
Stanford University
Stanford, CA 94305
NASA Ames Research
Center
Moffett Field, CA
94035

ABSTRACT_______________
This
paper details the use of a Virtual Environment for Reconstructive Surgery
(VERS) in the case of a 17 year-old boy with a severe facial defect arising
from the removal of a soft-tissue tumor. Computed tomography (CT) scans
were taken of the patient, the data were segmented, a mesh was generated,
and this patient-specific mesh was used in a virtual environment by the
surgeons for preoperative visualization of the defect, planning of the
surgery, and production of a custom surgical template to aid in repairing
the defect. This paper details the case of this patient, provides a background
on the virtual environment technology used, discusses the difficulties
encountered, and describes the lessons learned.
Keywords:
computer applications, life and medical sciences, surgical planning.
INTRODUCTION___________
The
Virtual Environment for Reconstructive Surgery (VERS) project was started
three years ago between the NASA Ames Biocomputation Center and the Stanford
University Department of Reconstructive Surgery. Its initial aims were
to use the 3D reconstruction and visualization technologies that were
developed for space-related research toward providing surgeons with visualization
capabilities to aid in preoperative planning. Since then, the scope of
the work, and our organizations, have expanded substantially.
NASA
and Stanford have recently founded a National Biocomputation Center to
expand this work to adapt and deploy many of NASA's technologies in the
broader area of medicine. The new Center ties together many different
groups throughout NASA, with many groups within Stanford (plastic surgery,
neurosurgery, education, radiology, computer science, engineering) and
external organizations to push the state of the art in computation and
visualization to revolutionize medicine.
The
VERS project is only one of several research areas currently under development
and it has since expanded its scope to allow full visualization and interaction
between the surgeon and the reconstructed data of their patient. The result
is a complete surgical planning station that allows the surgeon to visualize
their patient's data, extract quantitative information (such as distances
and angles) directly from the dataset, to actually simulate the surgical
procedure for training purposes, and to even generate patient-specific
custom templates that can be used in the surgery itself.
This
paper will briefly discuss the technologies behind this project, detail
a case study for which this system proved invaluable, and explore the
lessons learned in the production and use of a virtual environment for
reconstructive surgery.
CASE
BACKGROUND______
This
case involves a 17 year-old hispanic boy. At age 9 he had a fast-growing
soft tissue tumor removed from under his left eye. Because this was an
advanced and very aggressive tumor, the surgeon removed all bones and
much of the soft tissue on the left side of the boy's face (including
the eye) in order to be certain to fully remove the tumor (see figure
1a-b).
Now,
at age 17, surgeons at the Department of Functional Restoration and Division
of Plastic and Reconstructive Surgery are planning the reconstruction
of his face. Because this is a particularly unusual and difficult case,
we sought to use advanced visualization to aid in the preparation of this
surgery.
METHODS________________
Reconstruction
First, a computed
tomography (CT) scan of the boy was performed. This data was then transferred
from the Radiology Department to our SGI Onyx InfiniteReality server.
Once there, the data are translated (if necessary) from their vendor-specific
format into the standard DICOM format.
Next,
in-house 3D reconstruction software reads the successive DICOM slice images,
allows viewing of the raw data, performs segmentation using morphological
techniques and connected components analysis, generates a mesh using a
Marching Cubes algorithm, allows for automated and semiautomated artifact
removal, and permits mesh reduction through a number of techniques. The
resulting high resolution meshes are then used for preoperative visualization,
where great detail is required (see figures 1a-d).
There
were 2.5 million polygons in the skull model and 1.5 million polygons
comprising the face. For preoperative visualization, we typically view
these images in stereo, so we require a minimum of 8 million polygons
per frame. With currently available technology, this much information
could clearly not be rendered in real-time.
Therefore,
the meshes are reduced for interactive visualization purposes in the VERS
environment. In the case of this dataset, both the skull and face were
reduced to roughly 500K polygons for interactive visualization. Our mesh
reduction techniques preserve as much detail as possible, while reducing
the number of triangles required to represent the surface. However, this
was the minimum size that was judged by the surgeons that still provided
sufficient detail.
Virtual
Environment for Reconstructive Surgery
The Virtual Environment
for Reconstructive Surgery consists of the following components:
- Silicon Graphics
Onyx InfiniteReality workstation
- FakeSpace Immersive
Workbench display system
- Polhemus FasTrak
stylus
- StereoGraphics
CrystalEyes stereo glasses
- Sense8 WorldToolKit
The
WorldToolKit application reads in the given mesh files and allows the
user to visualize, measure, interact, and manipulate the data of their
patient. A number of "virtual tools" are implemented:
- Selection/moving
tool- allows the user to grab and move/rotate an object
- Marker tool- allows
the used to lay down markers on the surface of an object
- Lighting tool-
a "spotlight" that allows more precise localization of lighting
A
number of operations are also available. There are operations for performance
characterization and scene graph display, manipulating object attributes
(color, transparency), turning on/off display of objects, setting standard
viewpoints, rendering modes (wireframe, solid), saving the scenegraph
in VRML, dumping a screen image, deleting all markers, and on-line help.
In addition, a number of operations use the locations of the markers:
the measure operation measures and displays the distances (linear and
surface) and angles between each of the markers; the cut operation subdivides
the mesh between to the markers; the reflect operation allows the user
to make a duplicate, but reversed object, etc.
Difficulties
and Solutions
The major difficulties
identified in producing such an environment lie in the desire to maintain
a high fidelity of the dataset, but to provide a reasonable frame rate
for the interactive virtual environment. Note that this is a very different
paradigm than occurs in most virtual environment applications. In many
application areas (such as architectural walkthrough), many objects may
be culled because they are currently out of view of the user. In these
cases, a scene graph model is of great benefit to decrease rendering to
only those polygons that may be visible in the scene. Also, a bounding
box test can be used for aiding in visibility or selection testing and
each object is relatively small (under a thousand polygons). In addition,
maintaining multiple levels of detail of an object can further decrease
rendering requirements. These techniques can allow the elimination of
the consideration of many objects in the scene and further increase display
and selection speed.
In
a surgical virtual environment application [1-6,8-14], there is typically
one, very high resolution object to be viewed. All of the object is in
view, all of the time. Even at 500K polygons and with a high-end graphics
supercomputer providing a theoretical peak of 10M polygons/second, we
have a theoretical maximum framerate of 20 fps. Our observed performance
of 4 fps (without display-list objects) or 8 fps (with display-list objects)
was considerably less.
A
number of techniques were employed to ameliorate this situation. First,
the original meshes of millions of polygons need to be reduced dramatically.
Curvature-based (chord height) methods (which reduce the number of polygons
in areas of low curvature) initially appeared straightforward, but these
techniques, when applied liberally, produced large faceted (flat) areas,
particularly on the forehead. By not constraining the size of the conjoined
regions, such areas of low curvature were over decimated. Employing polygon
size metrics (to eliminate small polygons because they contribute little
to the overall visualization) worked well and solved the above shortcomings.
However, these techniques, when applied liberally, would tend to erode
away sharp edges of the model (such as near the sutures of the skull),
since small polygons are often present along such sharp edges. Finally,
a technique that allowed user control of the weighting of these two functions
allowed us to decrease polygon count, but preserve sufficient fidelity.
This is clearly an area that warrants more research.
Second,
once the original meshes have been decreased in size as much as the surgeons
deemed clinically accurate, the issue of how to render these meshes efficiently
becomes important. In our case, the large geometry was split up into smaller
"slabs". In this way, the slab comprising the rear of the skull could
be viewed in lower resolution using a level-of-detail mechanism. Note
that a rear slab can not be completely culled from the scene because there
may exist holes in the slabs closer to the user (through the eyes, for
instance).
In
addition, this slab-based approach also dramatically improved prebuild
time (time to optimize the geometry for rendering and create display list
objects- an O(n^2) operation) from 20 minutes to 2 minutes. When preprocessing
required 20 minutes, the system was very difficult to use and to test
due to this time delay. After the reduction in time, preprocessing, and
hence its great rendering advantages, could be realized.
Moreover,
this approach allowed for an optimized selection mechanism. When laying
down markers, the marker tool casts a ray toward the geometry and displays
a surface-hugging cursor at the location that it is hitting. By subdividing
the geometry into these slabs, a quick bounding box test could be used
to determine which slab the ray was hitting, before the more expensive
determination of which polygon was being hit was attempted.
A
related difficulty arose in the implementation of certain of the operations
listed above. When geometries are small (a thousand polygons), a frame
rate can be high enough to allow for interactive, simple polygon deletion
for cutting (subdividing) a mesh. While this technique provides a less
than optimal cut (very ragged cut lines based on the geometry), it is
often used and is trivial to implement. A further refinement is to actually
calculate the real location of the cut and to subdivide cut polygons on
the fly. Again, this technique works well for small geometries, but does
not scale well and does not lend itself to use with lower frame rates.
For
these reasons, we developed the marker-based cutting method outlined above.
By interactively laying down markers, the user can specify the locations
of the endpoints of the cut and the more computationally complex cutting
algorithm can be invoked after all cut endpoints are specified. This algorithm
can take as much as a few seconds with no impact to the user. Moreover,
the surgeons found that this mode of interaction fit their paradigm of
cutting from point to point well also and they were more amenable to display
lag when positioning a marker than they were during interactive mesh subdivision.
This method of deferring the computationally intense tasks until after
all interactive parameters are provided and the user is willing to wait
is a technique that worked well and we intend to pursue further.
CASE
STUDY APPLICATION
For
this case, the surgeons first visualized the high-resolution data of the
patient and produced color prints from various views. Next, the VERS system
was used to interact with the data. The surgeon could use the system to
quickly interact with the meshes representing the skull and the soft tissue
(face). When concentrating on the skull, the face object can be left unrendered.
The skull could be moved closer into a clipping plane to allow viewing
inside the skull for interior structural anomalies. Markers can be laid
down on the surface of the skull to measure distances and angles in order
to compare the intact side of the face with the affected side. They also
could use the cut operator to cut the bone on the intact side of the face,
use the reflect operation to produce a mirror duplicate, and examine the
fit of this new piece of bone into the area of the defect. If correct,
the resulting surgical template could be written out as a VRML file for
later use.
In
the case of this patient, the intact side of the face was reflected over
the affected side and a template to fix the defect was produced (figure
1e). While this did make the assumption that lateral symmetry could be
used as a basis for reconstruction, this was deemed clinically acceptable.
This template was then subdivided into more planar subpieces. Then a CT
model of the boy's hip was generated and, within the environment, the
pieces of the template could be moved within the model of the hip to find
the location of the best curvature match. Then a paper template was produced
and taken into the operating room to allow the surgeon to harvest the
bone directly from the hip. Since they had planned it out ahead of time,
they could be able to harvest the bone, wire it together as planned, and
repair the defect in significantly less time than would otherwise be required.
Also, the goal was to repair the defect correctly the first time, without
requiring the usual successive procedures for refinement. Both of these
benefits also decrease the risk to the patient due to long-term exposure
to anesthesia and risk of infection.
SUMMARY_______________
We have
created a system which integrates 3D reconstruction, visualization, quantification,
and manipulation of multimodal patient data for the purpose of surgical
planning. This system was found to be instrumental in the preparation
and correction of a severe craniofacial defect and was well received by
the surgical community. While more research is warranted in segmentation,
mesh reduction, high-performance visualization, user interfaces, and other
areas, this tool is a first step and will continue to be used clinically
and enhanced to provide the surgeon with all the capabilities required
to ensure a superior outcome.
ACKNOWLEDGEMENTS_
This
work was partially supported by the NASA Ames Research Center, under grants
to Muriel Ross. The authors would like to acknowledge and thank her for
her support of the National Biocomputation Center and continued support
of this work.
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