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Fig 1.

System architecture.

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Fig 2.

Two multi-camera acquisition platforms of different sizes.

1m×1m×1m(left) and 3m×3m×3m(right).

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Fig 3.

Extended VbVH-based 3D reconstruction.

(a) Visual hull computation; (b) Surface corrected by depth map data; (c) Texture mapping.

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Fig 4.

Compute the intersection point of the silhouette and the projection line.

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Fig 5.

The hybrid deformation model.

Geometrically-based deformation region (colored green) and physically-based deformation region (colored blue).

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Fig 6.

Velocity-position correction for avoiding penetrations.

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Fig 7.

Finding the completely cut elements.

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Fig 8.

Generating the virtual nodes for the nodes of completely cut elements.

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Fig 9.

Allocating the virtual nodes to generate new elements.

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Fig 10.

Creating new generated elements.

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Fig 11.

Multi-GPU implementation method.

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Fig 12.

Parallel processing of voxel state sequence.

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Fig 13.

Neighboring particle search method.

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Table 1.

Experimental environment.

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Fig 14.

The reconstructed results of bunny and hand.

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Fig 15.

Comparing the reconstruction result with traditional VBVH method.

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Fig 16.

The deformations of bunny modeled by the improved hybrid method.

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Fig 17.

The reconstructed objects interact with the virtual deformable bunny.

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Fig 18.

Cutting the virtual liver using the reconstructed scalpel.

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Fig 19.

The virtual cutting simulation with bleeding effects.

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Table 2.

Time performance comparison of 3D reconstruction methods(ms).

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Fig 20.

Time performance of the improved hybrid deformation model.

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Table 3.

Time performance comparison of texture mapping method(ms).

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Table 4.

Time performance comparison of neighboring particle search methods(ms).

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Table 5.

Time performance comparison of virtual-reality interactions(ms).

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