Hey guys,
We’re currently working on a VR simulation of a guided puncture through ultrasound.
We’re still in a fairly early stage, but we can now simulate an ultrasound on a procedural mesh in real-time.
Our next challenge is figuring out a way to realistically simulate the deformation of skin and tissue inside of the mesh when applying pressure on the skin.
Since we slice our mesh in real-time by reading out the vertex positions on the CPU, I don’t think the built-in solutions like Chaos Flesh and Mesh Deformers are going to work.
On top of that, we need an accurate simulation, mostly for the deformation of the veins under pressure.
Since the veins are our current priority, I was thinking of separating them into a separate mesh, and simply checking for colliders intersecting the main mesh’s skin, and then “squiching” the veins mesh in the same area depending on how deep the intersection is. I thought I could do this by simply moving the vertices of the veins mesh along the intersection direction, depending on their triangle’s normal.
But before going down the rabbit hole, I was thinking maybe I’m trying to reinvent the wheel here and missing an easier solution.
I was wondering if anyone out there has experience with this sort of thing? Or any different ideas on how I could go about realistically simulating the movement of skin and tissue?