A mixed reality temporomandibular joint simulation integrating real-time biomechanical modeling with native haptic feedback, achieving sub-10ms latency for surgical training.
< 10ms
Haptic Latency
C++
Native Physics Core
1kHz
Refresh Rate
Clinical
Validations
// The Challenge
Temporomandibular joint (TMJ) disorders require extremely precise surgical interventions. The challenge was to create a simulation that not only looked photorealistic but felt physically accurate to the surgeon.
Standard game engines like Unity update physics at 60-90Hz, but realistic haptic feedback requires a loop running at 1000Hz (1kHz). Any drop in frequency results in "stair-stepping" or vibration artifacts that break immersion and ruin training value.
// Development Process
Analysis of jaw kinematics and soft tissue resistance data
Building the C++ DLLs for direct hardware communication
Connecting the haptic loop to Unity via P/Invoke marshalling
Developing custom HLSL SSS shaders for realistic flesh rendering
Calibration with haptic devices and clinical accuracy testing
// Key Features
Bypassed Unity's standard physics engine to implement a direct C++ interface with Phantom/Geomagic devices, ensuring a stable 1kHz force-feedback loop for indistinguishable-from-reality texture and resistance.
Implemented accurate mathematical models of the mandibular movement, constraining the virtual jaw to anatomical limits and simulating the elasticity of ligaments and muscle tissue.
Custom HLSL shaders written to simulate how light penetrates translucent oral tissue, scatters internally, and exits at a different point, creating the "waxy" look of real organic matter.
Decoupled architecture where critical physics calculations happen in unmanaged C++ memory space, while visual updates are synchronized to Unity's managed environment, preventing Garbage Collection spikes.
// Technical Stack
// Example: Interfacing Unity C# with Native C++ Haptics DLL
public class HapticInterface : MonoBehaviour
{
// Import function from unmanaged C++ DLL
[DllImport("HapticPlugin")]
private static extern void UpdateHapticForce(int deviceId, Vector3 position, Vector3 velocity);
void FixedUpdate()
{
// Send Unity physics state to the 1kHz haptic loop
var pos = transform.position;
var vel = _rigidbody.velocity;
// Direct memory call avoids GC overhead
UpdateHapticForce(_deviceId, pos, vel);
}
}