Artur Mukhamadiev c51e6d1369 feat(models) added models/textures and Agents related stuff
:Release Notes:
- Agents files for opencode and claude
- Skills for opencode and claude
- 3d models with medical organs
- Some textures

:Detailed Notes:
-

:Testing Performed:
-

:QA Notes:
- Looks like shit :)

:Issues Addressed:
TG-1
2026-06-22 16:57:48 +03:00

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iMSTK — Notes for This Project

What it is

iMSTK (Interactive Medical Simulation ToolKit) is a Kitware open-source C++ simulation toolkit with a Unity plugin (iMSTK-Unity). License: Apache 2.0.

It provides:

  • Deformable body simulation (FEM, mass-spring, PBD)
  • Rigid body dynamics
  • Collision detection and response (tissue-tool, tissue-tissue)
  • Geometric filters and mesh importers
  • A Unity MonoBehaviour wrapper layer around the native C++ core

The latest version is iMSTK Unity 2.0 (based on iMSTK v7.0), available on the Unity Asset Store.

Relevance to This Project

iMSTK is the main option for physically-based tissue deformation in Unity, which would directly enable:

  • workflow.md §5.2 — deformable tissue surface
  • workflow.md §6.2 — deformation parameter sweeps (deformation_amplitude, deformation_frequency)
  • workflow.md §17 — deformation failure mode category

The existing SurgeryBenchmark/Shared/AnatomySlot anchor is the natural insertion point for an iMSTK-driven deformable mesh.

Hard Constraint: DISCONTINUED May 2, 2025

"Support and development of iMSTK has been discontinued as of May 2, 2025."

The Unity Asset Store package still exists and the last release still works, but there will be no bug fixes, no Unity 6 compatibility updates, and no support. This is a project risk to document.

Practical Trade-offs

Aspect Assessment
Deformation realism High — FEM/PBD is physically grounded
Integration effort Medium — native C++ plugin, adds a heavy dependency
Compatibility Unity 2022 LTS supported by iMSTK-Unity 2.0; Unity 6 unknown
Off-limits script risk iMSTKSimulation components would be new scripts, not touching off-limits ones
Discontinuation risk No future fixes; pin the version and freeze
Alternative Blend shapes + BlendShaderController (already in project) gives visual deformation without physics

Recommendation

Use iMSTK only if physical contact accuracy is required (e.g., tool-deforms-tissue ground-truth). For the Phase 24 benchmark scope (specular/smoke/occlusion sweeps), blend-shape deformation is sufficient and already present. If a deformation-specific sweep is added in Phase 7, revisit iMSTK with a frozen version pinned in Packages/manifest.json.