🩹 3D Trauma Bay | ABCDE Primary Survey Simulator
Orbit a schematic patient on a real 3D gurney and step through the ATLS primary survey — Airway, Breathing, Circulation, Disability, Exposure — driving the same physiology model as the 2D version, now rendered in genuine 3D space.
How the 3D ABCDE primary survey model works
Orbit a schematic patient lying on a real 3D gurney and step through the same five-stage ATLS primary survey as the 2D version — Airway with c-spine protection, Breathing, Circulation, Disability and Exposure — with every toggle and slider driving the identical physiology equations, now expressed as genuine geometry you can walk around instead of a flat canvas overlay.
Each stage highlights a different anatomical region with a moving focus ring and drives visible 3D changes: airway obstruction glows the neck and c-spine collar; an untreated tension pneumothorax shifts the trachea line off-center; blood loss grows a pooling disc beneath the patient and controlling it brings in an IV pole with fluid lines; a blown pupil visibly dilates on the head; and exposure removes the blanket while hypothermia tints the skin material toward blue. The live readout panel reports the same SpO₂, respiratory rate, heart rate, blood pressure, hemorrhage class, GCS and core temperature values as the 2D version, recomputed every frame from one shared physiology state.
The physiology model is unchanged from the 2D version: airway/breathing vitals lerp toward obstructed or tension-pneumothorax targets unless the matching intervention is applied, circulation follows an ATLS hemorrhage-class curve from 0-45% estimated blood loss, disability sums a live Glasgow Coma Scale from three sliders plus a togglable blown pupil, and exposure drives an exponential core-temperature decay toward hypothermia unless the patient is exposed and actively rewarmed. What's new in 3D: a schematic patient — pelvis, torso, neck, head, arms and legs built from primitive Three.js geometry — lies on a modeled gurney inside an orbit-able scene with drag-rotate and scroll-zoom camera controls (OrbitControls, damped), a point light tinted to the active stage's accent color, and per-stage overlays (neck glow, chest wireframe, blood pool disc, IV pole with fluid lines, pupil scale, GCS bar, blanket and skin-tint) that read directly off the same state object the 2D canvas uses.
3D · Three.js / WebGL renderer · 60 FPS target · runs fully client-side, no install