about myself
DESCRIPTION
About Myself. Graphic and Product Design Advertising Classic and Computer Animation Set up Torc Interactive – games and Middleware MSc Computing and Design PT Lecturing UU, LYIT Multimedia Professional. VAC, GFR, O’SR Nov. 06 University of Ulster - PowerPoint PPT PresentationTRANSCRIPT
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About Myself• Graphic and Product Design• Advertising • Classic and Computer Animation • Set up Torc Interactive – games and
Middleware• MSc Computing and Design PT Lecturing UU, LYIT
• Multimedia Professional. VAC, GFR, O’SR• Nov. 06 University of Ulster• Now Non-Exec Director and Academic Fellow
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Presentation
• A Brief History of Anatomy• Current Generation of
Visualisation and Oversight• Our Team, Developments and
Plans• The Institute of Plastenation
and future external work plans
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A Brief History of Anatomy pt1
• Herophilus of Egypt (unkown) First reportedly to dissect human and animal Bodies.
• Galen of Pergamum (130-201AD) Known as the Prince of Physicians.
• Vesalius (1513 – 1564) Promoted the idea of “Living Anatomy”. Fabrica was based on own observations and drawings.
• DaVinci (1452 – 1519) Dissected bodies as study of anatomy in art until pope told him to stop.
• Burke and Hare (1820s) Famous Irish grave robbers.Sold to Edinburgh Shool of Medicine during shortage of bodies. 17 murderscommonly using “burking”. Hare executed, Burke spared. Resulted in 1832 Anatomy laws.
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A Brief History of Anatomy pt2• Grey’s Anatomy (1858) Arguably the mst
famous anatomical reference in medical history to date. Spt. 2008 has been 40th edition.
• Nomina Anatomica (1895, 1955) Unified naming conventions in anatomy. From 50k+ terms to ca. 5500.
• Terminologia Anatomica (1985) superceeeded this
• Anatomy in the 21st Century Computer generated images, MRIs, X-Rays etc. Visible Human Project. Male and Female Cadavers dissected in 1mm segs.
• Gunther Von Hagens Plastenation, Body Worlds, First Public Autopsy in 170 years 2002 (Anatomy Act 1984), Channel 4 programmes – Anatomy for Beginners, Autopsy – Life and Death, Autopsy – Emergency room.
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Current 3d Human Visualisation• Examples of Applications and Model Solutions
Visible Body (Argosy Publishing 2007) Primal Pictures Anatomy TV (Primal Pictures 2006)
Visible Human Project (Ongoing)
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Current 3d Human Visualisation• Examples of Applications and Model Solutions
3dScience.com by Zygote Bodyworlds Exhibition, Manchester
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Current 3d Human Visualisation Oversights
• Advances in external areas not being mirrored internally
• Colours, Hue and Opacity not represented accurately
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Current 3d Human Visualisation Oversights
• Articulation is generally at a low bone level (207+ as opposed to ca. 50)
• Mesh Topology is Poor for Animation and Texturing. 3d Scanning.
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Current 3d Human Visualisation Oversights
• Tend towards diagrammatic representation as opposed to reality based.
• In general data not clinically accurate
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Current Research and Development
• Current Focus of the Digital Human Visualisation and Articulation Project– Spinal research (focus JD Magee)– Head and Facial Reproduction– The Human Hand
• JD Magee PhD -RCUK Grants totalling 250k for 2 Academic Fellows- Terry Quigley and Mark Cullen.
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R&D- The Spine• Spine articulation and simulation
project- Movement in healthy and dysfunctional spines
• Subject of PhD by JD Magee• Clinically accurate spine model• 581 clinically researched
Measurements to a tolerance of 0.1mm and ± 0.1°
• Static 3d Model reflecting findings created.
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R&D- The Spine
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R&D- The Spine
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R&D- The Spine• Spine Articulation (Currently)
– Range of Clinical Motion in place in 3d Studio MAX
– Use of Max Scripting to limit movement on animation
– 3 main points of movement can be measured using MoCap
– Constraints put in place overwriting MoCap movements that are impossible.
• Working with Paul Neale on perfecting the Max scripting for many aspects of human visualisation.
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R&D- The Spine
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R&D- The Head• Recreate the human head• All underlying muscle structures and
bones to as clinical a level as possible.• Morphable into different shapes
showing ethnicity, sex or character.• Photographic Research (ethics)• Recreate a person with all facial
expressions and characteristics of the face.
• Tie in with Institute of Plastination for tissue research etc.
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R&D- The Head• Skin Rendering.• Sub Surface Scattering Imitates the
opacity and layering of skin.• Complicated Shader Authoring (HLSL,
CG)• Epidermal, SubDermal, Specular,
Height Map, Displacement Map (multiple Versions)
• Photographic Reference used for Texturing.
• Unwrapping of Model to apply texturing.
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R&D- The Head
Sub Dermal Epidermal
Specular Height
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R&D- The Head
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R&D- The Head• Facial Expressions and Lip-Syncing.• Morph Targets coupled with Displacement Texture
Changes (wrinkles etc) with MAXScript. Offline.– Most precise and realistic results.
• Realtime requires the use of bones in most systems.– Able to be used on Multiple faces for using same animation
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R&D- The Head
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R&D- The Head
Morph Targets and Morph Textures Bone Based Animation
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R&D- The Head• Currently- Learning the tools that allow the detailed modelling and texturing
required.• Researching characteristics of the human head and craniometry. • University of Manchester- Art in Medicine closed July 2008
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R&D- The Hand• Recreating the hand and its articulation with reference to
Plastination research
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Plastination• Plastination developed by Gunther
Von Hagens. First recorded specimen was in 1977. First exhibition 1995.
• Set up the institute of Plastination in Heidelberg 1993
• Benefits- Dry, Clean, Odourless and Durable.
• Accurate Human Tissue Representation, Models Durable and Flexible, Preserved Dissections (timely ethical framework avoidance)
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Plastination• Process:
– Embalming and Anatomical Dissection– Remove Body Fat and Water– Forced Impregnation– Positioning– Curing (Hardening)
• Collaboration– Produce at show materials with
interactivity– Produce fully animateable 3d Plastenate
based on real data and tissue colouration
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Questions and
Answers