1 / 23

human 3d animation in a virtual environment for gait rehabilitation

Outline. Problem and RequirementsGait rehabilitation

albert
Download Presentation

human 3d animation in a virtual environment for gait rehabilitation

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


    1. Human 3D Animation in a Virtual Environment for Gait Rehabilitation CS698 Master’s Project Semester: Spring 2007 Advisor: Dr. Jessica Crouch Student: Rodencio Catahan (“Dennis”) Time Allocated: 0:15 Time Counter: 0:15Time Allocated: 0:15 Time Counter: 0:15

    2. Time Allocated: 0:30 Time Counter: 0:45Time Allocated: 0:30 Time Counter: 0:45

    3. Master’s Project Motivation and Requirements Time Allocated: 0:05 Time Counter: 0:50Time Allocated: 0:05 Time Counter: 0:50

    4. Gait Rehabilitation Definition Physical therapy that improves a patient’s walking ability Patients Surviving stroke victims Amputees and leg injury patients, especially military personnel Need for Virtual Environment Traditionally, rehab is repetitive and labor intensive. There’s a need for a virtual environment that can provide automated assistance to the medical staff, fine tune the practice sessions, and improve the study of gait rehabilitation. Time Allocated: 1:00 Time Counter: 1:50Time Allocated: 1:00 Time Counter: 1:50

    5. Virtual Reality in Gait Rehabilitation Project Multi-disciplinary team effort with several ODU faculty and PhD/graduate students participating. Dr. Crouch is a Co-PI in charge of the virtual reality environment. Time Allocated: 0:30 Time Counter: 2:20 Time Allocated: 0:30 Time Counter: 2:20

    6. Master’s Project Contribution Fulfill the 3D human animation requirements Data: Create, modify, and configure 3D avatars (human models) that will be displayed and animated in the VR (virtual reality) environment. Processing: Design, implement, and integrate software applications to render the avatars in the VR environment. Time Allocated: 0:45 Time Counter: 3:05 Time Allocated: 0:45 Time Counter: 3:05

    7. 3D Animation Software Development Time Allocated: 0:05 Time Counter: 3:10 Time Allocated: 0:05 Time Counter: 3:10

    8. Open Scene Graph Provides the development and display environment for the virtual reality simulation. Is an open source high-performance 3D graphics toolkit written in C++ and built on top of OpenGL. Reference: http://www.openscenegraph.com/index.php Time Allocated: 0:30 Time Counter: 3:40 Time Allocated: 0:30 Time Counter: 3:40

    9. 3D Animation Software Problem: How to implement human animation within the OSG simulation? Solution: Download, Build, (Re)Use and Integrate ReplicantBody. Download, Build, (Re)Use and Integrate Cal3D. Cal3D provides the foundation for ReplicantBody. Time Allocated: 0:30 Time Counter: 4:10 Time Allocated: 0:30 Time Counter: 4:10

    10. ReplicantBody Provides the animation tools used to animate the 3D Models in the OSG simulation. Is a character animation toolkit: Written in C++ Built upon Cal3D, ConfigScript, and OSG Distributed under GNU LGPL (Lesser General Public License) Reference: http://www.vrlab.umu.se/research/replicantbody/ Time Allocated: 0:30 Time Counter: 4:40 Time Allocated: 0:30 Time Counter: 4:40

    11. Cal3D Provides the underlying human animation library, data exporters, and utilities. Is a skeletal based 3D character animation: Written in C++ Distributed under GNU LGPL Reference: https://gna.org/projects/cal3d/ Time Allocated: 0:30 Time Counter: 5:10 Time Allocated: 0:30 Time Counter: 5:10

    12. New Animation Classes Problem: How to populate the OSG simulation with 3D human models? Solution: Design and implement new animator classes that will work in OSG with ReplicantBody and Cal3d. Time Allocated: 0:30 Time Counter: 5:40 Time Allocated: 0:30 Time Counter: 5:40

    13. New Animation Classes Time Allocated: 0:30 Time Counter: 6:10 Time Allocated: 0:30 Time Counter: 6:10

    14. CAnimator Main class, interface to simulation rbodyMgr Responsible for replicants CSceneEventMgr Responsible for scene events Staging area for scene event containment and launching CSceneEvent Data structure for scene activities New Animation Classes Time Allocated: 1:00 Time Counter: 7:10 Time Allocated: 1:00 Time Counter: 7:10

    15. 3D Model Data Time Allocated: 0:05 Time Counter: 7:15 Time Allocated: 0:05 Time Counter: 7:15

    16. 3D Model Acquisition Problem: Where to get 3D human model data? Solution: Purchase through 3rd party vendor (turbosquid.com) Reuse existing ODU data. VMASC owns “business” human models. Shown later in demonstration. Time Allocated: 0:30 Time Counter: 7:45 Time Allocated: 0:30 Time Counter: 7:45

    17. Engineer Data into Usable Form Problem: How to get the 3D models into a format that can be used in the OSG simulation? Solution: Work with modeling experts like Hector Garcia (VMASC). Modify data via 3ds Max into exportable components for Cal3D. Export skeleton, meshes, materials, and animations. Specify the Cal3D components for ReplicantBody. Time Allocated: 0:30 Time Counter: 8:15 Time Allocated: 0:30 Time Counter: 8:15

    18. 3ds Max Studio Time Allocated: 1:00 Time Counter: 9:15 Time Allocated: 1:00 Time Counter: 9:15

    19. Cal3D Components Export via 3ds’ cal3d plugin. Export skeleton first. Other components depend on skeleton. Export to binary format (i.e. .csf, .crf, .cmf, .caf) or xml format (i.e. .xsf, .xrf, .xmf, .xaf) Time Allocated: 1:00 Time Counter: 10:15 Time Allocated: 1:00 Time Counter: 10:15

    20. ReplicantBody Components Time Allocated: 1:00 Time Counter: 11:15 Time Allocated: 1:00 Time Counter: 11:15

    21. Screen Capture Time Allocated: 0:05 Time Counter: 11:20 Time Allocated: 0:05 Time Counter: 11:20

    22. Time Allocated: 0:40 Time Counter: 12:00 Time Allocated: 0:40 Time Counter: 12:00

    23. Demonstration and Questions Time Allocated: 3:00 Time Counter: 15:00 Time Allocated: 3:00 Time Counter: 15:00

More Related