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Outline. Problem and RequirementsGait rehabilitation
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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”)
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3. Master’s Project Motivation and Requirements Time Allocated: 0:05
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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
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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
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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
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7. 3D Animation Software Development Time Allocated: 0:05
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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
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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
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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/
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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/
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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
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13. New Animation Classes Time Allocated: 0:30
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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
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15. 3D Model Data Time Allocated: 0:05
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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.
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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
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18. 3ds Max Studio Time Allocated: 1:00
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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
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20. ReplicantBody Components Time Allocated: 1:00
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21. Screen Capture Time Allocated: 0:05
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23. Demonstration and Questions Time Allocated: 3:00
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