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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
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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
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
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.
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.
Current 3d Human Visualisation • Examples of Applications and Model Solutions Visible Human Project (Ongoing) Primal Pictures Anatomy TV (Primal Pictures 2006) • Visible Body (Argosy Publishing 2007)
Current 3d Human Visualisation • Examples of Applications and Model Solutions 3dScience.com by Zygote Bodyworlds Exhibition, Manchester
Current 3d Human Visualisation Oversights • Advances in external areas not being mirrored internally • Colours, Hue and Opacity not represented accurately
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.
Current 3d Human Visualisation Oversights • Tend towards diagrammatic representation as opposed to reality based. • In general data not clinically accurate
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.
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.
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.
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.
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.
R&D- The Head Epidermal Sub Dermal Height Specular
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
R&D- The Head Morph Targets and Morph Textures Bone Based Animation
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
R&D- The Hand • Recreating the hand and its articulation with reference to Plastination research
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)
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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