about myself

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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 - PowerPoint PPT Presentation

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Page 1: About Myself
Page 2: About Myself

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

Page 3: About Myself

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

Page 4: About Myself

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.

Page 5: About Myself

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.

Page 6: About Myself

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)

Page 7: About Myself

Current 3d Human Visualisation• Examples of Applications and Model Solutions

3dScience.com by Zygote Bodyworlds Exhibition, Manchester

Page 8: About Myself

Current 3d Human Visualisation Oversights

• Advances in external areas not being mirrored internally

• Colours, Hue and Opacity not represented accurately

Page 9: About Myself

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.

Page 10: About Myself

Current 3d Human Visualisation Oversights

• Tend towards diagrammatic representation as opposed to reality based.

• In general data not clinically accurate

Page 11: About Myself

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.

Page 12: About Myself
Page 13: About Myself

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.

Page 14: About Myself

R&D- The Spine

Page 15: About Myself

R&D- The Spine

Page 16: About Myself

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.

Page 17: About Myself

R&D- The Spine

Page 18: About Myself

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.

Page 19: About Myself

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.

Page 20: About Myself

R&D- The Head

Sub Dermal Epidermal

Specular Height

Page 21: About Myself

R&D- The Head

Page 22: About Myself

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

Page 23: About Myself

R&D- The Head

Page 24: About Myself

R&D- The Head

Morph Targets and Morph Textures Bone Based Animation

Page 25: About Myself

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

Page 26: About Myself

R&D- The Hand• Recreating the hand and its articulation with reference to

Plastination research

Page 27: About Myself

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)

Page 28: About Myself

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

Page 29: About Myself

Questions and

Answers