Presentation on theme: "About Myself Graphic and Product Design Advertising Classic and Computer Animation Set up Torc Interactive – games and Middleware MSc Computing and Design."— Presentation transcript:
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 ( AD) 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 has been 40 th edition. Nomina Anatomica (1895, 1955) Unified naming conventions in anatomy. From 50k+ terms to ca Terminologia Anatomica (1985 ) superceeeded this Anatomy in the 21 st 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 Body (Argosy Publishing 2007) Primal Pictures Anatomy TV (Primal Pictures 2006) Visible Human Project (Ongoing)
Current 3d Human Visualisation Examples of Applications and Model Solutions 3dScience.com by ZygoteBodyworlds 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 Spine
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 Sub DermalEpidermal SpecularHeight
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 First exhibition 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