Animating The Visible Human Dataset
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Animating the Visible Human Dataset
Introduction
Traditional computer graphics animation is generally done with commercial animation packages
such as Maya (Alias/Wavefront) and Character Studio. Polygonal models are designed, and then
a skeleton is constructed and attached to the polygonal models. Limbs and joints are designated
on the skeleton. Limbs are then rotated about these joints or the entire skeleton is translated and
rotated (usually by a professional animator). This is known as "skeletal animation". To achieve
realistic movements in computer models, motion capture techniques are used in which "live
actors" are wired with sensors and the movements of their joints are recorded by computer and
assigned to the corresponding joints in the skeleton model. However, this methodology can not
be used for "volumetric models" such as the visible man dataset, since there are no methods to
rotate and move arbitrarily shaped groups of voxels, which correspond to limbs, in a realistic
manner.
In this work, we present a methodology to animate volumetric objects.
Method
Our methodology creates a bridge between volumetric objects and polygonal objects and allows
all of the commercial animation tools (such as motion capture, key framing, etc.) to operate on
volumetric data. The first step of the animation process involves thinning the visible human
dataset
using a parameter controlled thinning algorithm
[1]
The thinning process creates a thinned version of the dataset (a small set of unconnected voxels)
which are then connected either algorithmically or manually by an animator. Once connected,
these skeletal-voxels can be manipulated like standard articulated-skeletons in any animation
package. The key to this whole process is the reconstruction phase in which the volumetric
objects are regenerated from the skeletal-voxels. Each frame of the deformed skeleton is
reconstructed into its own deformed model, and is then volume rendered. There are three steps in
skeleton-based volume animation: computation of the volumetric-skeleton (volume thinning),
animation of the volumetric-skeleton (deformation) and, finally, regeneration of the deformed
volume from the deformed skeleton (reconstruction).
Results
We demonstrate our method by applying a motion capture sequence to the Visible Male Dataset.
The photo dataset is used at a resolution of 290x169x940 voxels (purchased from Gold Standard
Multimedia Inc.), which is half of the full resolution in each dimension. We resampled each slice
to match the resolution in the "z" dimension. Volume thinning the data produced a skeleton with
42,298 voxels. Twenty-five points were chosen from this volumetric-skeleton and connected into
an articulated skeleton by an animator. The articulated-skeleton conforms with the Biped model
in Character Studio. The motion sequence data was obtained from Viewpoint Digital and Kinetix
(available on their website). We applied a skipping and running sequence to the
articulated-skeleton and exported each frame. The transformation for every bone in the
articulated skeleton was applied to all voxels connected to that bone. The resulting animations
and
full references, can be seen on our web site
(http://www.caip.rutgers.edu/vizlab.html). Some frames from a jumping rope
sequence are shown in
Figure 1 and
Figure 2.
Conclusions
There are many other uses for the volumetric skeleton, these include:
- Data registration: the skeleton manipulates the voxels and can be used to register data from
different modalities since it is easier to match up skeletons than to match up entire volumes.
Matching can be done either manually or using some of the existing Computer Vision techniques
for skeleton manipulation.
- Targeted Volume Morphing: The skeleton can be used to precisely transform one volume to
another, i.e. by specifying which sections of the volume should get transformed to where.
- Collision Detection: The skeleton can be used to detect collision, i.e. for use in virtual
surgical applications
- Virtual Navigation: Since the skeleton is a centerline, it can be used to specify a centerline
through a volume for automatic virtual navigation (i.e. virtual colonoscopy)
- Volume Manipulation: The skeleton can be used to specify and remap voxels for better
visualization, i.e. moving sections of voxels, unwinding a colon MRI, etc.
- Simplified Muscle Deformation: Enhancements to the distance transform could simulate
muscle deformation (contraction and expansions).
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