Tuesday, November 19, 2013
Isoform: Reality of AFib app review
3D model: heart
Slice-function: 1 pre-modeled sectioned heart that shows the 4 chambers. It is possible to toggle between sectioned view and surface view by selecting the model on the top left.
Rotation of the model: Single tap and slide. It is only possible to rotate 180 degrees between the superior and inferior "poles" of the model. This is a good constraint on the rotation function.
Labeling: Labels appear at a fixed position relative to the heart model (i.e. as the model is rotated, the label moves with it. Does not employ the use of leader lines.
Considerations for my own project:
Vascular information is mostly accomplished via a bump map to convey the specular hints of elevated/depressed form. Major vasculature structures (sinus, Posterior interventricular artery) are modeled in.
Thursday, November 14, 2013
Cat heart anatomy...WITH SLICING!
Cat Heart Interactive
http://kpn-interactive.com/Platform: Mobile (iOS, Android)
Developed in: Unity
So in the spirit of finding things that crush MRP dreams, Brendan showed me this $25.00 app that has some overlap with aspects of his, Nicole's, and my MRPs. But then, that should be expected as it is an anatomy teaching application. Here is a breakdown of some of the interactive elements and whether I feel the execution is successful.
Top left tools:
1. Reset view
2. Quick legend display toggle
Minimized Menu tab appears on the bottom and opens up different "modes" or access points to information contained in the application.
The feature of interest, "Anatomy", calls up an obstructive and poorly designed list of structures that the user can side-scroll through. Selecting a structure will bring up the label and a leader-line pointing at the relevant structure. If the structure is deep to what is currently visible on screen, it is semi-ghosted in at it's anatomical location. Only one structure can be selected at any one time as bringing up the anatomy list to select a structure will deselect the first one.
Interesting feature is that comments are shown at relevant points. When a structure that is not currently visible is selected, a comment appears suggesting the user to view a "cut" of the heart to get a better look. Which brings is to the portion of the app that is relevant to this MRP: the cut/slice feature.
The slider on the right of the screen appears when the "sections" mode is selected from the bottom menu. From the look of it, slices are pre-determined. The slider is not continuous and jumps to certain longitudinal planes (you have to go in and select transverse section mode to slice in transverse). When the plane appears, half of the heart on one side of the plane retains its photorealistic textures while the other side gets a blue overlay. However, this is slightly confusing as the side of the heart that is left when the "CUT" button is pressed, is the side that was BLUE. I feel this should be reversed (view below). This gives indication that there should be some cue to the naive user which portion of the organ should be sliced.
As for the sectioned 3D models themselves, they are pre-rendered and the cut button likely calls up the sectioned mesh to be displayed over the original whole heart. There is a title of the top centre that describes the new model/section. The planes selected have anatomical significance (e.g. "Five chamber view from left"; "Three chamber view from right" etc.)
The application also includes an "interior view" of the heart a la Magic School Bus. I personally don't see the value of this option as the proximity of structures to the camera and the lack of space within the atria/ventricles of the heart make it difficult to observe any meaningful anatomical relationships. Furthermore, there is no cue that allows the user to orient him or herself in the heart.
In terms of textual content, there is a "comments" option in the menu, which brings up a document that the user can read through. it is not correlated or integrated with the interactive heart itself.
Immediately Apparent Take Away Points:
- Include some cue or indicator as to what side of the plane will be sliced when positioning the slicing plane
- Possibly include some pre-set plane locations that are anatomically "conventional" or meaningful
Tuesday, October 29, 2013
Review of current anatomy learning applications
Zygote body -
http://www.zygotebody.com
This app displays a full body in 3D. Dragging the sliders on the left of the page toggles the transparency of different anatomical structures. Information (in terms of structure) is organized by organ system (i.e. nervous, GI, musculoskeletal etc.)
Navigation elements:
- Reset button: resets view to default. Transparencies remain as last set. Clicking in the space away from model also resets.
- Rotate (left/right arrows OR LMB click and drag L/R): Rotates the model. Model can only be rotated along x axis if user LMB click+drag all the way to upper and lower limits of the model.
- Pan (LMB click+drag up/down): Model only translates along y axis.
- Zoom (scroll wheel or +/- buttons)
Camera center management:
- Camera centers around selected structures.
Other elements:
- Help button bottom left brings up a dialogue box.
- Search bar on top right brings up structures.
Critique:
- Difficult to view certain surfaces of structures due to restrictions on rotation around x axis
http://www.zygotebody.com
This app displays a full body in 3D. Dragging the sliders on the left of the page toggles the transparency of different anatomical structures. Information (in terms of structure) is organized by organ system (i.e. nervous, GI, musculoskeletal etc.)
Navigation elements:
- Reset button: resets view to default. Transparencies remain as last set. Clicking in the space away from model also resets.
- Rotate (left/right arrows OR LMB click and drag L/R): Rotates the model. Model can only be rotated along x axis if user LMB click+drag all the way to upper and lower limits of the model.
- Pan (LMB click+drag up/down): Model only translates along y axis.
- Zoom (scroll wheel or +/- buttons)
Camera center management:
- Camera centers around selected structures.
Other elements:
- Help button bottom left brings up a dialogue box.
- Search bar on top right brings up structures.
Critique:
- Difficult to view certain surfaces of structures due to restrictions on rotation around x axis
Monday, September 9, 2013
Beginning Official Maya Modeling Course!
I've always considered myself a stronger "sculptor" than "modeler" so it was nice to have formal instruction on modeling in Maya. Since I am familiar with the interface, commands, and modeling, I focussed on learning how to model efficiently with clean, simple, and minimal meshes. I also focussed on accuracy to the original object (comparing relative dimensions between different parts of the object). Here is a surgical retractor I modeled with the mesh highlighted to show my progress in making efficient meshes.
Completely new things I learned how to do in Maya: NURBS modeling, deformers. Difficulties existed in learning how to modify NURBS. The curve of the retractor part (not the handle) was most difficult to get right.
Completely new things I learned how to do in Maya: NURBS modeling, deformers. Difficulties existed in learning how to modify NURBS. The curve of the retractor part (not the handle) was most difficult to get right.
Tuesday, September 3, 2013
Summary of the Summer:
This post is to summarize the work related to the MRP that has been completed/ongoing this summer.
1. I have been building my modelling skill-set in both Autodesk Maya and Pixologic ZBrush in order to ease the modelling process during the school year. In terms of modelling with Maya, I am continuing tutorials on digital-tutors that allow me to practise modelling skills (polygonal, NURB, subdiv surface). Some models I have completed/working on include the skeleton of the lower limb and the skull. To promote accuracy, I have also been working using reference images of bone specimens from orthogonal viewpoints. On the side, I have looked into rigging (forward and inverse kinematics). My next steps after becoming more efficient with modelling is to learn materials, UV mapping, and texturing, as well as modelling a human head/face from reference.
2. I have done a brief preliminary look into materials for 3D-printing. So far, I have not found anyone that offers printing with a material that results in a transparent object. The closest so far are translucent plastics (Shapeways is one company that provides this material: http://www.shapeways.com/materials).
3. I have been dusting off my programmer hat that I last wore in high-school and learning to write in Javascript by completing assignments in Michael's introduction to scripting course. I believe I am learning many of the concepts quite easily and my love for tinkering with code has helped me troubleshoot my code, as well as the code of my peers. Currently I am learning functional programming before diving into object-oriented programming. I am a little behind on this because I was not initially planning on taking the scripting course or completing the interactive part of the MRP but my experiences scripting has made me consider completing the interactive component to the brain module.
4. Equipped with my limited knowledge regarding imaging modalities, I performed a preliminary literature search on suitable techniques for MR imaging that best differentiates between grey and white matter in the brain. STTARR will also be contacted for inquiries regarding this matter and to be a potential source of data from which the brain will be modeled from.
1. I have been building my modelling skill-set in both Autodesk Maya and Pixologic ZBrush in order to ease the modelling process during the school year. In terms of modelling with Maya, I am continuing tutorials on digital-tutors that allow me to practise modelling skills (polygonal, NURB, subdiv surface). Some models I have completed/working on include the skeleton of the lower limb and the skull. To promote accuracy, I have also been working using reference images of bone specimens from orthogonal viewpoints. On the side, I have looked into rigging (forward and inverse kinematics). My next steps after becoming more efficient with modelling is to learn materials, UV mapping, and texturing, as well as modelling a human head/face from reference.
2. I have done a brief preliminary look into materials for 3D-printing. So far, I have not found anyone that offers printing with a material that results in a transparent object. The closest so far are translucent plastics (Shapeways is one company that provides this material: http://www.shapeways.com/materials).
3. I have been dusting off my programmer hat that I last wore in high-school and learning to write in Javascript by completing assignments in Michael's introduction to scripting course. I believe I am learning many of the concepts quite easily and my love for tinkering with code has helped me troubleshoot my code, as well as the code of my peers. Currently I am learning functional programming before diving into object-oriented programming. I am a little behind on this because I was not initially planning on taking the scripting course or completing the interactive part of the MRP but my experiences scripting has made me consider completing the interactive component to the brain module.
4. Equipped with my limited knowledge regarding imaging modalities, I performed a preliminary literature search on suitable techniques for MR imaging that best differentiates between grey and white matter in the brain. STTARR will also be contacted for inquiries regarding this matter and to be a potential source of data from which the brain will be modeled from.
Friday, August 30, 2013
August: Final month of preparatory work before the school year
I've been spending time continuing to accumulate 3D modelling experience, both in Maya and ZBrush. For Maya, the program used in Biomedical Communication's visualization stream, Karyn Ho and I have been going through tutorials. It's interesting to try and determine which program is more efficient in different types of tasks. Here, I've attached a screenshot of a skull I worked on to follow up the foot skeleton I made earlier in the summer.
In addition, I've been learning Javascript in order to explore the possibility of incorporating an interactive component into my MRP. More on that in the future...
In addition, I've been learning Javascript in order to explore the possibility of incorporating an interactive component into my MRP. More on that in the future...
Monday, July 22, 2013
SIGGRAPH 2013
I am excited about attending SIGGRAPH 2013, held in beautiful Anaheim CA. Will be here all week to see the latest in 3D graphics, animation, and technology and hopefully find ideas to incorporate into my MRP. I am especially excited to see workshops/workflow from those working in the digital industry.
Summer employment and MRP matters
This site will continue to serve as a container to catalog the progress and milestones of my MRP project. Currently, I am working as an illustrator/media developer at the McMaster University Anatomy Department, where I create illustrations and 3D assets for educational purposes.
The great part about it is that I get to develop the skills necessary in 3D applications while on the job! (Pixologic Zbrush, Autodesk Maya). That way, when the year starts, I will have already become familiar with the programs and can focus on finishing the project.
After work hours, I am working on Maya tutorials available on Digital Tutors.
JL
The great part about it is that I get to develop the skills necessary in 3D applications while on the job! (Pixologic Zbrush, Autodesk Maya). That way, when the year starts, I will have already become familiar with the programs and can focus on finishing the project.
After work hours, I am working on Maya tutorials available on Digital Tutors.
JL
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