Research fellow Lia Min will be exhibiting “RAW” in the 3D lab’s MIDEN April 7 & 8th from 4 – 6pm. All are welcome to attend. Lia Min’s exhibit is an intersection of art and science, assembled through her training as a neuroscientist. Her data set, commonly referred to as a “Brainbow“, focuses on a lobe of a fruit fly brain at the base of an antenna. This visualization scales microns to centimeters to enlarge the specimen with an overall visual volume of about 1.8 x 1.8 x 0.4 meters.
Mammoth Calf Lyuba, a Collaborative Exploration of Data
On Nov. 17th-19th the Duderstadt Center’s Visualization Expert, Ted Hall, will be in Austin, Texas representing the Duderstadt Center at SC15, a super computing event. The technology on display will allow people in Austin to be projected into the MIDEN, the University of Michigan’s immersive virtual reality cave, allowing visitors in both Ann Arbor and in Austin to explore the body of a mummified mammoth.
The mummified remains of Lyuba.
The mammoth in question is a calf called Lyuba, found in Siberia in 2007 after being preserved underground for 50,000 years. This specimen is considered the best preserved mammoth mummy in the world, and is currently on display in the Shemanovskiy Museum and Exhibition Center in Salekhard, Russia.
University of Michigan Professor Daniel Fisher and his colleagues at the University of Michigan Museum of Paleontology arranged to have the mummy scanned using X-Ray computed tomography in Ford Motor Company’s Nondestructive Evaluation Laboratory. Adam Rountrey then applied a color map to the density data to reveal the internal anatomical structures.
Lyuba with her skeleton visible.
The Duderstadt Center got this data as an image stack for interactive volumetric visualization. The stack comprises 1,132 JPEG image slices with 762×700 pixel resolution per slice. Each of the resulting voxels is 1mm cubed.
When this data is brought into the Duderstadt Center’s Jugular software, the user can interactively slice through the mammoth’s total volume by manipulating a series of hexagonal planes, revealing the internal structure. In the MIDEN, the user can explore the mammoth in the same way while the mammoth appears to exist in front of them in three virtual dimensions. The MIDEN’s Virtual Cadaver used a similar process.
For the demo at SC15, users in Texas can occupy the same virtual space as another user in Ann Arbor’s MIDEN. Via a Kinect sensor in Austin, a 3D mesh of the user will be projected into the MIDEN alongside Lyuba allowing for simultaneous interaction and exploration of the data.
Showings will take place in the MIDEN
Sean Petty and Ted Hall simultaneously explore the Lyuba data set, with Ted’s form being projected into the virtual space of the MIDEN via Kinect sensor.
Practice is the only way to learn a new language. However, when learning ancient languages, such as Greek, it can be difficult to get immediate, reliable feedback on practice work. This is why Professor Pablo Alvarez in Papyrology is working with Duderstadt Center student programmer Edward Wijaya to create an app for students to practice transcribing ancient Greek manuscripts into digital writing.
The app is divided into three modes: Professor/curator mode, student mode, and discovery mode. The professor mode allows the curator to upload a picture of the manuscript and post a line by line digital transcription of the document. These are the “answers” to the document. In student mode, these manuscript are transcribed by the students. When they click the check button, the student is given a line by line comparison to the curator’s answers. Furthermore, the discovery mode allows individuals with no Greek training to learn about the letters and read descriptions in the notations used.
A wide variety of fragile manuscripts which are often inaccessible to students are available on the app allowing the students to gain experience with diverse handwriting and histories
Surgical Planning for Dentistry: Digital Manipulation of the Jaw
CT data was brought into Zbrush & Topogun to be segmented and re-topologized. Influence was then added to the skin mesh allowing it to deform as the bones were manipulated.
Hera Kim-Berman is a Clinical Assistant Professor with the University of Michigan School of Dentistry. She recently approached the Duderstadt Center with an idea that would allow surgeons to prototype jaw surgery specific to patient data extracted from CT scans. Hera’s concept involved the ability to digitally manipulate portions of the skull in virtual reality, just as surgeons would when physically working with a patient, allowing them to preview different scenarios and evaluate how effective a procedure might be prior to engaging in surgery.
Before re-positioning the jaw segments, the jaw has a shallow profile.
After providing the Duderstadt Center with CT scan data, Shawn O’Grady was able to extract 3D meshes of the patient’s skull and skin using Magics. From there, Stephanie O’Malley worked with the models to make them interactive and suitable for real-time platforms. This involved bringing the skull into a software like Zbrush and creating slices in the mesh to correspond to areas identified by Hera as places where the skull would potentially be segmented during surgery. The mesh was then also optimized to perform at a higher frame rate when incorporated into real-time platforms. The skin mesh was also altered, undergoing a process called “re-topologizing” which allowed it to be more smoothly deformed. From there, the segmented pieces of the skull were re-assembled, and then assigned influence over areas of the skin in a process called “rigging”. This allowed for areas of the skin to move with selected bones as they were separated and shifted by a surgeon in 3D space.
After re-positioning of the jaw segments, the jaw is more pronounced.
Once a working model was achieved, it was passed off to Ted Hall and student programmer Zachary Kiekover, to be implemented into the Duderstadt Center’s Jugular Engine, allowing the demo to run at large scale and in stereoscopic 3D from within the virtual reality MIDEN but also on smaller head mounted displays like the Oculus Rift. Additionally, more intuitive user controls were added which allowed for easier selection of the various bones using a game controller or motion tracked hand gestures via the Leap Motion. This meant surgeons could not only view the procedure from all angles in stereoscopic 3D, but they could also physically grab the bones they wanted to manipulate and transpose them in 3D space.
Zachary demonstrates the ability to manipulate the model using the Leap Motion.
The Michigan Ion Beam Laboratory (MIBL) was established in 1986 as part of the Department of Nuclear Engineering and Radiological Sciences in the College of Engineering. Located on the University of Michigan’s North Campus, the MIBL serves to provide unique and extensive facilities to support research and development. Recently, Professor Gary Was, Director of the MIBL reached out to the Duderstadt Center for assistance with developing content for the MIBL website to better introduce users to the capabilities of their lab as construction on a new particle accelerator reached completion.
Gary’s group was able to provide the Duderstadt Center with a scale model of the Ion Beam Laboratory generated in Inventor and a detailed synopsis of the various components and executable experiments. From there, the Stephanie O’Malley of the Duderstadt Center optimized and beautified the provided model, adding corresponding materials, labels and lighting. A series of fly-throughs, zoom-ins, and experiment animations were generated from this model that would serve to introduce visitors to the various capabilities of the lab.
These interactive animations were then integrated into the MIBL’s wordpress platform by student programmer, Yun-Tzu Chang. Visitors to the MIBL website are now able to compare the simplified digital replica of the space with actual photos of the equipment as well as run various experiments to better understand how each component functions. To learn more about the Michigan Ion Beam Laboratory and to explore the space yourself, visit their website at mibl.engin.umich.edu.
Up until now, the Oculus Rift has been the go-to system for gamers seeking the ultimate immersive experience, offering immersive stereo compatibility with game engines like Unreal and Unity 3D. Recently, the Duderstadt Center was able to push this experience even further, with Graphics Programmer Sean Petty adapting the Unreal Engine to work within the Duderstadt Center’s M.I.D.E.N – a fully immersive, stereoscopic 3D virtual reality experience.
Visitors entering the MIDEN are equipped with a pair of stereo glasses and a game controller, both outfitted with reflective markers that are then tracked by a series of Vicon cameras positioned around the top perimeter of the space. The existing capabilities of the MIDEN allow viewers to not only explore a space beyond the confines of the 10’x10′ room, but to also interact with objects using the provided game controller.
The services of the Duderstadt Center are open to all departments within the University, making visualization services, professional studio spaces, and exploratory technology accessible to artists, engineers, architects and more. The diverse atmosphere of the Digital Media Commons generates a multitude of cross-curricular collaborative projects each year – From live performances featuring orchestras manipulated via brain waves to exploring the anatomy of a digital cadaver in virtual reality.
In the past the Duderstadt Center’s MIDEN has been used to prototype architectural spaces, host artistic installations and assess human behavior or simulate training scenarios. Incorporating the Unreal Engine into a space like the MIDEN allows visitors to experience an intense level of realism never before achieved in this sort of environment, opening new doors not just for gamers, but for those seeking high quality visualizations for research and exploration. Unreal Engine brings a wide range of materials and visual effects to any scene. From realistic water, foliage or glass, to effects like fire and transitions in the time of day.
Sean Petty, graphics programmer of the Duderstadt Center, explains his process for getting Unreal to operate from within the MIDEN:
The MIDEN requires us to render a different view of the scene to each of the four walls from the perspective of the user. In order to achieve this we must track the location and orientation of the users eyes, which is accomplished by motion tracking a pair of glasses worn by the user. In the MIDEN there is a dedicated computer performing the necessary calculations, the first step to enabling MIDEN support in Unreal is to modify the engine to interface with this computer.
Visitors to the MIDEN are motion tracked within the space via reflective markers placed around a pair of stereo glasses and a hand held game controller. These markers are monitored by eight Vicon cameras located along the perimeter of the MIDEN.
Once the location of the user has been determined we must project the user’s view to each of the four walls. When rendering a scene in a standard desktop environment the camera is positioned in the center of the screen. A centered camera only requires a symmetric frustum projection which is the native transformation supported by Unreal. In the MIDEN, the center of the camera may be anywhere within the space and will often not be centered on a screen. This requires the use of an asymmetric frustum projection, which is functionality that had to be added to the engine.
Images for each wall are projected through a corresponding projector located behind the walls of the MIDEN. The floor is projected using a mirror located at the top of the space.
Unrealhas native support for stereo by rendering the left and right views next to each other into the single image. This setup is used for devices such as the Oculus rift where the both images for the left and right eye are displayed at the same time. The MIDEN uses a technology called “active stereo”, where the displayed image flickers back and forth rapidly between the left and right images. This requires a modification to the engine so the left and right images are rendered to two separate buffers rather than to two sides of a single image.
Unreal Engine as seen from within the Duderstadt Center’s Virtual Reality MIDEN. The MIDEN is a 10’x10′ room comprised of 5 walls utilizing stereoscopic projection. Visitors are tracked using Vicon cameras allowing them to travel beyond the confines of the physical space.
The final step for displaying unreal scenes in the MIDEN is to get the four rendering computers communicating with each other. This ensures that when the user moves all the screens are updated appropriately to give a consistent view of the scene. The networking is accomplished using Unreal‘s built in network replication functionality, which is designed for use in multiplayer games.
With this latest development, researchers across all disciplines are now able to utilize this technology to reproduce lifelike environments for their studies giving subjects the ultimate immersive experience. It is hoped that this higher level of immersion offered by the Unreal Engine will have a dramatic impact in studies involving human behavior and environmental effects.
In addition to incorporating Unreal, the MIDEN also continues to operate using an in-house engine developed by Ted Hall & Sean Petty, called “Jugular,” which provides support for a broad range of models, materials, and interactivity. While Unreal offers finer elements of photo-realism for mesh-based geometry, Jugular supports easier import of a wider range of file types from a variety of sources, including not only meshes but also solid volumes and informatics graphs.
Xplore Engineering is a summer camp program designed for Engineering alumni and their children in 4th – 7th grade. Through a series of experiential workshops, participants get hands-on experience in a variety of engineering disciplines. This marked the second year the Duderstadt Center was invited to participate in the Xplore Engineering workshops, this time offering students the chance to design and then 3D print custom fashion rings. Kids were introduced to activities provided by Cubify.com that allow for the creation of simple 3D printed objects like dog tags, bracelets, or rings. Each child had an opportunity to work with their guardian to design a custom ring in the style of their choice in a workshop led by Stephanie O’Malley. Some created designs incorporating their initials, others went with unique designs or simple shapes. Once each child had completed their design, they were given an introduction to how 3D Printers work by Shawn O’Grady. Their files were assembled for printing in the Cubify software, and then each child had a chance to send their print to the Cube 3 3D Printers for printing, a unique opportunity for them to get involved in operating the technology. As they watched their creations be printed, the group was introduced to unique applications for 3D printing, from the creation of assets in stop motion movies like Coraline to the 3D printing of prosthetics! For more information on the Xplore Engineering summer camp, and other interesting opportunities with the school of Engineering, visit www.engin.umich.edu/mconnex
Printing in 3D Use 3-dimensional printers in the U of M 3D printing lab to to program a 3D model and even take home one of your own. You’ll also get a behind-the-scenes tour of the 3D lab. Thursday session 3 Photo: Jessica Knedgen MconneX www.engin.umich.edu/mconnex
Proto Magazine features articles on biomedicine and health care, targeting physicians, researchers and policy makers.
Proto is a natural science magazine produced by Massachusetts General Hospital in collaboration with Time Inc. Content Solutions. Launched in 2005, the magazine covers topics in the field of biomedicine and health care, targeting physicians, researchers and policy makers. In June, Proto featured an article, “Mortal Remains” that discusses alternatives to using real cadavers in the study of medicine.
Preserving human remains for use as a cadaver during a school semester has tremendous costs associated with it. The article in Proto magazine discusses options for revolutionizing this area of study, from the mention of old techniques like 17th Century anatomically correct wax models or Plastination (the process of removing fluids from the body and instead injecting a polymer) to new technology utilizing the Visible Human data, with a specific mention of the Duderstadt Center’s Virtual Cadaver.
To learn more, the full article from Proto Magazine can be found here.
Sean Petty manipulates cross-sections of the Virtual Cadaver from within the 3D Lab’s virtual reality environment, the MIDEN.
The Anatomage table is a technologically advanced anatomy visualization system that allows users to explore the complex anatomy of the human body in digital form, eliminating the need for a human cadaver. The table presents a human figure at 1:1 scale, and utilizes data from the Visible Human effort with the additional capability of loading real patient data (CT, MRI, etc), making it a great resource for research, collaborative discovery, and the studying of surgical procedures. Funding to obtain the table was a collaborative effort between the schools of Dentistry, Movement Science, and Nursing although utilization is expected to expand to include Biology. Currently on display in the Duderstadt Center for exploration, the Anatomage table will be relocating to its more permanent home inside the Taubman Health Library in early July.
The Anatomage table allows users to explore the complex anatomy of the human body.
Photogrammetry results from the Stearns Collection: Here a drum is captured, and visible are the original digital photographs taken inside Stearns, the drum generated as a point cloud, the point cloud developed into a 3D mesh, and then a fully textured 3D model.
Donated in 1899 by wealthy Detroit drug manufacturer, Frederick Stearns, the Stearn’s Collection is a university collection comprised of over 2,500 historical and contemporary musical instruments from all over the world, with many of the instruments in the collection being particularly fragile or one of a kind. In 1966 Stearns grew to include the only complete Javanese gamelan in the world, and being home to such masterpieces, the Stearns collection has become recognized internationally as unique. In 1974, due to concerns about preservation and display, much of the collection was relocated out of public view. Once residing in Hill Auditorium, the majority of the collection now sits in storage inside an old factory near downtown Ann Arbor.
The current location of the Stearns Collection. Photo Credit: www.dailymail.co.uk
Current preservation efforts have involved photographing the collection and making the nearly 13,000 resulting images available online. However, over the past year the Duderstadt Center has been working with Chris Dempsey, curator of the Stearns Collection and Jennifer Brown, a University Library Associate in Learning & Teaching, on a new process for preservation: Utilizing Photogrammetry to document the collection. Photogrammetry is a process that relies on several digital photographs of an artifact to re-construct the physical object into a digital 3D model. While traditional methods of obtaining 3D models often utilize markers placed atop the object, the process of Photogrammetry is largely un-invasive, allowing for minimal, and sometimes, no direct handling of an artifact. Models resulting from this process, when captured properly, are typically very precise and allow the viewer to rotate the object 360 degrees, zoom in and out, measure, or otherwise analyze the object in many cases as though it were actually in front of them.
Equipped with a high resolution digital SLR camera, Jennifer traveled to the warehouse where much of the Stearns collection is now held to document some of the instruments that are not currently on display and have limited accessibility to the general public. Feeding the resulting images into an experimental Photogrammetry software developed for research purposes (“Visual SFM” and “CMVS”), Jennifer processed the photos taken of various instruments into high resolution 3D models that could eventually be placed on the web for more accessible public viewing and student interaction.