Research
Work
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National Centre for
Computer Animation, The Media School, Bournemouth
University, UK
Research Topic:
VR-based simulation system in laparoscopic rectum surgery
(Cooperated with Poole
Hospital and Royal Bournemouth and Christchurch Hospitals)
Detail:
Compared with traditional
open surgery, minimally invasive surgery (MIS) is less in surgical
trauma, less post-operative pain and a shorter convalescence for
patients. In the last ten years, in particular, laparoscopic
colorectal surgery has witnessed a shift from open surgery to the
laparoscopic approach. This project is developing a virtual
simulation system for the rectum cancer surgery. It can be used to
train the laparoscopic surgeons. The hardware of system is composed
of a computer, a display screen and two haptic devices (Phantom
Omni). The haptic device provides 6-DOF navigating parameters
(pitch, yaw, insertion) and force feedback when there is a collision
detected. Run-time operations include soft tissue deformation,
collision detection, cutting, rendering and the communication with
the haptic devices. Some novel techniques are applied in this
system. Throughout the whole system development process, three
consultant surgeons from the Bournemouth and Poole Hospitals (NHS,
UK) have been closely involved. They both advise our researchers
about the medical content and help evaluate the results.
Demos:
1.video (mpg)

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- 2006.9 - 2010.2 National Centre for
Computer Animation, The Media School, Bournemouth
University, UK
1) Research Topic:
Sketch-based cartoon and 2D motion capture (PhD thesis)
Detail:
In current 2D animation (cartoon) production, the
generation of key-frames and in-between framesare the two most important and labour intensive steps.
Although some commercially available software tools, e.g. Animo and
Toon Boom, have been helpful in generating in-between frames, they
often lack ‘personality’. In practice,
many in-betweens are still created manually. So far little exists in
the market to help key-framers to produce their work more
efficiently. Inspired by 3D animation techniques, we have
developed a prototype system with a very simple user interface to
improve the degree of automation for the production of 2D animation
without sacrificing the quality. Our technique is characterized by
two special features - sketch-based; and skeleton-driven. This has
two parts: Part 1: cartoon sequence generation and Part 2: motion
capture and reuse. We anticipate that this technique will be not
only of interest to professional cartoon studios, but also to novice
2D artists for creating 2D moving graphics.
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Demos:
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Video (rmvb)
http://www.youtube.com/watch?v=m_8V9onN2HQ
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Presentation (ppt)
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2) Research Topic:
Automatic rigging and skinning for animated character
Detail:
Animating an articulated 3D character requires the specification of
its interior skeleton structure which defines how its motion deforms
the skin surface. Currently this task is conducted by manual work,
which normally needs special expertise for animators to finish a
good result for character animation. We present an automatic rigging
method making use of a new geometry entity called the 3D silhouette.
By avoiding complicated computation such as voxelization and
pruning, this approach is simple and efficient, much faster than
existing methods. This is very useful for quick animation
production, with applications including games design and prototype
graphical systems.
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Demos:
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Video (rmvb)
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Presentation (ppt)
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3) Research Topic:
Fast character modeling with sketch-based PDE surfaces
Detail:
Virtual characters are commonly used in computer games and computer
animated films. Model building of virtual characters is usually a
labor expensive task. How to simplify the modeling of a complex
virtual character and create the model quickly is of practical
significance. Current popular modeling systems are effective in
creating various geometric models. However, they are not always best
fitted with the practice exercised by artists. In this project, we
presented a new modeling framework which divides the task into two
subtasks: global modeling and local modeling. The global models are
created from projected profiles by hand-drawn sketches. The local
modeling uses generalized elliptic curve based surfaces and partial
differential equation (PDE) surfaces to generate the detail of
models. Working with two research fellows in NCCA, I was in charge
of global modeling by sketch profiles in this project.
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Research Topic:
3D visualization, measurement and simulation in craniofacial surgery
(MSc thesis)
Project:
Supported by the Technology Innovation Fund in Shaan xi Province,
this research project is cooperated with the Stomatology Hospital of
Xi an Jiaotong University. 3D measurement and visualization of the
cranium is an important research area in modern orthodontics and
craniofacial plastic surgery. In this project, we coped with three
tasks: 3-d reconstruction of the skull by X-rays, 3-d measurement of
the face by 3-d laser scanner and craniofacial surgery simulation
based on finite element. Using three X-ray pictures, we reconstruct
the 3D skull by correlated vision, which is a low radiation, low
cost alternative to CT-based system. We also designed a supervised
learning method to estimate the soft tissue stiffness parameters in
surgery simulation. In the end, we completed a software tool package
and published related papers in journal and international
conferences.
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