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Anatomical mirroring: real-time user-specific anatomy in motion using a commodity depth camera

Published: 10 October 2016 Publication History

Abstract

This paper presents a mirror-like augmented reality (AR) system to display the internal anatomy of a user. Using a single Microsoft V2.0 Kinect, we animate in real-time a user-specific internal anatomy according to the user's motion and we superimpose it onto the user's color map, as shown in Fig.1.e. The user can visualize his anatomy moving as if he was able to look inside his own body in real-time.
A new calibration procedure to set up and attach a user-specific anatomy to the Kinect body tracking skeleton is introduced. At calibration time, the bone lengths are estimated using a set of poses. By using Kinect data as input, the practical limitation of skin correspondance in prior work is overcome. The generic 3D anatomical model is attached to the internal anatomy registration skeleton, and warped on the depth image using a novel elastic deformer, subject to a closest-point registration force and anatomical constraints. The noise in Kinect outputs precludes any realistic human display. Therefore, a novel filter to reconstruct plausible motions based on fixed length bones as well as realistic angular degrees of freedom (DOFs) and limits is introduced to enforce anatomical plausibility. Anatomical constraints applied to the Kinect body tracking skeleton joints are used to maximize the physical plausibility of the anatomy motion, while minimizing the distance to the raw data. At run-time, a simulation loop is used to attract the bones towards the raw data, and skinning shaders efficiently drag the resulting anatomy to the user's tracked motion.
Our user-specific internal anatomy model is validated by comparing the skeleton with segmented MRI images. A user study is established to evaluate the believability of the animated anatomy.

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ZIP File (p113-bauer.zip)

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cover image ACM Conferences
MIG '16: Proceedings of the 9th International Conference on Motion in Games
October 2016
202 pages
ISBN:9781450345927
DOI:10.1145/2994258
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 10 October 2016

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Author Tags

  1. augmented human
  2. augmented reality
  3. markerless device
  4. motion capture
  5. real-time
  6. user-specific anatomy

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MiG '16
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MiG '16: Motion In Games
October 10 - 12, 2016
California, Burlingame

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View all
  • (2021)3D Displays: Their Evolution, Inherent Challenges and Future PerspectivesProceedings of the Future Technologies Conference (FTC) 2021, Volume 310.1007/978-3-030-89912-7_31(397-415)Online publication date: 25-Oct-2021
  • (2019)The Virtual Caliper: Rapid Creation of Metrically Accurate Avatars from 3D MeasurementsIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2019.2898748(1-1)Online publication date: 2019
  • (2019)Enhancement of Anatomical Education Using Augmented Reality: An Empirical Study of Body PaintingAnatomical Sciences Education10.1002/ase.185812:6(599-609)Online publication date: 19-Feb-2019
  • (2017)Empirical Study of Non-Reversing Magic Mirrors for Augmented Reality Anatomy Learning2017 IEEE International Symposium on Mixed and Augmented Reality (ISMAR)10.1109/ISMAR.2017.33(169-176)Online publication date: Oct-2017

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