1,696 research outputs found

    The residual STL volume as a metric to evaluate accuracy and reproducibility of anatomic models for 3D printing: application in the validation of 3D-printable models of maxillofacial bone from reduced radiation dose CT images.

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    BackgroundThe effects of reduced radiation dose CT for the generation of maxillofacial bone STL models for 3D printing is currently unknown. Images of two full-face transplantation patients scanned with non-contrast 320-detector row CT were reconstructed at fractions of the acquisition radiation dose using noise simulation software and both filtered back-projection (FBP) and Adaptive Iterative Dose Reduction 3D (AIDR3D). The maxillofacial bone STL model segmented with thresholding from AIDR3D images at 100 % dose was considered the reference. For all other dose/reconstruction method combinations, a "residual STL volume" was calculated as the topologic subtraction of the STL model derived from that dataset from the reference and correlated to radiation dose.ResultsThe residual volume decreased with increasing radiation dose and was lower for AIDR3D compared to FBP reconstructions at all doses. As a fraction of the reference STL volume, the residual volume decreased from 2.9 % (20 % dose) to 1.4 % (50 % dose) in patient 1, and from 4.1 % to 1.9 %, respectively in patient 2 for AIDR3D reconstructions. For FBP reconstructions it decreased from 3.3 % (20 % dose) to 1.0 % (100 % dose) in patient 1, and from 5.5 % to 1.6 %, respectively in patient 2. Its morphology resembled a thin shell on the osseous surface with average thickness <0.1 mm.ConclusionThe residual volume, a topological difference metric of STL models of tissue depicted in DICOM images supports that reduction of CT dose by up to 80 % of the clinical acquisition in conjunction with iterative reconstruction yields maxillofacial bone models accurate for 3D printing

    A physically-based muscle and skin model for facial animation

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    Facial animation is a popular area of research which has been around for over thirty years, but even with this long time scale, automatically creating realistic facial expressions is still an unsolved goal. This work furthers the state of the art in computer facial animation by introducing a new muscle and skin model and a method of easily transferring a full muscle and bone animation setup from one head mesh to another with very little user input. The developed muscle model allows muscles of any shape to be accurately simulated, preserving volume during contraction and interacting with surrounding muscles and skin in a lifelike manner. The muscles can drive a rigid body model of a jaw, giving realistic physically-based movement to all areas of the face. The skin model has multiple layers, mimicking the natural structure of skin and it connects onto the muscle model and is deformed realistically by the movements of the muscles and underlying bones. The skin smoothly transfers underlying movements into skin surface movements and propagates forces smoothly across the face. Once a head model has been set up with muscles and bones, moving this muscle and bone set to another head is a simple matter using the developed techniques. The developed software employs principles from forensic reconstruction, using specific landmarks on the head to map the bone and muscles to the new head model and once the muscles and skull have been quickly transferred, they provide animation capabilities on the new mesh within minutes

    Computerized Analysis of Magnetic Resonance Images to Study Cerebral Anatomy in Developing Neonates

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    The study of cerebral anatomy in developing neonates is of great importance for the understanding of brain development during the early period of life. This dissertation therefore focuses on three challenges in the modelling of cerebral anatomy in neonates during brain development. The methods that have been developed all use Magnetic Resonance Images (MRI) as source data. To facilitate study of vascular development in the neonatal period, a set of image analysis algorithms are developed to automatically extract and model cerebral vessel trees. The whole process consists of cerebral vessel tracking from automatically placed seed points, vessel tree generation, and vasculature registration and matching. These algorithms have been tested on clinical Time-of- Flight (TOF) MR angiographic datasets. To facilitate study of the neonatal cortex a complete cerebral cortex segmentation and reconstruction pipeline has been developed. Segmentation of the neonatal cortex is not effectively done by existing algorithms designed for the adult brain because the contrast between grey and white matter is reversed. This causes pixels containing tissue mixtures to be incorrectly labelled by conventional methods. The neonatal cortical segmentation method that has been developed is based on a novel expectation-maximization (EM) method with explicit correction for mislabelled partial volume voxels. Based on the resulting cortical segmentation, an implicit surface evolution technique is adopted for the reconstruction of the cortex in neonates. The performance of the method is investigated by performing a detailed landmark study. To facilitate study of cortical development, a cortical surface registration algorithm for aligning the cortical surface is developed. The method first inflates extracted cortical surfaces and then performs a non-rigid surface registration using free-form deformations (FFDs) to remove residual alignment. Validation experiments using data labelled by an expert observer demonstrate that the method can capture local changes and follow the growth of specific sulcus

    Anthroengineering: an independent interdisciplinary field

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    In recent decades, funding agencies, institutes and professional bodies have recognized the profound benefits of transdisciplinarity in tackling targeted research questions. However, once questions are answered, the previously abundant support often dissolves. As such, the long-term benefits of these transdisciplinary approaches are never fully achieved. Over the last several decades, the integration of anthropology and engineering through inter- and multidisciplinary work has led to advances in fields such as design, human evolution and medical technologies. The lack of formal recognition, however, of this transdisciplinary approach as a unique entity rather than a useful tool or a subfield makes it difficult for researchers to establish laboratories, secure permanent jobs, fund long-term research programmes and train students in this approach. To facilitate the growth and development and witness the long-term benefits of this approach, we propose the integration of anthropology and engineering be recognized as a new, independent field known as anthroengineering . We present a working definition for anthroengineering and examples of how anthroengineering has been used. We discuss the necessity of recognizing anthroengineering as a unique field and explore potential novel applications. Finally, we discuss the future of anthroengineering, highlighting avenues for moving the field forward

    Microscope Embedded Neurosurgical Training and Intraoperative System

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    In the recent years, neurosurgery has been strongly influenced by new technologies. Computer Aided Surgery (CAS) offers several benefits for patients\u27 safety but fine techniques targeted to obtain minimally invasive and traumatic treatments are required, since intra-operative false movements can be devastating, resulting in patients deaths. The precision of the surgical gesture is related both to accuracy of the available technological instruments and surgeon\u27s experience. In this frame, medical training is particularly important. From a technological point of view, the use of Virtual Reality (VR) for surgeon training and Augmented Reality (AR) for intra-operative treatments offer the best results. In addition, traditional techniques for training in surgery include the use of animals, phantoms and cadavers. The main limitation of these approaches is that live tissue has different properties from dead tissue and that animal anatomy is significantly different from the human. From the medical point of view, Low-Grade Gliomas (LGGs) are intrinsic brain tumours that typically occur in younger adults. The objective of related treatment is to remove as much of the tumour as possible while minimizing damage to the healthy brain. Pathological tissue may closely resemble normal brain parenchyma when looked at through the neurosurgical microscope. The tactile appreciation of the different consistency of the tumour compared to normal brain requires considerable experience on the part of the neurosurgeon and it is a vital point. The first part of this PhD thesis presents a system for realistic simulation (visual and haptic) of the spatula palpation of the LGG. This is the first prototype of a training system using VR, haptics and a real microscope for neurosurgery. This architecture can be also adapted for intra-operative purposes. In this instance, a surgeon needs the basic setup for the Image Guided Therapy (IGT) interventions: microscope, monitors and navigated surgical instruments. The same virtual environment can be AR rendered onto the microscope optics. The objective is to enhance the surgeon\u27s ability for a better intra-operative orientation by giving him a three-dimensional view and other information necessary for a safe navigation inside the patient. The last considerations have served as motivation for the second part of this work which has been devoted to improving a prototype of an AR stereoscopic microscope for neurosurgical interventions, developed in our institute in a previous work. A completely new software has been developed in order to reuse the microscope hardware, enhancing both rendering performances and usability. Since both AR and VR share the same platform, the system can be referred to as Mixed Reality System for neurosurgery. All the components are open source or at least based on a GPL license

    Probabilistic partial volume modelling of biomedical tomographic image data

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    Investigation of 3DP technology for fabrication of surgical simulation phantoms

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    The demand for affordable and realistic phantoms for training, in particular for functional endoscopic sinus surgery (FESS), has continuously increased in recent years. Conventional training methods, such as current physical models, virtual simulators and cadavers may have restrictions, including fidelity, accessibility, cost and ethics. In this investigation, the potential of three-dimensional printing for the manufacture of biologically representative simulation materials for surgery training phantoms has been investigated. A characterisation of sinus anatomical elements was performed through CT and micro-CT scanning of a cadaveric sinus portion. In particular, the relevant constituent tissues of each sinus region have been determined. Secondly, feedback force values experienced during surgical cutting have been quantified with an actual surgical instrument, specifically modified for this purpose. Force values from multiple post-mortem subjects and different areas of the paranasal sinuses have been gathered and used as a benchmark for the optimisation of 3D-printing materials. The research has explored the wide range of properties achievable in 3DP through post-processing methods and variation of printing parameters. For this latter element, a machine-vision system has been developed to monitor the 3DP in real time. The combination of different infiltrants allowed the reproduction of force values comparable to those registered from cadaveric human tissue. The internal characteristics of 3D printed samples were shown to influence their fracture behaviour under resection. Realistic appearance under endoscopic conditions has also been confirmed. The utilisation of some of the research has also been demonstrated in another medical (non-surgical) training application. This investigation highlights a number of capabilities, and also limitations, of 3DP for the manufacturing of representative materials for application in surgical training phantoms

    Towards a complete 3D morphable model of the human head

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    Three-dimensional Morphable Models (3DMMs) are powerful statistical tools for representing the 3D shapes and textures of an object class. Here we present the most complete 3DMM of the human head to date that includes face, cranium, ears, eyes, teeth and tongue. To achieve this, we propose two methods for combining existing 3DMMs of different overlapping head parts: i. use a regressor to complete missing parts of one model using the other, ii. use the Gaussian Process framework to blend covariance matrices from multiple models. Thus we build a new combined face-and-head shape model that blends the variability and facial detail of an existing face model (the LSFM) with the full head modelling capability of an existing head model (the LYHM). Then we construct and fuse a highly-detailed ear model to extend the variation of the ear shape. Eye and eye region models are incorporated into the head model, along with basic models of the teeth, tongue and inner mouth cavity. The new model achieves state-of-the-art performance. We use our model to reconstruct full head representations from single, unconstrained images allowing us to parameterize craniofacial shape and texture, along with the ear shape, eye gaze and eye color.Comment: 18 pages, 18 figures, submitted to Transactions on Pattern Analysis and Machine Intelligence (TPAMI) on the 9th of October as an extension paper of the original oral CVPR paper : arXiv:1903.0378

    Evaluating system utility and conceptual fit using CASSM

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    There is a wealth of user-centred evaluation methods (UEMs) to support the analyst in assessing interactive systems. Many of these support detailed aspects of use – for example: Is the feedback helpful? Are labels appropriate? Is the task structure optimal? Few UEMs encourage the analyst to step back and consider how well a system supports users’ conceptual understandings and system utility. In this paper, we present CASSM, a method which focuses on the quality of ‘fit’ between users and an interactive system. We describe the methodology of conducting a CASSM analysis and illustrate the approach with three contrasting worked examples (a robotic arm, a digital library system and a drawing tool) that demonstrate different depths of analysis. We show how CASSM can help identify re-design possibilities to improve system utility. CASSM complements established evaluation methods by focusing on conceptual structures rather than procedures. Prototype tool support for completing a CASSM analysis is provided by Cassata, an open source development

    An investigation into 3D printing of osteological remains: the metrology and ethics of virtual anthropology

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    Three-dimensional (3D) printed human remains are being utilised in courtroom demonstrations of evidence within the UK criminal justice system. This presents a potential issue given that the use of 3D replicas has not yet been empirically tested or validated for use in crime reconstructions. Further, recent movements to critically evaluate the ethics surrounding the presentation of human remains have failed to address the use of 3D printed replica bones. As such, this research addresses the knowledge gap surrounding the accuracy of 3D printed replicas of skeletal elements and investigates how the public feels about the use of 3D printed replicas. Three experimental studies focussed on metrology and identified 3D printed replicas to be accurate to within ± 2.0 mm using computed tomography (CT) scanning, and to within ± 0.2 mm or to 0-5% difference using micro-CT. The potential loss of micromorphological details was also examined and identified that quality control steps were key in identifying and mitigating loss of detail. A fourth experimental study collected data on the opinion of the public of the use of 3D printed human remains in courtroom demonstrations. Respondents were broadly positive and considered that prints can be produced ethically by maintaining the dignity and respect of the decedent. A framework that helps to assess ethical practices was developed as well as an adaptable pathway that can assist with assessing the quality and accuracy of 3D prints. The findings from this research contribute to an empirical evidence base that can underpin future 3D printed crime reconstructions and provides guidance for creating accurate 3D prints that can inform future practice and research endeavours
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