Visible Human

[IMG] Visible Human
64M of volume texture of pictures taken of a frozen cadaver (a prisoner on death row who donated his body to science). Also includes a Reality Monster prototype using three pipes to run up to three times as fast.


Brief Instructions

You must move the cursor to the upper left quadrant of the screen - that region will be zoomed to full screen so the mouse must be there to be seen.

Moving the cursor to the top of the screen brings up a menu.
	Left Button: Toggles Main Selections
	Middle Button: Toggles Internal Selections for TLUT and ClipPlane

Otherwise:
	Left Button	Global Movements
	Middle Button	Global Scale
	Right Button	Functional Movements (i.e. clipping plane, TLUT)


Detailed Instructions

These are the controls for the visible human:
(All controls are lower case single key presses)

"f"	Toggle between fast transistion and slow/high rez

"p"	Run Performance Test (DO NOT RUN! unless you talk to
	Chikai first, may cause window manager to crash and
	restart)

"r"	Rotation/Translation toggle for global interaction

"c"	Clipping Plane Toggle

"C"	Give Right Mouse Control to Clipping Plane

"v"	Make the Clipping Plane Visable

"t"	TLUT PassBand Graph Toggle

"T"	Give Right Mouse Control to TLUT

"m"	Changes Mode of Right Mouse
		TLUT mode - PassBand/Opacity
		ClipPlane mode - Rotation/Translation

"n"	Reset clipping plane

"i"     Information about Visible Human

"s"	Save Viewing Parameters to a Number Key (0-9)

0-9	Number Key will goto a saved set of Viewing Parameters

"q"/ESC	Quit Program


Other Information

January 22, 1996

Visible Human Data courtesy of University of Colorodo at Denver


Background and Details
----------------------
  The data set shown here was obtained by freezing a dead man
(a prisoner on death row who donated his body to science)
and slicing the body from head to toe, one millimeter at a
time, then taking photographs of each slice through the body.
The final data set was 2K by 1.7K by 24 bits for each slice and
a total of 1800 slices (pixel resolution in the images is 1/3
of a millimeter).  Uncompressed this data set is about
18 Gigabytes of data.
  For this demo the data set was decimated to 256 by 256 by 8
bits per slice with 1024 slices (actually about 900 but 
3D texture dimensions must be a power of two), which is 64
Megabytes of data.  The 24 bits of color was compressed to a 8
bit colormap which is loaded into the TLUT table.  This data was
then volume rendered.


System Requirements

Reality graphics with 64M texture memory.

HighEnd_Demos@sgi.com