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)
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
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.
Reality graphics with 64M texture memory.
HighEnd_Demos@sgi.com