RESUMEN
Recent telepresence systems have shown significant improvements in quality compared to prior systems. However, they struggle to achieve both low cost and high quality at the same time. In this work, we envision a future where telepresence systems become a commodity and can be installed on typical desktops. To this end, we present a high-quality view synthesis method that uses a cost-effective capture system that consists of commodity hardware accessible to the general public. We propose a neural renderer that uses a few RGBD cameras as input to synthesize novel views of a user and their surroundings. At the core of the renderer is Multi-Layer Point Cloud (MPC), a novel 3D representation that improves reconstruction accuracy by removing non-linear biases in depth cameras. Our temporally-aware renderer further improves the stability of synthesized videos by conditioning on past information. Additionally, we propose Spatial Skip Connections (SSC) to improve image upsampling under limited GPU memory. Experimental results show that our renderer outperforms recent methods in terms of view synthesis quality. Our method generalizes to new users and challenging content (e.g., hand gestures and clothing deformation) without costly per-video optimization, object templates, or heavy pre-processing. The code and dataset will be made available.
RESUMEN
Over-activation of the epidermal growth factor receptor (EGFR) is a hallmark of glioblastoma. However, EGFR-targeted therapies have led to minimal clinical response. While delivery of EGFR inhibitors (EGFRis) to the brain constitutes a major challenge, how additional drug-specific features alter efficacy remains poorly understood. We apply highly multiplex single-cell chemical genomics to define the molecular response of glioblastoma to EGFRis. Using a deep generative framework, we identify shared and drug-specific transcriptional programs that group EGFRis into distinct molecular classes. We identify programs that differ by the chemical properties of EGFRis, including induction of adaptive transcription and modulation of immunogenic gene expression. Finally, we demonstrate that pro-immunogenic expression changes associated with a subset of tyrphostin family EGFRis increase the ability of T-cells to target glioblastoma cells.
RESUMEN
This work aims to leverage medical augmented reality (AR) technology to counter the shortage of medical experts in low-resource environments. We present a complete and cross-platform proof-of-concept AR system that enables remote users to teach and train medical procedures without expensive medical equipment or external sensors. By seeing the 3D viewpoint and head movements of the teacher, the student can follow the teacher's actions on the real patient. Alternatively, it is possible to stream the 3D view of the patient from the student to the teacher, allowing the teacher to guide the student during the remote session. A pilot study of our system shows that it is easy to transfer detailed instructions through this remote teaching system and that the interface is easily accessible and intuitive for users. We provide a performant pipeline that synchronizes, compresses, and streams sensor data through parallel efficiency.
RESUMEN
Computer-generated holographic (CGH) displays show great potential and are emerging as the next-generation displays for augmented and virtual reality, and automotive heads-up displays. One of the critical problems harming the wide adoption of such displays is the presence of speckle noise inherent to holography, that compromises its quality by introducing perceptible artifacts. Although speckle noise suppression has been an active research area, the previous works have not considered the perceptual characteristics of the Human Visual System (HVS), which receives the final displayed imagery. However, it is well studied that the sensitivity of the HVS is not uniform across the visual field, which has led to gaze-contingent rendering schemes for maximizing the perceptual quality in various computer-generated imagery. Inspired by this, we present the first method that reduces the "perceived speckle noise" by integrating foveal and peripheral vision characteristics of the HVS, along with the retinal point spread function, into the phase hologram computation. Specifically, we introduce the anatomical and statistical retinal receptor distribution into our computational hologram optimization, which places a higher priority on reducing the perceived foveal speckle noise while being adaptable to any individual's optical aberration on the retina. Our method demonstrates superior perceptual quality on our emulated holographic display. Our evaluations with objective measurements and subjective studies demonstrate a significant reduction of the human perceived noise.
Asunto(s)
Holografía , Artefactos , Gráficos por Computador , Humanos , Retina , Campos VisualesRESUMEN
Optical see-through augmented reality (AR) systems are a next-generation computing platform that offer unprecedented user experiences by seamlessly combining physical and digital content. Many of the traditional challenges of these displays have been significantly improved over the last few years, but AR experiences offered by today's systems are far from seamless and perceptually realistic. Mutually consistent occlusions between physical and digital objects are typically not supported. When mutual occlusion is supported, it is only supported for a fixed depth. We propose a new optical see-through AR display system that renders mutual occlusion in a depth-dependent, perceptually realistic manner. To this end, we introduce varifocal occlusion displays based on focus-tunable optics, which comprise a varifocal lens system and spatial light modulators that enable depth-corrected hard-edge occlusions for AR experiences. We derive formal optimization methods and closed-form solutions for driving this tunable lens system and demonstrate a monocular varifocal occlusion-capable optical see-through AR display capable of perceptually realistic occlusion across a large depth range.
RESUMEN
In this paper, we present our novel design for switchable AR/VR near-eye displays which can help solve the vergence-accommodation-conflict issue. The principal idea is to time-multiplex virtual imagery and real-world imagery and use a tunable lens to adjust focus for the virtual display and the see-through scene separately. With this novel design, prescription eyeglasses for near- and far-sighted users become unnecessary. This is achieved by integrating the wearer's corrective optical prescription into the tunable lens for both virtual display and see-through environment. We built a prototype based on the design, comprised of micro-display, optical systems, a tunable lens, and active shutters. The experimental results confirm that the proposed near-eye display design can switch between AR and VR and can provide correct accommodation for both.
Asunto(s)
Realidad Aumentada , Gráficos por Computador , Procesamiento de Imagen Asistido por Computador/métodos , Realidad Virtual , Diseño de Equipo , Anteojos , Holografía , HumanosRESUMEN
OBJECTIVES/HYPOTHESIS: Augmented reality (AR) allows for the addition of transparent virtual images and video to one's view of a physical environment. Our objective was to develop a head-worn, AR system for accurate, intraoperative localization of pathology and normal anatomic landmarks during open head and neck surgery. STUDY DESIGN: Face validity and case study. METHODS: A protocol was developed for the creation of three-dimensional (3D) virtual models based on computed tomography scans. Using the HoloLens AR platform, a novel system of registration and tracking was developed. Accuracy was determined in relation to actual physical landmarks. A face validity study was then performed in which otolaryngologists were asked to evaluate the technology and perform a simulated surgical task using AR image guidance. A case study highlighting the potential usefulness of the technology is also presented. RESULTS: An AR system was developed for intraoperative 3D visualization and localization. The average error in measurement of accuracy was 2.47 ± 0.46 millimeters (1.99, 3.30). The face validity study supports the potential of this system to improve safety and efficiency in open head and neck surgical procedures. CONCLUSIONS: An AR system for accurate localization of pathology and normal anatomic landmarks of the head and neck is feasible with current technology. A face validity study reveals the potential value of the system in intraoperative image guidance. This application of AR, among others in the field of otolaryngology-head and neck surgery, promises to improve surgical efficiency and patient safety in the operating room. LEVEL OF EVIDENCE: 2b Laryngoscope, 129:S1-S11, 2019.
Asunto(s)
Imagenología Tridimensional/métodos , Otolaringología/métodos , Procedimientos Quirúrgicos Otorrinolaringológicos/métodos , Tomografía Computarizada por Rayos X/métodos , Realidad Virtual , Puntos Anatómicos de Referencia/cirugía , Simulación por Computador , Estudios de Factibilidad , HumanosRESUMEN
This paper presents the implementation and evaluation of a 50,000-pose-sample-per-second, 6-degree-of-freedom optical head tracking instrument with motion-to-pose latency of 28µs and dynamic precision of 1-2 arcminutes. The instrument uses high-intensity infrared emitters and two duo-lateral photodiode-based optical sensors to triangulate pose. This instrument serves two purposes: it is the first step towards the requisite head tracking component in sub- 100µs motion-to-photon latency optical see-through augmented reality (OST AR) head-mounted display (HMD) systems; and it enables new avenues of research into human visual perception - including measuring the thresholds for perceptible real-virtual displacement during head rotation and other human research requiring high-sample-rate motion tracking. The instrument's tracking volume is limited to about 120×120×250 but allows for the full range of natural head rotation and is sufficient for research involving seated users. We discuss how the instrument's tracking volume is scalable in multiple ways and some of the trade-offs involved therein. Finally, we introduce a novel laser-pointer-based measurement technique for assessing the instrument's tracking latency and repeatability. We show that the instrument's motion-to-pose latency is 28µs and that it is repeatable within 1-2 arcminutes at mean rotational velocities (yaw) in excess of 500°/sec.
Asunto(s)
Imagenología Tridimensional/instrumentación , Gafas Inteligentes , Interfaz Usuario-Computador , Realidad Virtual , Gráficos por Computador , Diseño de Equipo , Movimientos de la Cabeza/fisiología , Humanos , Imagenología Tridimensional/métodos , Factores de TiempoRESUMEN
Traditional optical manufacturing poses a great challenge to near-eye display designers due to large lead times in the order of multiple weeks, limiting the abilities of optical designers to iterate fast and explore beyond conventional designs. We present a complete near-eye display manufacturing pipeline with a day lead time using commodity hardware. Our novel manufacturing pipeline consists of several innovations including a rapid production technique to improve surface of a 3D printed component to optical quality suitable for near-eye display application, a computational design methodology using machine learning and ray tracing to create freeform static projection screen surfaces for near-eye displays that can represent arbitrary focal surfaces, and a custom projection lens design that distributes pixels non-uniformly for a foveated near-eye display hardware design candidate. We have demonstrated untethered augmented reality near-eye display prototypes to assess success of our technique, and show that a ski-goggles form factor, a large monocular field of view (30o×55o), and a resolution of 12 cycles per degree can be achieved.
RESUMEN
We propose a new approach for 3D reconstruction of dynamic indoor and outdoor scenes in everyday environments, leveraging only cameras worn by a user. This approach allows 3D reconstruction of experiences at any location and virtual tours from anywhere. The key innovation of the proposed ego-centric reconstruction system is to capture the wearer's body pose and facial expression from near-body views, e.g. cameras on the user's glasses, and to capture the surrounding environment using outward-facing views. The main challenge of the ego-centric reconstruction, however, is the poor coverage of the near-body views - that is, the user's body and face are observed from vantage points that are convenient for wear but inconvenient for capture. To overcome these challenges, we propose a parametric-model-based approach to user motion estimation. This approach utilizes convolutional neural networks (CNNs) for near-view body pose estimation, and we introduce a CNN-based approach for facial expression estimation that combines audio and video. For each time-point during capture, the intermediate model-based reconstructions from these systems are used to re-target a high-fidelity pre-scanned model of the user. We demonstrate that the proposed self-sufficient, head-worn capture system is capable of reconstructing the wearer's movements and their surrounding environment in both indoor and outdoor situations without any additional views. As a proof of concept, we show how the resulting 3D-plus-time reconstruction can be immersively experienced within a virtual reality system (e.g., the HTC Vive). We expect that the size of the proposed egocentric capture-and-reconstruction system will eventually be reduced to fit within future AR glasses, and will be widely useful for immersive 3D telepresence, virtual tours, and general use-anywhere 3D content creation.
Asunto(s)
Expresión Facial , Imagenología Tridimensional/métodos , Postura/fisiología , Interfaz Usuario-Computador , Grabación en Video/métodos , Humanos , Internet , Redes Neurales de la ComputaciónRESUMEN
We describe a system which corrects dynamically for the focus of the real world surrounding the near-eye display of the user and simultaneously the internal display for augmented synthetic imagery, with an aim of completely replacing the user prescription eyeglasses. The ability to adjust focus for both real and virtual stimuli will be useful for a wide variety of users, but especially for users over 40 years of age who have limited accommodation range. Our proposed solution employs a tunable-focus lens for dynamic prescription vision correction, and a varifocal internal display for setting the virtual imagery at appropriate spatially registered depths. We also demonstrate a proof of concept prototype to verify our design and discuss the challenges to building an auto-focus augmented reality eyeglasses for both real and virtual.
Asunto(s)
Gráficos por Computador , Anteojos , Procesamiento de Imagen Asistido por Computador/instrumentación , Procesamiento de Imagen Asistido por Computador/métodos , Interfaz Usuario-Computador , Realidad Virtual , Adulto , HumanosRESUMEN
We introduce an optical design and a rendering pipeline for a full-color volumetric near-eye display which simultaneously presents imagery with near-accurate per-pixel focus across an extended volume ranging from 15cm (6.7 diopters) to 4M (0.25 diopters), allowing the viewer to accommodate freely across this entire depth range. This is achieved using a focus-tunable lens that continuously sweeps a sequence of 280 synchronized binary images from a high-speed, Digital Micromirror Device (DMD) projector and a high-speed, high dynamic range (HDR) light source that illuminates the DMD images with a distinct color and brightness at each binary frame. Our rendering pipeline converts 3-D scene information into a 2-D surface of color voxels, which are decomposed into 280 binary images in a voxel-oriented manner, such that 280 distinct depth positions for full-color voxels can be displayed.
Asunto(s)
Gráficos por Computador , Imagenología Tridimensional/métodos , Realidad Virtual , Algoritmos , Diseño de Equipo , Fotograbar , Grabación en VideoRESUMEN
Accommodative depth cues, a wide field of view, and ever-higher resolutions all present major hardware design challenges for near-eye displays. Optimizing a design to overcome one of these challenges typically leads to a trade-off in the others. We tackle this problem by introducing an all-in-one solution - a new wide field of view, gaze-tracked near-eye display for augmented reality applications. The key component of our solution is the use of a single see-through, varifocal deformable membrane mirror for each eye reflecting a display. They are controlled by airtight cavities and change the effective focal power to present a virtual image at a target depth plane which is determined by the gaze tracker. The benefits of using the membranes include wide field of view (100° diagonal) and fast depth switching (from 20 cm to infinity within 300 ms). Our subjective experiment verifies the prototype and demonstrates its potential benefits for near-eye see-through displays.
RESUMEN
This paper introduces a computer-based system that is designed to record a surgical procedure with multiple depth cameras and reconstruct in three dimensions the dynamic geometry of the actions and events that occur during the procedure. The resulting 3D-plus-time data takes the form of dynamic, textured geometry and can be immersively examined at a later time; equipped with a Virtual Reality headset such as Oculus Rift DK2, a user can walk around the reconstruction of the procedure room while controlling playback of the recorded surgical procedure with simple VCR-like controls (play, pause, rewind, fast forward). The reconstruction can be annotated in space and time to provide more information of the scene to users. We expect such a system to be useful in applications such as training of medical students and nurses.
Asunto(s)
Evaluación Educacional/métodos , Cirugía General/educación , Imagenología Tridimensional/métodos , Quirófanos/métodos , Fotograbar/métodos , Cirugía Asistida por Computador/métodos , Instrucción por Computador , Humanos , Imagenología Tridimensional/instrumentación , Reconocimiento de Normas Patrones Automatizadas/métodos , Fotograbar/instrumentación , Reproducibilidad de los Resultados , Sensibilidad y Especificidad , Programas Informáticos , Cirugía Asistida por Computador/instrumentación , Integración de Sistemas , Juegos de Video , Imagen de Cuerpo Entero/instrumentación , Imagen de Cuerpo Entero/métodosRESUMEN
We describe an augmented reality, optical see-through display based on a DMD chip with an extremely fast (16 kHz) binary update rate. We combine the techniques of post-rendering 2-D offsets and just-in-time tracking updates with a novel modulation technique for turning binary pixels into perceived gray scale. These processing elements, implemented in an FPGA, are physically mounted along with the optical display elements in a head tracked rig through which users view synthetic imagery superimposed on their real environment. The combination of mechanical tracking at near-zero latency with reconfigurable display processing has given us a measured average of 80 µs of end-to-end latency (from head motion to change in photons from the display) and also a versatile test platform for extremely-low-latency display systems. We have used it to examine the trade-offs between image quality and cost (i.e. power and logical complexity) and have found that quality can be maintained with a fairly simple display modulation scheme.
RESUMEN
We introduce the notion of Shader Lamps Virtual Patients (SLVP) - the combination of projector-based Shader Lamps Avatars and interactive virtual humans. This paradigm uses Shader Lamps Avatars technology to give a 3D physical presence to conversational virtual humans, improving their social interactivity and enabling them to share the physical space with the user. The paradigm scales naturally to multiple viewers, allowing for scenarios where an instructor and multiple students are involved in the training. We have developed a physical-virtual patient for medical students to conduct ophthalmic exams, in an interactive training experience. In this experience, the trainee practices multiple skills simultaneously, including using a surrogate optical instrument in front of a physical head, conversing with the patient about his fears, observing realistic head motion, and practicing patient safety. Here we present a prototype system and results from a preliminary formative evaluation of the system.
Asunto(s)
Simulación por Computador , Pacientes , Interfaz Usuario-Computador , Competencia Clínica , Técnicas de Diagnóstico Oftalmológico , Humanos , Imagenología TridimensionalRESUMEN
Redirected Free Exploration with Distractors (RFEDs) is a large-scale real-walking locomotion interface developed to enable people to walk freely in Virtual Environments (VEs) that are larger than the tracked space in their facility. This paper describes the RFED system in detail and reports on a user study that evaluated RFED by comparing it to Walking-in-Place (WIP) and Joystick (JS) interfaces. The RFED system is composed of two major components, redirection and distractors. This paper discusses design challenges, implementation details, and lessons learned during the development of two working RFED systems. The evaluation study examined the effect of the locomotion interface on users' cognitive performance on navigation and wayfinding measures. The results suggest that participants using RFED were significantly better at navigating and wayfinding through virtual mazes than participants using walking-in-place and joystick interfaces. Participants traveled shorter distances, made fewer wrong turns, pointed to hidden targets more accurately and more quickly, and were able to place and label targets on maps more accurately, and more accurately estimate the virtual environment size.
Asunto(s)
Algoritmos , Gráficos por Computador , Interfaz Usuario-Computador , Caminata/fisiología , Análisis de Varianza , Femenino , Humanos , Masculino , Desempeño Psicomotor , Estadísticas no ParamétricasRESUMEN
PURPOSE: To develop a consistent and reproducible method in an animal model for studies of radiofrequency (RF) ablation of primary hepatocellular carcinoma (HCC). MATERIALS AND METHODS: Fifteen woodchucks were inoculated with woodchuck hepatitis virus (WHV) to establish chronic infections. When serum γ-glutamyl transpeptidase levels became elevated, the animals were evaluated with ultrasound, and, in most cases, preoperative magnetic resonance (MR) imaging to confirm tumor development. Ultimately, RF ablation of tumors was performed by using a 1-cm probe with the animal submerged in a water bath for grounding. Ablation effectiveness was evaluated with contrast-enhanced MR imaging and gross and histopathologic analysis. RESULTS: RF ablation was performed in 15 woodchucks. Modifications were made to the initial study design to adapt methodology for the woodchuck. The last 10 of these animals were treated with a standardized protocol using a 1-cm probe that produced a consistent area of tumor necrosis (mean size of ablation, 10.2 mm × 13.1 mm) and led to no complications. CONCLUSIONS: A safe, reliable and consistent method was developed to study RF ablation of spontaneous primary HCC using chronically WHV-infected woodchucks, an animal model of hepatitis B virus-induced HCC.
Asunto(s)
Carcinoma Hepatocelular/cirugía , Ablación por Catéter , Virus de la Hepatitis B de la Marmota/patogenicidad , Hepatitis B/virología , Neoplasias Hepáticas Experimentales/cirugía , Animales , Biopsia , Carcinoma Hepatocelular/patología , Carcinoma Hepatocelular/virología , Ablación por Catéter/instrumentación , Medios de Contraste , Diseño de Equipo , Hepatitis B/complicaciones , Neoplasias Hepáticas Experimentales/patología , Neoplasias Hepáticas Experimentales/virología , Imagen por Resonancia Magnética , Marmota , Necrosis , Reproducibilidad de los Resultados , Factores de TiempoRESUMEN
We report on a user study evaluating Redirected Free Exploration with Distractors (RFED), a large-scale, real-walking, locomotion interface, by comparing it to Walking-in-Place (WIP) and Joystick (JS), two common locomotion interfaces. The between-subjects study compared navigation ability in RFED, WIP, and JS interfaces in VEs that are more than two times the dimensions of the tracked space. The interfaces were evaluated based on navigation and wayfinding metrics and results suggest that participants using RFED were significantly better at navigating and wayfinding through virtual mazes than participants using walking-in-place and joystick interfaces. Participants traveled shorter distances, made fewer wrong turns, pointed to hidden targets more accurately and more quickly, and were able to place and label targets on maps more accurately. Moreover, RFED participants were able to more accurately estimate VE size.