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Tuesday, 11 December 2012

The CAVE2 System is Key to Medical Discovery

Posted on 14:37 by Unknown

What happens when a team of neurosurgeons, university professors, architects, students and engineers stands in front of an 8-foot-high theater screen with a 320-degree, immersive, 3-D view of their data? Cutting-edge science happens, and some are astonished by what is revealed.

A team of neurosurgeons from the College of Medicine at the University of Illinois at Chicago (UIC) recently stepped into CAVE2--a next-generation, large-scale, virtual environment--to solve a vexing problem that presented itself in the arteries of the brain of a real patient. The method they used could someday benefit hundreds of thousands of Americans who fall victim to brain aneurysms and strokes, the third leading cause of death in the United States.

"We were flabbergasted," said Andreas Linninger, professor of bioengineering and lead researcher of a project that measures and models blood flow in the brains of patients with stroke.

For years, Linninger and neurosurgeons had painstakingly used laptop and desktop computers to evaluate patient-specific images, which had been interpreted by computer algorithms to represent the brain and its blood flow in 3-D. They pieced together arteries, veins and micro-vessels to create three-dimensional, full-brain models that physiologically mirrored the brains of individual patients, including a particular patient whose cerebrovascular system they were trying to accurately model.

But because of the limited image spatial-resolution of even today's best-quality laptop and desktop computers, there was something the neurosurgeons couldn't see. That is, until they stepped into CAVE2.

"We had been looking at computer models of a particular patient's brain for several months," said Linninger, "but within five minutes of putting the model into the CAVE2, the chief endovascologist said we had connected certain arteries in a way that was inconsistent with anatomy." With that revelation, their model could be corrected.

The use of UIC's virtual reality system to make the discovery could help change the way surgeons are trained and greatly improve patient care. Without CAVE2's ability to electronically immerse these researchers and surgeons in their data, they may have still missed this significant data point and continued to struggle with developing an accurate model.

Read the full NSF press release here
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Posted in CAVE2 | No comments

Thursday, 6 December 2012

omegalib 3.1 released!

Posted on 17:50 by Unknown


Omegalib 3.1 improves on version 3.0 introducing a few new features and improvements (sound, python API, porthole, configurability), and is the first version since the dark ages of the project that offers a prepackaged binary version for windows.

Major Changes

  • omega
    • big improvements on sound support
    • improved configuration, tile configuration is now much more flexible and allows eterogeneous geometries and stereo modes
    • (linux) control-C kills application even on cluster systems
    • omegalib builds on OSX
    • runtime stereo switch
    • orun -D option lets user switch application data directory instead of system data directory
  • omegaToolkit
    • 3d ui control supported in python, plus additional ui interaction improvements
  • cyclops
    • simplified shader system
    • added emissive texture support
    • added bump effect shader
    • improved animation support
  • omegaVtk
    • support for per-actor visibility
  • omegaOsg
    • optional support for Inventor / VRML files
    • The omegalib brain 2 application running in CAVE2

      Updated documentation

      On a related note, the python API documentation for omegalib has been updated to cover the full 3.1 API. Check it out here
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Posted in CAVE2, omegalib | No comments

Tuesday, 4 December 2012

A New CAVE2 Trailer

Posted on 14:48 by Unknown
This video shows some of the applications we are running on our brand new CAVE2 hybrid reality system.

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Monday, 12 November 2012

Omegalib 3.0 Released

Posted on 07:13 by Unknown

Omegalib 3.0 is a major improvement over the 2.0 distribution. It is the version used on the first public demos of the CAVE2 virtual reality system. It greatly improves performance and stability on cluster display systems, and integrates an extended python API for application developement. C++ and Python omegalib applications can now be accessed in the omegalib applications repository. omegalib 3.0 also integrates a new version of Porthole.


Major Changes

  • omega
    • new Sound Server API from omicron (C++ and Python)
    • script commands can be queued for later execution from within a python script using the queueCommand function
    • improved wand navigation
    • Per-tile camera support
    • 2d drawing support in python (draw callback)
    • refactoring: removed RenderState RendererBase ServerBase
    • panoptic stereo can be toggled at runtime
    • per-tile stereo mode
    • Kinect depth texture accessible from python API
    • Interleaved stereo now implemented using a stencil buffer technique
    • Scene objects can expose custom ray intersection techniques
    • orun :? now supports listing of object menbers
    • Camera and Light are now full scene nodes. They use the standard node transform API and can have children
    • Added a custom statistics display derived from the one in Equalizer. Specific statistics can be enabled or disabled at runtime through thetoggleStats python function.
    • Improved logging on custer systems
    • Improved garbage collection, initialization and shutdown code
    • The mouse curor is hidden in fullscreen linux windows
    • Added an option to disable the equalizer configuration generator (to use custom equalizer configs)
    • Added image asynchronous loading support
    • Added the mcsend command line tool to send python commands to remote omegalib instances through the Mission Control protocol
    • Scene query API exposed to python
    • Merged Camera and Observer classes. Camera supports head tracking directly (for simple unfiltered tracking there is no need to use a separate observer update service anymore)
    • Application config can be redirected using SystemManager::setAppConfig
    • Added EngineModule::handleCommand
    • Improved and standardized config for desktop systems
  • omegaToolkit
    • Added support for multiple independent user interfaces
    • Extended python API
    • Basic support for widget style descriptors (similar to CSS)
  • cyclops
    • extended python API
    • forward pipeline supports backface illumination
    • Re-added bump mapping shaders, integrated with effect system
    • Improved tracked object and wand support
    • Improved support for transparent objects
    • Refactoring: Entity >> AnimatedObject, DrawableObject >> Entity.
    • Added BoxShape
    • Effects can specify cull mode
    • Shadows can be toggled at runtime
    • Improved animation support
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Thursday, 1 November 2012

Move over NASA: Explore the surface of Mars with virtual reality

Posted on 09:36 by Unknown

Move over NASA: Explore the surface of Mars with virtual reality
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Wednesday, 15 August 2012

Tech Meeting Updates 2

Posted on 11:10 by Unknown

omegalib / CAVE2

  • fixed a few memleaks and improved stability in some areas
  • added a panorama switcher
  • Imported Tom's brain blood vessel data to CAVE2

HANDS

  • weekly meetings to discuss prototype changes
  • will prepare mockups for next week
    Read More
    Posted in Tech Meeting | No comments

    Wednesday, 8 August 2012

    Tech Meeting Updates

    Posted on 10:37 by Unknown


      omegalib / CAVE2

      • improved few things with cylindrical config support
        • now changing a couple of parameters (start angle, number of tiles) it is possible to control portions of the display system
      • working on wand support / interaction
        • default mapping: pick and move with wand ray & triggers, rotate with analog stick, menu interaction with digital arrows + confirm / cancel button
        • Navigation / Interaction / Menu control are implemented as separate modules, so it is possible to experiment with different interaction schemes.
      • Revising menu system
        • Can be controlled by ray or gamepad
        • Working on a stacked submenu layout
      • SkyBox / panorama support
        • Can now load cube-mapped panoramas as well as planar panoramas (like ones in CalVR)
        • panoramas can be added as background to existing apps
      • Applications
        • working on simple model viewer
          • View single model from a set
          • Manipulate model
          • Control animation on the model

        A cube-mapped panorama
        A planar-mapped panorama

      HANDS

      • started work on next prototype iteration.
      • the prototype will use a new layout
      • Next interview round: first week of September.

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        Posted in Tech Meeting | No comments

        Saturday, 4 August 2012

        omegalib 2.1 released

        Posted on 12:44 by Unknown

        Summary

        omegalib is a middleware designed to ease the development of applications on virtual reality and immersive systems. Its main features are:
        • Support for hybrid systems, presenting high definition 2d and 3d content on the same display surface
        • Display system scalability
        • Support for a wide range of input peripherals (controllers, motion capture systems, touch surfaces)
        • Integration with third party higher level toolkits like Unity, vtk, Open Scene Graph, Qt.
        Altough omegalib is designed mostly to run on VR systems, it can be used to develop applications on standard desktop systems as well, leveraging the power of multiple Gpu units when available
        Omegalib 2.1 is mostly a bookkeeping / work-in-progress tag, before some refactoring work for omegalib 3.0

        Major Changes

        • omega
          • Added support for headless master nodes on cluster configs
          • Improved equalizer code for cluster configs
          • Added preliminary support for cylindrical display configs
          • Python API redesigned to more closely match the C++ API (using boost::python)
            • Python API integrated pyEuclid for math fnctionality
          • system configuration does not need to be in app config file anymore. It is now looked up from default.cfg
          • current working dir support in clustered launcher
          • orun works without osg / vtk support
          • MouseCameraController? (control camera just using mouse, useful for SAGEPointer-based control of remote displays)
          • Added support for skybox, environment mapped shaders
          • Custom display geometry in config files
        • omicron
          • Cleaned up math library
        • cyclops
          • Major improvements in effects support
          • Added cyclops LineSet? class
          • Support for multilight shaders
          • Shadows can be enabled / disabled at runtime
          • Normals can be generated and / or normalized for loaded models
        • misc.
          • Added prepackaged binary build for windows (work in progress)
        • MissionControl?
          • Basic tool implemented
          • Basic statistics support

        Read More
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