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研究生: 柯伯諭
Ke, Po-Yu
論文名稱: 人體模型三維重建及其在互動醫學教育遊戲之應用
3D Reconstruction of human body system and interactive medical education game
指導教授: 陳立祥
Chen, Lih-Shyang
學位類別: 碩士
Master
系所名稱: 電機資訊學院 - 電腦與通信工程研究所
Institute of Computer & Communication Engineering
論文出版年: 2007
畢業學年度: 95
語文別: 中文
論文頁數: 106
中文關鍵詞: 人體漫遊三維重建輪廓線
外文關鍵詞: Irrlicht, Contour, Mirac, Visible Human Body, Hints, BodyNavi, 3DBuilder
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  • 從一系列的二維影像重建出其原本的三維模型已經廣泛地應用在各個領域當中,也有很多種不同的方式去呈現三維模型。本論文所針對的重建對象是以輪廓線為主的二維影像,讓使用者能更具體的看到這一些輪廓線實際在人類生活中所代表的真實情況。這些二維的輪廓線可以代表人類的器官,例如:腎臟、肝臟...等等,重建這些三維的物件能幫助使用者進一步地去發現出更具有貢獻的研究。
    在本論文中設計且實作了一套重建三維物件的系統。每一張以輪廓線為主的二維影像上,包含一系列在XY座標上的點集合,這些點集合就是輪廓線。我們可以利用邊緣偵測的方式取得輪廓線資料。除此之外,本系統還提供手動新增輪廓線、編輯輪廓線、刪除輪廓線等相關操作功能,以滿足使用者對輪廓線的操作。
    在產生輪廓線後,可以依照使用者的需求來設定連結條件,例如:相鄰兩頁面上輪廓線有重疊即建立連結。本系統會利用DirectX的應用程式介面將兩輪廓線的點建立成三維模型,本系統也可以自動依照連結條件的設定來建立出所有可能的三維物件模型,使用者再依其需求來手動修改(新增連結或刪除連結)建立出來的三維物件,以節省使用者的操作時間。
    最後將建立完成的三維物件模型,轉換成為遊戲場景,實際套用在一套遊戲之中。並且將該遊戲連結一套醫學資料庫,讓醫學知識成為遊戲的元素之ㄧ,以提供寓教於樂的目的。

    To reconstruct the 3D model from a series of 2D images are now in widespread used in every field. There are also many methods to display the 3D model. The reconstruction targets of this thesis are the contour-based 2D images and it will let the user concretely realize how the contours really exist in our life. The contours can be the organs of human being, for example: the kidney, the liver…etc. It is helpful to the user to discover more significant research by reconstructing the 3D objects.
    In this thesis, we design and implement a 3D reconstruction system. A contour-based image contains a lot of point sets in the Cartesian coordinate system. These point sets are contours. We can get contours by using the method of edge detection. Furthermore, the system provides additional functions, such as adding, editing, deleting contours manually, to fulfill users’ needs.
    After producing contours, the user can set up connection conditions for constructing 3D model to meet their needs. For instance, contours that overlap of the adjacent slices could establish connections. The system will reconstruct 3D model of points in two contours by using the DirectX API(Application Programming Interface). More efficiently, the system can also construct every possible 3D models automatically based on the predetermined connection conditions, then the user can modify it manually (adding or deleting connections) according to their needs.
    Finally, we transform the 3D model to a game scene and use it in a medical education game. The game links to a medical database. Then use the medical knowledge as one element of the game. While we play the game, we can also get some knowledge of medical education.

    § 中文摘要 § I § 英文摘要 § II § 誌謝 § III § 目錄 § IV § 圖表目錄 § VII 第一章 導論 1 1.1概述 1 1.2研究動機及目的 3 1.3章節提要 4 第二章 背景 5 2.1三維物件的呈現方法 5 2.1.1以體素圖像(Voxel-based)為主的三維物件 5 2.1.2以多邊形圖像(Surface-based)為主的三維物件 8 2.2系統輸入的資料 9 2.2.1 含有輪廓線資訊的資料 9 2.2.2 影像圖檔 10 2.3相關演算法及相關系統簡介 11 2.3.1 MiracViewer 11 2.3.2 動態輪廓線模型(Active Contour Model,ACM) 14 第三章 系統功能介紹 15 3.1 功能表(MAIN MENU) 16 3.2 工具列(TOOL BAR) 18 3.3 控制面板(CONTROL PANEL) 20 3.4 顯示輪廓線標籤 24 3.5重建三維物件流程 27 3.5.1流程簡介 27 3.5.2建立專案 28 3.5.3產生2D輪廓線資料 29 3.5.4輪廓線前置處理 31 3.5.5連結輪廓線 34 3.5.6管道取樣 34 3.5.7建立三維物件三角形 34 第四章 系統架構與設計 35 4.1系統架構 35 4.2組成元件功能解說 37 4.2.1 CMy3DBuilderDoc 37 4.2.2 Contour Manager 38 4.2.3 Contour Editor 39 4.2.4 Image Manager 41 4.2.5 Tube Manager 42 4.2.6 Organ Tree Ctrl 44 4.2.7 2DView & Slice Holder 45 4.2.8 3DView & Object Exhibit 46 4.2.9 VoxelView & DiscoverKernel 47 4.3 3DBUILDER所處理之檔案類型 48 4.4系統實作 50 4.4.1 輪廓線的前置處理(Contour Preprocessing) 50 4.4.1.1修正輪廓線為簡單多邊形 51 4.4.1.2修正兩輪廓線互相交錯問題 57 4.4.2輪廓線連結演算法 59 4.4.3 Z軸資料取樣 60 第五章 系統應用 61 5.1 BODYNAVI簡介 61 5.2系統架構說明 62 5.3STATE MANAGER與流程介紹 65 5.4 IRRLICHT功能與介紹 69 5.5場景格式的轉換與建立 71 5.6 BODYNAVI任務編輯系統 73 5.7 BODYNAVI的網路連線能力 74 5.7.1需求說明 74 5.7.2Raknet架構 74 5.7.2.1封包格式: 74 5.7.2.2連線模式: 75 5.7.3BodyNavi的NetworkManager 78 5.8與HINTS系統的共構 80 5.8.1驗證使用者 81 5.8.2提供遊戲室資訊列表 82 5.8.2.1提供玩家取得遊戲室列表 83 5.8.2.2上傳與修改遊戲室設定 83 5.8.2.3刪除遊戲室 84 5.8.3產生Game所需的題目 85 5.8.4分數排行榜 85 5.9遊戲玩法說明與相關設計 87 5.9.1遊戲玩法 87 5.9.2 Milestone 88 第六章 結論 91 6.1研究成果 91 6.2未來發展方向 92 § 參考文獻 § 93 § 作者簡歷 § 95

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