The Visible Human: Anatomy You Can Grow With

Victor M. Spitzer, Ph.D.

 

Keywords

Visible Human, anatomy, physiology, simulation, anatomical database

Introduction

Anatomy is the basis for understanding classical medicine and in the past has provided, through cadaver dissection, a view of the human body similar to that of "open" surgical procedures. Surgical tools including scalpels, forceps and hand-manipulated instruments were used for both training with cadavers and treatment of the living. Diagnostic imaging of the internal anatomy of the living became available more than a century ago and required a three-dimensional understanding of anatomy in order to analyze the "shadows" of superimposed anatomical structures in a radiograph. Now, the delivery of anatomical knowledge requires a new format to match the wide variety of medical diagnostic imaging and therapeutic procedures that have evolved to include image guided, robobtic, remote, and minimally invasive procedures and surgeries. Anatomy needs to be presented in a format similar to that used in these procedures. Now, anatomy must often be understood from the viewpoint of the observer traveling through the lumen of a vessel or into a volume classically defined as a potential space. It must be not only understood from the familiar viewpoint of reflected visible light but also as the structure defining an image synthesized from reflected ultrasound, emitted radiofrequency electromagnetic radiation or transmitted x-rays or gamma rays. The Visible Human provides computerized, photorealistic human anatomy that can be manipulated to mimic the presentation and the format of today's high tech medicine. The Visible Human can now be observed in the classical presentation of open surgical anatomy, viewed in cross-section through ANY plane and presented from the internal perspective of the observer (camera) inside the body.

The Visible Human can be manipulated to provide a computer database that appears, feels, and sounds like a human body. As knowledge, traditionally presented in the physiology laboratory, is integrated with the structure of the Visible Human, the database will become active and reactive like a living person. As we extend the concept, the database will be rendered dynamically in time as well as space so that the student can witness and intervene in development and aging and the progression (or regression) of disease.

The Visible Human Project originated in 1986 when the National library of Medicine (NLM) in its long range planning saw the need to establish libraries of digital images that would compliment their biographic and data services (NLM Long Range Plan, 1986). It surmised that there would be an increasing role for electronically represented images in clinical medicine and biomedical research. A planning panel convened by the NLM Board of Regents to study the matter in 1989 made the following recommendation: NLM should undertake a first project building a digital image library of volumetric data representing a complete adult male and female. This Visible Human Project (VHP) will include digitized photographic images from cryosectioning, digital images from computerized tomography (CT) and digital magnetic resonance images (MRI) of cadavers. The project was to be a cornerstone for future collections of related image datasets and digital-image libraries (NLM Board, 1990).

Figure 1

In August of 1991, the NLM contracted with the University of Colorado Center for Human Simulation to carry out Phase One of the VHP. This first step included the acquisition of optimum cadaveric specimens. MR images (axial of the head and neck and coronal images through the rest of the body) were obtained at approximately 4 mm intervals throughout the entire body of candidate male and female specimens. Radiographs (14) and CT images (at 1 mm intervals) surveyed the whole body specimens. A panel, convened by the NLM, reviewed data from six specimens and selected the Visible Human Male and Female. The specimens were then reduced transaxially, interval by interval (1 mm intervals for the male and 0.33 mm intervals for the female), and the remaining specimen was photographed. Transverse photographic images were aligned one to another and then registered, slice by slice, with the CT image dataset.

The digital dataset for the male was completed and delivered to the NLM in the spring of 1994 and made available over the Internet in November of that year. The dataset for the VH female was finished in December of 1995 and is also obtainable over the Internet from the NLM (Fig. 1).

Methods

The Visible Human Project was based on the anatomy of intact adult human cadavers, free of infectious or invasive disease or trauma. The dataset includes CT images at one millimeter intervals, throughout the specimen, congruent with the photographic cross sections. The dataset also includes MRI and radiographs of the same cadaver.

The search for suitable cadavers proved to be the most time consuming part of Phase One and took nearly 2.5 years to identify the male and female. Human bodies for purposes of medical research and teaching are obtained in most states through donations by their citizens to the State Anatomical Board (SAB). These boards have been established to consummate arrangements for donations and to oversee the proper handling and appropriate distribution of such material. The search for cadavers as "normal" as possible was pursued by a consortium of SABs in Colorado, Texas and Maryland through whose combined resources approximately 3000 gifts a year were received. The final choices for the VHP were made from sample sets of three cadavers of each sex after reviewing their medical records and analyzing survey radiographs, CT scans and MR images.

Processing of potential specimens commenced immediately upon their arrival at the University of Colorado Health Sciences Center (UCHSC) since it had been determined that optimum CT and MR images could best be obtained from unfrozen material. MR images were obtained as soon as possible since these images demonstrate the greatest change, post mortem, of all the modalities. In order to obtain a fixed position for the unfrozen cadaver that could be maintained from CT through cryosectioning, each candidate specimen was positioned in a specially constructed box that was fastened to the CT gantry. When the CT scout views demonstrated that the cadaver was correctly situated, the specimen was cocooned in foam that rapidly hardened to stabilize it. After CT images were obtained at 1 mm intervals through the length of the entire body, the box and cadaver was removed from the scanner, frozen and stored.

Figure 2

In order to cut the cadaver at intervals of one millimeter or less, a special cryomacrotome was constructed to section a block as large as 14 inches AP x 20.3 inches high x 22 inches in width. To use this cryomacrotome, the frozen embedded cadaver was segmented into blocks no larger in height than 20.3 inches. For this purpose a backsaw was constructed utilizing a very thin blade at high tension. The specimen was frozen to the temperature of dry ice and segmented with the saw into four blocks of approximately equal size (Fig. 2). The precise location for the desired saw cut was established by CT and its location was marked on the body surface. After a block was isolated, the hardened foam surrounding it was partially removed and the unit was prepared for embedding in a 3% gelatin solution. An aluminum walled mold of sufficient size to accommodate individual blocks was used as an embedding receptacle. Adjustable pedestals situated in the floor of the mold allowed the block to be mounted within the cavity so the block's surface was parallel to the cryomacrotome's cutting plane. After this alignment was achieved, the mold was filled with the gelatin solution and frozen to -70 C.

Slicing the frozen gelatin-embedded specimen commenced by fixing the mold's base plate to the table of the cryomacrotome. The top surface of the block was removed (1 mm for the VHM, 0.33 mm for the VHF) when the table on which it was mounted translated beneath the spinning blade. As the cryomacrotome table continued its traverse beyond the blade, it transported the block, with its newly exposed surface, into a photographic chamber. After image capture, the table and block were moved back to their initial position and raised by the desired interval in the z-axis preparatory to the next cut. This entire process was initiated and remotely controlled by a cryomacrotome operator.

Figure 3

In the photographic chamber, each freshly cut surface of the block was flushed with compressed air and examined for defects. Uncut fragments of tendons, fascia, etc., were removed and exposed cavities filled with latex. When the surface was judged to be suitable for photography, it was sprayed with absolute alcohol and surrounded with a black mask that also displayed the slice number and a calibrated gray scale (Fig. 3).

Digital and photographic images of the prepared surfaces were captured under computer control. The sequence first recorded a digital image of the surface with a Leaf digital camera back on a Hasselblad camera body using Leaf software. This image was examined on the image acquisition computer's monitor to confirm the surface was suitable for film capture. If judged satisfactory it was compressed to a 24 bit image (8 each for red, green and blue) and cropped to anterio-posterior dimensions of the anatomy (1216 pixels). These digital images later were aligned with the aid of vertically situated fiduciary rods that were embedded with the cadaver specimens. Original film images were also captured with 35 mm and 70 mm Rollieflex cameras successively positioned by the computer over the masked block surface. Strobe lights were used to illuminate the block's surface during the digital and film imaging process. After the three camera sequence was completed, the block surface was refrozen, prior to the next cycle, by contact with an aluminum tray containing dry ice.

Acquisition of the anatomical cross sectional images at 1 mm intervals for the Visible Human Male required one month per block (over a nine month period). The data set delivered to the NLM included CT, MR and radiographic images in addition to the photographic images. Axial MR images of the head and neck and coronal sections through the rest of the body were obtained at 256 pixel by 256 pixel resolution. Each pixel has 12 bits of gray tone. CT data consisted of axial scans through the entire body at one mm intervals. CT images are 512 pixels by 512 pixels where each 12 bit pixel value is related to electron density or Hounsfeld number. The CT axial images have been aligned with the anatomical cross sections and their image files numbered similarly.

The Visible Human Female data set has the same characteristics as the male with one exception. The axial anatomical images were obtained at 0.33 mm intervals. It took twelve months (three months per block) to obtain the 5,189 cross-sectional photographs that comprise the female dataset.

RESULTS

The Visible Human Dataset of over 13,000 images (including both male and female) is available on the Internet from the National Library of Medicine. Access to the data requires a license from the NLM (the license is also available via the Net). To date, over 1,500 licenses have been granted to individuals, companies and schools in over 30 countries for use or development of the images. As a result, the Visible Human Dataset is now the most widely circulated compilation of digital human anatomy anywhere. The image database for the two cadavers occupies 64 gigabytes of pixel-based information making it the largest collection anatomical images ever assembled.

Many applications that incorporate the data are now available and have been summarized at the biennial Visible Human Project Conferences (1996, 1998 and 2000). The first generation of products presented the images with navigation interfaces (some examples include Female Visible Human CD, 1997; Complete Visible Human Male Laserdisc and CDs, 1995; Digital Humans, 1996, Virtual Human CD, 1995; Visible Human Explorer CD, 1997; Cross-sectional Anatomy Tutor, 1996; Coronal Man Poster, 1995). The next generation of educational resources incorporated labels and the latest generation includes fully segmented and classified data (Segmented Visible Human, 1997; Virtual Human 1997). This Journal, VHJOE, includes presentation of the photographic data and the identification masks that classify each pixel. In other applications, such as knee arthroscopy simulation, the image volume database is being modified to reflect the ligament and cartilage changes accompanying flexion and extension of the knee.

Figure 4

Development of the database at the University of Colorado Center for Human Simulation (http://www.visiblehuman.org) includes the segmentation and classification of the entire Visible Human Male Dataset (completed in 1997). Each of the 1,877 images in the VHM Dataset was filtered to enhance the contrast of selected tissue interfaces. Edge detection processing isolated the high contrast edges which were edited for each tissue type. The result of this process was a mask image, 16 bits deep, for each of the 1,877 slices. 11 bits of the 16 bit mask image were utilized to assign one of the over 1,700 anatomical objects a unique number. A master database of these unique mask numbers and associated anatomical objects also associates each structure with a system and region of the body and other properties of anatomical importance such as function and innervations. For the classification scheme, anatomical names generally conform to standard texts such as Gray? Anatomy. These masks can now be utilized as identifiers for each voxel in the anatomical images and one use for these identifiers is for selection of the voxels to render as a three-dimensional representation of a desired body part, region or system (Fig 4).

We have also utilized Lorensen's arching cubes algorithms (Lorensen and Cline, 1987) to reduce the outermost voxels that define each anatomical entity to polygon representations of the surfaces of those structures. These polygon representations can be three-dimensionally rendered on specialized graphical engines in real-time. We have pushed the envelope of utility for these polygons by texture mapping the color intensities from the voxels most closely associated to these polygons. Utilizing this technique preserves the visual reality of the tissues in the original cut slices, including the appearance of any structures that are deep to the surface. All this reality would be lost with the typical mapping of a fabricated clay-like texture to the anatomical surfaces or even the mapping of a realistic texture from a different subject.

For some regions of the body, e.g., the posterior abdomen and the knee we have begun the process of assigning mechanical properties to the identified tissues. We can visualize as three dimensional objects, each voxel (or polygon) having their mechanical properties defined and also interact with these objects through a haptic interface. We have utilized a haptic feedback to feel the tissues (voxels or polygons) of the Visible Human (Reinig, 1996; Reinig et. al 1996). In the case of a scalpel - this feeling of cutting through the tissues of the Visible Human is provided by reactive forces applied to the scalpel as it encounters different tissues (voxels or polygons) in its path (Coin et. al., 1996; Drain et. al., 1993). The user feels the drag of the scalpel just as though they were cutting through real tissue. Of course, the tissue of the Visible Human must now react as though it were cut by the scalpel so there are new surfaces where the scalpel cut was made. These techniques are the beginnings of the generalized surgical simulator to be available in the ideal anatomy teaching laboratory (Muller et. al., 1997).

Figure 5

At the Center for Human Simulation we have built prototype simulators for medical procedures that utilize this type of serial section data for dynamic, user controllable, 3D presentation and also allow the user to feel the anatomy through the instruments utilized in clinical practice. Each procedure was chosen because of its dependence on a thorough understanding of complex 3D anatomy or because feeling is a major source of information defining the progress of the procedure. Our prototype simulators are based on real time visualization and haptic feedback. One of our first simulators was a partial task simulator that provides a feel for surgical incisions. The student, holding a scalpel handle can feel each tissue interface as a cut is made through the Visible Human male. A second simulator uses the haptic interface to produce the force one encounters with a needle procedure. The student, performing a celiac plexus block and holding the injection needle, can feel each tissue the needle encounters in its path from the skin surface of the T12-L1 area all the way to the neighborhood of the abdominal aorta at the celiac plexus. As a simulator, the goal of the procedure is well defined but it does not prevent the user from directing the needle into a position far from the desired target. In the event of a misdirect, the student can be brought back to the proper path or allowed to error along a path that e.g., might be more appropriate for a renal biopsy. This simulator also incorporates clinically available cues such as fluoroscopy and aortic pulsations to confirm the position of the needle (Fig. 5). These simulators of living human anatomy will be coupled with other simulators of both anatomy and physiology to provide a complete operating room environment for team teaching all the players involved in a given OR procedure. The future of these theaters will mimic the reality of the cockpit used for flight instruction in modern flight training schools.

Summary

Use of the Visible Human Dataset to visualize or simulate the human body requires that each distinct tissue be identified and assigned the properties that characterize it. This massive task has been started with the identification of every voxel (volume element) in the male image database and in some regions, mechanical properties have also been defined (e.g., the speed of sound or the mechanical resistance to a needle or scalpel). Clinical identification of the internal and external surfaces of the body provides the traditional views of classical "surface anatomy? and now video windows to structures deep inside the body. Patient imaging has changed dramatically with recent technological innovations such as miniature video cameras, fiber optic image transmission and even untethered "pill" cameras. Topographically, external surfaces of the body that can now be visualized include surfaces of the GI, GU and respiratory systems. With bronchoscopes, laryngoscopes, colonoscopes, sigmoidoscopes, etc., we are now able to remotely view external body surfaces such as the stomach lining, the carina or the cardiac sphincter - in the living patient. With minimal invasion, endoscopes, arthroscopes and vascular instrumentation open up another expanse of internal surface anatomy of the living human. The Visible Human affords us the opportunity to investigate and interpret views of these surfaces inside and outside the body with the additional information (labeled voxels) and views (cross-sections, 3D renderings, simulated images etc.) not available from a patient.

Cadaver dissection contributes significantly to the understanding of anatomical structure and function but has changed very little during the last century. Cadaver anatomy (embalmed), however, bears little resemblance in either color or feel to the living body and access to cadaver dissection has become more restricted due to competing curriculum demands and increased environmental protection. The use of a human simulator with haptic feedback may overcome these deficiencies and actually enhance the experience obtained from dissection. Computer simulation, made possible by the introduction of virtual reality computer technology coupled with a computerized anatomical database such as the Visible Human, affords opportunities for developing a human simulator to transform anatomical education as dramatically as flight simulation has transformed pilot training. A virtual cadaver can exhibit the look and feel of a living patient, a difficult charge for the real cadaver.

The understanding of human anatomy that radiological applications provide is dramatized by the fact that in February of 1896, just three months after Konrad Roentgen announced the discovery of x-rays, the first American clinical x-ray image was produced in a physics laboratory at Hanover, New Hampshire (Spiegel, 1995). This rapid clinical application of his discovery for the visualization of internal human anatomy by a noninvasive method foreshadowed the massive amount of information on internal structures that was to come. With the appearance of the CT in the early 1970s and MRI in the eighties, anatomical structures in every part of the body were being revealed in astonishing detail. The latter instrument also could display cross sectional anatomy in any plane through the body. The massive accumulation of information on human morphology that has resulted from the use of these powerful clinical imaging modalities has led to the possibility of visualizing the entire human living body in three dimensions. The training required to interpret these images and practice acquiring them can be provided by the Visible Human without the hazards of ionizing radiation.

Although cross sections have been utilized for centuries to teach anatomy, Computed Tomography (CT), from the 1960's, provided the first major clinical need to teach cross-sectional anatomy. Anatomists were able to meet the challenge with classical cadaver techniques, sectioning bodies in the same plane (transaxial) as the diagnostic imaging modality. Direct correlation of the physical cross-sections and the CT images provided an understanding of the unknown by comparison to the familiar. Reconstruction of sagittal or coronal cross-sections from multiple CT slices became available but was not prolific. Three-dimensional renderings from multiple CT serial sections also have been utilized in limited applications. Recent technological advances in CT such as fast scanning (helical scanning and multiple simultaneous slices) and auto-segmentation provide more volumetric data and associated reconstructions for applications such as virtual colonoscopy. The Visible Human Dataset includes CT images at 1 mm intervals and is registered to the photographic cross-sections and their associated identification masks. This data has been utilized for simulating radiographs and CT scans of the Visible Human. As the configuration of the Visible Human becomes more user-controllable these simulated images will provide training for radiographic technique and positioning.

Magnetic Resonance Imaging (MRI) presented a problem for the anatomist wanting to produce relevant teaching materials. MRI is able to produce cross-sections at any angle to the long axis of the body and in fact may be utilized to directly collect volumetric image data. Early anatomical atlases included standard transverse, coronal, sagittal, and anecdotal oblique planes but they were from different bodies and consequently correlation of the anatomy was difficult. With segmentation and graphical rendering these MRI data can take on familiar 3D surface representations of anatomical entities but, again, correlation to photographic anatomy can not be done on the same specimen. The Visible Human provides a photographic, anatomical database that can be manipulated the same way as the MRI data. It was sectioned transaxially but can now be sliced in coronal or sagittal planes or at user defined oblique angles. This anatomy (and future data at higher resolution) provides the basis for understanding the MRI that presents structures invisible in previous generations of the imaging technology.

Ultrasound generates cross sectional images based on the acoustic impedance of the imaged tissue. Like MRI, the ultrasound images are generated as cross-sections at ANY user-defined angle. Ultrasound, however, provides the added complication that the images are produced at 30 frames per second. Images are generated from nonionizing radiation and, therefore, can be used in vulnerable populations such as pregnant women, fetuses and children. The modality is enjoying increased usage in remote applications much the same as the video-oscopies mentioned earlier. In these applications, the ultrasound transducer is threaded into lumens, cavities, and vessels in order to place it closer to an area of interest. We have recently built a web-based application that allows a user to interactively define a plane through the photographic data of the Visible Human similar to a plane of interest imaged with ultrasound. An oblique slice through the labeled, photographic data of the Visible Human is extracted and presented to the user. This 3D labeled atlas of human anatomy can be used for any cross-sectional correlation and will drive a need for extending the atlas to include higher resolution and structural variation.

All of these anatomical teaching or imaging methods will some day be incorporated into a human simulator. We will be able to view the surface anatomy of a cyber-human, image the selected virtual subject with any radiological modality and dissect any part of the same body. Furthermore, all of the techniques we used or images we saw or tissues we felt could be recorded and analyzed for constructive criticism or examination. In other words, the instructor can see or experience exactly what the student saw or experienced in their self-directed laboratory. Perturbations caused by the study are reversible, a luxury of the virtual world that is unavailable in the real world.

Computer simulation when based on photographic images such as those of the Visible Human, can duplicate not only surface anatomy but also internal anatomy revealed only by radiology or dissection in the real world. Most importantly, it does not inconvenience or compromise patient care. Many advances required for these simulators are anticipated to come from other fields. e.g., computer technology utilized in Hollywood for special effects (deformation, 3D rendering and animation) and movie colorization and rotoscoping all contribute to the many tools required for simulating the scientifically correct human body. The mathematics and computational speed required for morphing a man to a car may someday provide the ability to atrophy a muscle or inflame a pancreas. Rendering tools provide the ability for the student to visualize objects in three dimensions, from their own perspective. Animation tools may provide physiological and kinematic extensions of this database and colorization and rotoscoping technology has already contributed to the process of feature extraction from photographic anatomical images. Theme park entertainment and video arcades will most likely drive the haptic interface industry to make devices that give realistic feeling at a substantially reduced cost. Of course, the aircraft industry can contribute the maturity of a well-developed, studied, and accepted utilization of computer simulations for the training of highly skilled professionals.

Some major demonstrations of the concepts already available for computer simulation of medical procedures have convinced us that the human body can be duplicated well enough to capture the student imagination in situations that simulate human anatomy and limited physiology. The fabrication is close enough to the clinical situation that the student can practice and learn effectively with such a simulator. These procedure simulators have provided responses judged realistic by experts in their fields of use and formal evaluation of these simulators is in progress. The extension of the concept to other bodies, including a young female, fetal an pediatric specimens is also ongoing at the CU Center for Human Simulation.

With the maturation of computer technologies, including 3D visualization, and haptic and audio interfaces, combined with volumetrically defined anatomy such as the Visible Humans we are now able to learn in immersive environments simulating the reality of the living, human body. Computer simulations will support dynamic systems and are rapidly growing in sophistication and abilities. The photographic cadaver images such as those comprising the Visible Human anatomical volume will become more sophisticated and more lifelike as the image data is personified with characteristics and properties that bring it ?to life? in a virtual reality laboratory and afford the user an opportunity to study and interact with what seems to be the living tissues of a human being - all this, without the hindrance of inconveniencing or jeopardizing living patients or volunteers.

CONCLUSIONS

The Visible Human Dataset is a demonstration that a whole body can be prepared in such a way that it can be volumetrically reconstructed in cyberspace for visualization and simulation. The data are being utilized all over the world as a resource for human anatomy visualization, modeling, simulation, training, morphometrics and entertainment. At the CU Center for Human Simulation segmentation and classification of the VH male has been completed and applications providing user defined oblique slices and a dissectible body have been developed. Simulations of ultrasound images, radiographs and CT images from the Visible Human database are in progress. Procedural simulators relating to arthroscopy, arthrocentesis, and other needle-based procedures such as anesthetic blocks are also being developed. Changes in the volumetric image data reflecting variations in body position are occurring. The extension of this database to include anatomical variation and pathology will enhance the utility of this cyberdata for education and training of health care providers. The impact of computer simulation of the human body on the understanding of structure and function through visualization and procedure simulation are being formally evaluated. In summary, the combination of Visible Human data and the technologies contributing to immersive computer simulations will transform medical education and evaluation in the near future and the gastrointestinal community is positioned to lead this educational metamorphosis.

ACKNOWLEDGMENTS

The author wishes to thank Dr. Donald A.B. Lindberg, Director of the NLM and Drs. Michael J. Ackerman and Donald P. Jenkins, Program Project Officers, for their support. I also wish to thank the team of young investigators who make this project successful and especially acknowledge those citizens who donate their remains to medical research and teaching.

References

1. Center for Human Simulation, U. of Colorado http://www.uchsc.edu/sm/chs

2. Cotin, S., H. Delingette, M. Bro-Nielsen, N. Ayache, J.M. Clément, V. Tassetti, and J. Marescaux 1996 S.J. Weghorst, H.B. Sieburg, and K.S. Morgan, eds., IOS Press and Ohmsha, Washington DC., pp 139-151 Geometric and Physical Representations for a Simulator of Haptic Surgery. In: Health Care in the Informatics Age. IOS Press and Ohmsha, Washington DC., pp 139-151.

3. National Library of Medicine (U.S.) Board of Regents. Electronic imaging: Report of the Board of Regents (1990), U.S. Department of Health and Human Services, Public Health Service, National Institutes of Health. NIH Publication 90-2197. National Institutes of Health. NIH Publication 90-2197.

4. Reinig, K.D., C.G. Rush, H.L. Pelster, V.M. Spitzer, and J.A. Heath 1996 Real-Time Visually and Haptically Accurate Surgical Simulation. In: Health Care in the Informatics Age. S.J. Weghorst, H.B. Sieburg, and K.S. Morgan, eds., IOS Press and Ohmsha, Washington DC., pp 542-545.

 

 




Editorial Board:
Manoop S. Bhutani, M.D.
Galveston, TX
William R. Brugge, M.D.
Boston, MA
Peter R. McNally, D.O.
Denver, CO
Iqbal S. Sandhu, M.D.
Salt Lake City, UT
Thomas J. Savides, M.D.
San Diego, CA

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