Objective: To describe the cross-sectional retinal anatomy overlying congenital hypertrophy of the retinal pigment epithelium (CHRPE) using optical coherence tomography (OCT).Design: Retrospective, observational, noncomparative case series.Participants: Ten consecutive patients with CHRPE.Main Outcome Measures: The main outcome measures were retinal and retinal pigment epithelium (RPE) thickness relative to normal tissue and the status of the retinal layers, in particular the photoreceptor layer.Results: The median patient age was 36 years (mean, 34 years; range, 7-56 years). The CHRPE was within 6 mm of the optic disc or foveola in all patients. All patients showed retinal thinning and complete photoreceptor loss overlying the CHRPE. The sensory retina measured a mean of 68% of normal thickness (range, 47%-87%). Of the 8 patients with pigmented CHRPE, the CHRPE was 52% thicker than adjacent RPE. All 8 patients with pigmented CHRPE showed moderate relative shadowing of the underlying choroid. The 2 patients with nonpigmented CHRPE, presumed to represent large lacunae with thin CHRPE rim, showed absent RPE and increased transmission of light, not shadowing, into the choroid by OCT. Both patients with visual field testing showed a visual field defect corresponding to the photoreceptor loss.Conclusions: Using OCT, overlying retinal thinning and photoreceptor loss directly over CHRPE was found in 10 consecutive patients. These findings likely account for related visual field loss.
From the Book:ForewordSo you want to make a living as a game artist? The crucial words being make a living.If you want to develop the skills necessary to land a job making a living as a game artist, then you are looking at the right book. I should know for I have spent the last ten years hiring computer game artists. I have sifted through thousands of demo reels, resumes, Web sites, CDs, and resume submissions on every imaginable type of media. In short, if you master what Chad and Eric Walker have laid out in Game Modeling Using Low Polygon Techniques then you will increase your odds of getting a job in the game industry astronomically.This book will help you win the war against the term "starving artist." I have always hated this term because I was always the kid looking out the window or drawing cool pictures, and it was predicted that I would probably be an artist when I grew up (the word "starving" implied by the worried look in my parents' eyes and their wringing hands). With computer technology being what it is today, artists have become more and more in demand as the personal computer has brought with it the computer game, the Internet, and a host of other technologies that demand more and newer content. This book will not only help you develop 3D assets that are applicable to games, but also for the Web sites that are increasingly turning to 3D content so viewers can see their products in real time 3D.Keep in mind that the fate of the starving artist doesn't need to be yours. You can expect above poverty level salaries as a computer artist and this book is definitely the place to start.Luke Ahearn, Art DirectorThe Army Game Project