WorldWideScience

Sample records for rendering interactive performance

  1. Functionality and Performance Visualization of the Distributed High Quality Volume Renderer (HVR)

    KAUST Repository

    Shaheen, Sara

    2012-07-01

    Volume rendering systems are designed to provide means to enable scientists and a variety of experts to interactively explore volume data through 3D views of the volume. However, volume rendering techniques are computationally intensive tasks. Moreover, parallel distributed volume rendering systems and multi-threading architectures were suggested as natural solutions to provide an acceptable volume rendering performance for very large volume data sizes, such as Electron Microscopy data (EM). This in turn adds another level of complexity when developing and manipulating volume rendering systems. Given that distributed parallel volume rendering systems are among the most complex systems to develop, trace and debug, it is obvious that traditional debugging tools do not provide enough support. As a consequence, there is a great demand to provide tools that are able to facilitate the manipulation of such systems. This can be achieved by utilizing the power of compute graphics in designing visual representations that reflect how the system works and that visualize the current performance state of the system.The work presented is categorized within the field of software Visualization, where Visualization is used to serve visualizing and understanding various software. In this thesis, a number of visual representations that reflect a number of functionality and performance aspects of the distributed HVR, a high quality volume renderer system that uses various techniques to visualize large volume sizes interactively. This work is provided to visualize different stages of the parallel volume rendering pipeline of HVR. This is along with means of performance analysis through a number of flexible and dynamic visualizations that reflect the current state of the system and enables manipulation of them at runtime. Those visualization are aimed to facilitate debugging, understanding and analyzing the distributed HVR.

  2. 3D rendering and interactive visualization technology in large industry CT

    International Nuclear Information System (INIS)

    Xiao Yongshun; Zhang Li; Chen Zhiqiang; Kang Kejun

    2002-01-01

    The author introduces the applications of interactive 3D rendering technology in the large ICT. It summarizes and comments on the iso-surfaces rendering and the direct volume rendering methods used in ICT. The author emphasizes on the technical analysis of the 3D rendering process of ICT volume data sets, and summarizes the difficulties of the inspection subsystem design in large ICT

  3. 3D rendering and interactive visualization technology in large industry CT

    International Nuclear Information System (INIS)

    Xiao Yongshun; Zhang Li; Chen Zhiqiang; Kang Kejun

    2001-01-01

    This paper introduces the applications of interactive 3D rendering technology in the large ICT. It summarizes and comments on the iso-surfaces rendering and the direct volume rendering methods used in ICT. The paper emphasizes on the technical analysis of the 3D rendering process of ICT volume data sets, and summarizes the difficulties of the inspection subsystem design in large ICT

  4. A point-based rendering approach for real-time interaction on mobile devices

    Institute of Scientific and Technical Information of China (English)

    LIANG XiaoHui; ZHAO QinPing; HE ZhiYing; XIE Ke; LIU YuBo

    2009-01-01

    Mobile device is an Important interactive platform. Due to the limitation of computation, memory, display area and energy, how to realize the efficient and real-time interaction of 3D models based on mobile devices is an important research topic. Considering features of mobile devices, this paper adopts remote rendering mode and point models, and then, proposes a transmission and rendering approach that could interact in real time. First, improved simplification algorithm based on MLS and display resolution of mobile devices is proposed. Then, a hierarchy selection of point models and a QoS transmission control strategy are given based on interest area of operator, interest degree of object in the virtual environment and rendering error. They can save the energy consumption. Finally, the rendering and interaction of point models are completed on mobile devices. The experiments show that our method is efficient.

  5. Depth of Field Effects for Interactive Direct Volume Rendering

    KAUST Repository

    Schott, Mathias; Pascal Grosset, A.V.; Martin, Tobias; Pegoraro, Vincent; Smith, Sean T.; Hansen, Charles D.

    2011-01-01

    In this paper, a method for interactive direct volume rendering is proposed for computing depth of field effects, which previously were shown to aid observers in depth and size perception of synthetically generated images. The presented technique extends those benefits to volume rendering visualizations of 3D scalar fields from CT/MRI scanners or numerical simulations. It is based on incremental filtering and as such does not depend on any precomputation, thus allowing interactive explorations of volumetric data sets via on-the-fly editing of the shading model parameters or (multi-dimensional) transfer functions. © 2011 The Author(s).

  6. Depth of Field Effects for Interactive Direct Volume Rendering

    KAUST Repository

    Schott, Mathias

    2011-06-01

    In this paper, a method for interactive direct volume rendering is proposed for computing depth of field effects, which previously were shown to aid observers in depth and size perception of synthetically generated images. The presented technique extends those benefits to volume rendering visualizations of 3D scalar fields from CT/MRI scanners or numerical simulations. It is based on incremental filtering and as such does not depend on any precomputation, thus allowing interactive explorations of volumetric data sets via on-the-fly editing of the shading model parameters or (multi-dimensional) transfer functions. © 2011 The Author(s).

  7. Design and Implementation of High-Performance GIS Dynamic Objects Rendering Engine

    Science.gov (United States)

    Zhong, Y.; Wang, S.; Li, R.; Yun, W.; Song, G.

    2017-12-01

    Spatio-temporal dynamic visualization is more vivid than static visualization. It important to use dynamic visualization techniques to reveal the variation process and trend vividly and comprehensively for the geographical phenomenon. To deal with challenges caused by dynamic visualization of both 2D and 3D spatial dynamic targets, especially for different spatial data types require high-performance GIS dynamic objects rendering engine. The main approach for improving the rendering engine with vast dynamic targets relies on key technologies of high-performance GIS, including memory computing, parallel computing, GPU computing and high-performance algorisms. In this study, high-performance GIS dynamic objects rendering engine is designed and implemented for solving the problem based on hybrid accelerative techniques. The high-performance GIS rendering engine contains GPU computing, OpenGL technology, and high-performance algorism with the advantage of 64-bit memory computing. It processes 2D, 3D dynamic target data efficiently and runs smoothly with vast dynamic target data. The prototype system of high-performance GIS dynamic objects rendering engine is developed based SuperMap GIS iObjects. The experiments are designed for large-scale spatial data visualization, the results showed that the high-performance GIS dynamic objects rendering engine have the advantage of high performance. Rendering two-dimensional and three-dimensional dynamic objects achieve 20 times faster on GPU than on CPU.

  8. Interactive dual-volume rendering visualization with real-time fusion and transfer function enhancement

    Science.gov (United States)

    Macready, Hugh; Kim, Jinman; Feng, David; Cai, Weidong

    2006-03-01

    Dual-modality imaging scanners combining functional PET and anatomical CT constitute a challenge in volumetric visualization that can be limited by the high computational demand and expense. This study aims at providing physicians with multi-dimensional visualization tools, in order to navigate and manipulate the data running on a consumer PC. We have maximized the utilization of pixel-shader architecture of the low-cost graphic hardware and the texture-based volume rendering to provide visualization tools with high degree of interactivity. All the software was developed using OpenGL and Silicon Graphics Inc. Volumizer, tested on a Pentium mobile CPU on a PC notebook with 64M graphic memory. We render the individual modalities separately, and performing real-time per-voxel fusion. We designed a novel "alpha-spike" transfer function to interactively identify structure of interest from volume rendering of PET/CT. This works by assigning a non-linear opacity to the voxels, thus, allowing the physician to selectively eliminate or reveal information from the PET/CT volumes. As the PET and CT are rendered independently, manipulations can be applied to individual volumes, for instance, the application of transfer function to CT to reveal the lung boundary while adjusting the fusion ration between the CT and PET to enhance the contrast of a tumour region, with the resultant manipulated data sets fused together in real-time as the adjustments are made. In addition to conventional navigation and manipulation tools, such as scaling, LUT, volume slicing, and others, our strategy permits efficient visualization of PET/CT volume rendering which can potentially aid in interpretation and diagnosis.

  9. Method and system for rendering and interacting with an adaptable computing environment

    Science.gov (United States)

    Osbourn, Gordon Cecil [Albuquerque, NM; Bouchard, Ann Marie [Albuquerque, NM

    2012-06-12

    An adaptable computing environment is implemented with software entities termed "s-machines", which self-assemble into hierarchical data structures capable of rendering and interacting with the computing environment. A hierarchical data structure includes a first hierarchical s-machine bound to a second hierarchical s-machine. The first hierarchical s-machine is associated with a first layer of a rendering region on a display screen and the second hierarchical s-machine is associated with a second layer of the rendering region overlaying at least a portion of the first layer. A screen element s-machine is linked to the first hierarchical s-machine. The screen element s-machine manages data associated with a screen element rendered to the display screen within the rendering region at the first layer.

  10. Remote volume rendering pipeline for mHealth applications

    Science.gov (United States)

    Gutenko, Ievgeniia; Petkov, Kaloian; Papadopoulos, Charilaos; Zhao, Xin; Park, Ji Hwan; Kaufman, Arie; Cha, Ronald

    2014-03-01

    We introduce a novel remote volume rendering pipeline for medical visualization targeted for mHealth (mobile health) applications. The necessity of such a pipeline stems from the large size of the medical imaging data produced by current CT and MRI scanners with respect to the complexity of the volumetric rendering algorithms. For example, the resolution of typical CT Angiography (CTA) data easily reaches 512^3 voxels and can exceed 6 gigabytes in size by spanning over the time domain while capturing a beating heart. This explosion in data size makes data transfers to mobile devices challenging, and even when the transfer problem is resolved the rendering performance of the device still remains a bottleneck. To deal with this issue, we propose a thin-client architecture, where the entirety of the data resides on a remote server where the image is rendered and then streamed to the client mobile device. We utilize the display and interaction capabilities of the mobile device, while performing interactive volume rendering on a server capable of handling large datasets. Specifically, upon user interaction the volume is rendered on the server and encoded into an H.264 video stream. H.264 is ubiquitously hardware accelerated, resulting in faster compression and lower power requirements. The choice of low-latency CPU- and GPU-based encoders is particularly important in enabling the interactive nature of our system. We demonstrate a prototype of our framework using various medical datasets on commodity tablet devices.

  11. Distributed rendering for multiview parallax displays

    Science.gov (United States)

    Annen, T.; Matusik, W.; Pfister, H.; Seidel, H.-P.; Zwicker, M.

    2006-02-01

    3D display technology holds great promise for the future of television, virtual reality, entertainment, and visualization. Multiview parallax displays deliver stereoscopic views without glasses to arbitrary positions within the viewing zone. These systems must include a high-performance and scalable 3D rendering subsystem in order to generate multiple views at real-time frame rates. This paper describes a distributed rendering system for large-scale multiview parallax displays built with a network of PCs, commodity graphics accelerators, multiple projectors, and multiview screens. The main challenge is to render various perspective views of the scene and assign rendering tasks effectively. In this paper we investigate two different approaches: Optical multiplexing for lenticular screens and software multiplexing for parallax-barrier displays. We describe the construction of large-scale multi-projector 3D display systems using lenticular and parallax-barrier technology. We have developed different distributed rendering algorithms using the Chromium stream-processing framework and evaluate the trade-offs and performance bottlenecks. Our results show that Chromium is well suited for interactive rendering on multiview parallax displays.

  12. Video-based rendering

    CERN Document Server

    Magnor, Marcus A

    2005-01-01

    Driven by consumer-market applications that enjoy steadily increasing economic importance, graphics hardware and rendering algorithms are a central focus of computer graphics research. Video-based rendering is an approach that aims to overcome the current bottleneck in the time-consuming modeling process and has applications in areas such as computer games, special effects, and interactive TV. This book offers an in-depth introduction to video-based rendering, a rapidly developing new interdisciplinary topic employing techniques from computer graphics, computer vision, and telecommunication en

  13. Architecture for high performance stereoscopic game rendering on Android

    Science.gov (United States)

    Flack, Julien; Sanderson, Hugh; Shetty, Sampath

    2014-03-01

    Stereoscopic gaming is a popular source of content for consumer 3D display systems. There has been a significant shift in the gaming industry towards casual games for mobile devices running on the Android™ Operating System and driven by ARM™ and other low power processors. Such systems are now being integrated directly into the next generation of 3D TVs potentially removing the requirement for an external games console. Although native stereo support has been integrated into some high profile titles on established platforms like Windows PC and PS3 there is a lack of GPU independent 3D support for the emerging Android platform. We describe a framework for enabling stereoscopic 3D gaming on Android for applications on mobile devices, set top boxes and TVs. A core component of the architecture is a 3D game driver, which is integrated into the Android OpenGL™ ES graphics stack to convert existing 2D graphics applications into stereoscopic 3D in real-time. The architecture includes a method of analyzing 2D games and using rule based Artificial Intelligence (AI) to position separate objects in 3D space. We describe an innovative stereo 3D rendering technique to separate the views in the depth domain and render directly into the display buffer. The advantages of the stereo renderer are demonstrated by characterizing the performance in comparison to more traditional render techniques, including depth based image rendering, both in terms of frame rates and impact on battery consumption.

  14. TransCut: interactive rendering of translucent cutouts.

    Science.gov (United States)

    Li, Dongping; Sun, Xin; Ren, Zhong; Lin, Stephen; Tong, Yiying; Guo, Baining; Zhou, Kun

    2013-03-01

    We present TransCut, a technique for interactive rendering of translucent objects undergoing fracturing and cutting operations. As the object is fractured or cut open, the user can directly examine and intuitively understand the complex translucent interior, as well as edit material properties through painting on cross sections and recombining the broken pieces—all with immediate and realistic visual feedback. This new mode of interaction with translucent volumes is made possible with two technical contributions. The first is a novel solver for the diffusion equation (DE) over a tetrahedral mesh that produces high-quality results comparable to the state-of-art finite element method (FEM) of Arbree et al. but at substantially higher speeds. This accuracy and efficiency is obtained by computing the discrete divergences of the diffusion equation and constructing the DE matrix using analytic formulas derived for linear finite elements. The second contribution is a multiresolution algorithm to significantly accelerate our DE solver while adapting to the frequent changes in topological structure of dynamic objects. The entire multiresolution DE solver is highly parallel and easily implemented on the GPU. We believe TransCut provides a novel visual effect for heterogeneous translucent objects undergoing fracturing and cutting operations.

  15. Real-time volume rendering of digital medical images on an iOS device

    Science.gov (United States)

    Noon, Christian; Holub, Joseph; Winer, Eliot

    2013-03-01

    Performing high quality 3D visualizations on mobile devices, while tantalizingly close in many areas, is still a quite difficult task. This is especially true for 3D volume rendering of digital medical images. Allowing this would empower medical personnel a powerful tool to diagnose and treat patients and train the next generation of physicians. This research focuses on performing real time volume rendering of digital medical images on iOS devices using custom developed GPU shaders for orthogonal texture slicing. An interactive volume renderer was designed and developed with several new features including dynamic modification of render resolutions, an incremental render loop, a shader-based clipping algorithm to support OpenGL ES 2.0, and an internal backface culling algorithm for properly sorting rendered geometry with alpha blending. The application was developed using several application programming interfaces (APIs) such as OpenSceneGraph (OSG) as the primary graphics renderer coupled with iOS Cocoa Touch for user interaction, and DCMTK for DICOM I/O. The developed application rendered volume datasets over 450 slices up to 50-60 frames per second, depending on the specific model of the iOS device. All rendering is done locally on the device so no Internet connection is required.

  16. Haptic rendering for simulation of fine manipulation

    CERN Document Server

    Wang, Dangxiao; Zhang, Yuru

    2014-01-01

    This book introduces the latest progress in six degrees of freedom (6-DoF) haptic rendering with the focus on a new approach for simulating force/torque feedback in performing tasks that require dexterous manipulation skills. One of the major challenges in 6-DoF haptic rendering is to resolve the conflict between high speed and high fidelity requirements, especially in simulating a tool interacting with both rigid and deformable objects in a narrow space and with fine features. The book presents a configuration-based optimization approach to tackle this challenge. Addressing a key issue in man

  17. Hardware-accelerated autostereogram rendering for interactive 3D visualization

    Science.gov (United States)

    Petz, Christoph; Goldluecke, Bastian; Magnor, Marcus

    2003-05-01

    Single Image Random Dot Stereograms (SIRDS) are an attractive way of depicting three-dimensional objects using conventional display technology. Once trained in decoupling the eyes' convergence and focusing, autostereograms of this kind are able to convey the three-dimensional impression of a scene. We present in this work an algorithm that generates SIRDS at interactive frame rates on a conventional PC. The presented system allows rotating a 3D geometry model and observing the object from arbitrary positions in real-time. Subjective tests show that the perception of a moving or rotating 3D scene presents no problem: The gaze remains focused onto the object. In contrast to conventional SIRDS algorithms, we render multiple pixels in a single step using a texture-based approach, exploiting the parallel-processing architecture of modern graphics hardware. A vertex program determines the parallax for each vertex of the geometry model, and the graphics hardware's texture unit is used to render the dot pattern. No data has to be transferred between main memory and the graphics card for generating the autostereograms, leaving CPU capacity available for other tasks. Frame rates of 25 fps are attained at a resolution of 1024x512 pixels on a standard PC using a consumer-grade nVidia GeForce4 graphics card, demonstrating the real-time capability of the system.

  18. Chromium Renderserver: Scalable and Open Source Remote RenderingInfrastructure

    Energy Technology Data Exchange (ETDEWEB)

    Paul, Brian; Ahern, Sean; Bethel, E. Wes; Brugger, Eric; Cook,Rich; Daniel, Jamison; Lewis, Ken; Owen, Jens; Southard, Dale

    2007-12-01

    Chromium Renderserver (CRRS) is software infrastructure thatprovides the ability for one or more users to run and view image outputfrom unmodified, interactive OpenGL and X11 applications on a remote,parallel computational platform equipped with graphics hardwareaccelerators via industry-standard Layer 7 network protocolsand clientviewers. The new contributions of this work include a solution to theproblem of synchronizing X11 and OpenGL command streams, remote deliveryof parallel hardware-accelerated rendering, and a performance analysis ofseveral different optimizations that are generally applicable to avariety of rendering architectures. CRRSis fully operational, Open Sourcesoftware.

  19. GenExp: an interactive web-based genomic DAS client with client-side data rendering.

    Directory of Open Access Journals (Sweden)

    Bernat Gel Moreno

    Full Text Available BACKGROUND: The Distributed Annotation System (DAS offers a standard protocol for sharing and integrating annotations on biological sequences. There are more than 1000 DAS sources available and the number is steadily increasing. Clients are an essential part of the DAS system and integrate data from several independent sources in order to create a useful representation to the user. While web-based DAS clients exist, most of them do not have direct interaction capabilities such as dragging and zooming with the mouse. RESULTS: Here we present GenExp, a web based and fully interactive visual DAS client. GenExp is a genome oriented DAS client capable of creating informative representations of genomic data zooming out from base level to complete chromosomes. It proposes a novel approach to genomic data rendering and uses the latest HTML5 web technologies to create the data representation inside the client browser. Thanks to client-side rendering most position changes do not need a network request to the server and so responses to zooming and panning are almost immediate. In GenExp it is possible to explore the genome intuitively moving it with the mouse just like geographical map applications. Additionally, in GenExp it is possible to have more than one data viewer at the same time and to save the current state of the application to revisit it later on. CONCLUSIONS: GenExp is a new interactive web-based client for DAS and addresses some of the short-comings of the existing clients. It uses client-side data rendering techniques resulting in easier genome browsing and exploration. GenExp is open source under the GPL license and it is freely available at http://gralggen.lsi.upc.edu/recerca/genexp.

  20. Realistic Real-Time Outdoor Rendering in Augmented Reality

    Science.gov (United States)

    Kolivand, Hoshang; Sunar, Mohd Shahrizal

    2014-01-01

    Realistic rendering techniques of outdoor Augmented Reality (AR) has been an attractive topic since the last two decades considering the sizeable amount of publications in computer graphics. Realistic virtual objects in outdoor rendering AR systems require sophisticated effects such as: shadows, daylight and interactions between sky colours and virtual as well as real objects. A few realistic rendering techniques have been designed to overcome this obstacle, most of which are related to non real-time rendering. However, the problem still remains, especially in outdoor rendering. This paper proposed a much newer, unique technique to achieve realistic real-time outdoor rendering, while taking into account the interaction between sky colours and objects in AR systems with respect to shadows in any specific location, date and time. This approach involves three main phases, which cover different outdoor AR rendering requirements. Firstly, sky colour was generated with respect to the position of the sun. Second step involves the shadow generation algorithm, Z-Partitioning: Gaussian and Fog Shadow Maps (Z-GaF Shadow Maps). Lastly, a technique to integrate sky colours and shadows through its effects on virtual objects in the AR system, is introduced. The experimental results reveal that the proposed technique has significantly improved the realism of real-time outdoor AR rendering, thus solving the problem of realistic AR systems. PMID:25268480

  1. Realistic real-time outdoor rendering in augmented reality.

    Directory of Open Access Journals (Sweden)

    Hoshang Kolivand

    Full Text Available Realistic rendering techniques of outdoor Augmented Reality (AR has been an attractive topic since the last two decades considering the sizeable amount of publications in computer graphics. Realistic virtual objects in outdoor rendering AR systems require sophisticated effects such as: shadows, daylight and interactions between sky colours and virtual as well as real objects. A few realistic rendering techniques have been designed to overcome this obstacle, most of which are related to non real-time rendering. However, the problem still remains, especially in outdoor rendering. This paper proposed a much newer, unique technique to achieve realistic real-time outdoor rendering, while taking into account the interaction between sky colours and objects in AR systems with respect to shadows in any specific location, date and time. This approach involves three main phases, which cover different outdoor AR rendering requirements. Firstly, sky colour was generated with respect to the position of the sun. Second step involves the shadow generation algorithm, Z-Partitioning: Gaussian and Fog Shadow Maps (Z-GaF Shadow Maps. Lastly, a technique to integrate sky colours and shadows through its effects on virtual objects in the AR system, is introduced. The experimental results reveal that the proposed technique has significantly improved the realism of real-time outdoor AR rendering, thus solving the problem of realistic AR systems.

  2. Parallel rendering

    Science.gov (United States)

    Crockett, Thomas W.

    1995-01-01

    This article provides a broad introduction to the subject of parallel rendering, encompassing both hardware and software systems. The focus is on the underlying concepts and the issues which arise in the design of parallel rendering algorithms and systems. We examine the different types of parallelism and how they can be applied in rendering applications. Concepts from parallel computing, such as data decomposition, task granularity, scalability, and load balancing, are considered in relation to the rendering problem. We also explore concepts from computer graphics, such as coherence and projection, which have a significant impact on the structure of parallel rendering algorithms. Our survey covers a number of practical considerations as well, including the choice of architectural platform, communication and memory requirements, and the problem of image assembly and display. We illustrate the discussion with numerous examples from the parallel rendering literature, representing most of the principal rendering methods currently used in computer graphics.

  3. A Study of Layout, Rendering, and Interaction Methods for Immersive Graph Visualization.

    Science.gov (United States)

    Kwon, Oh-Hyun; Muelder, Chris; Lee, Kyungwon; Ma, Kwan-Liu

    2016-07-01

    Information visualization has traditionally limited itself to 2D representations, primarily due to the prevalence of 2D displays and report formats. However, there has been a recent surge in popularity of consumer grade 3D displays and immersive head-mounted displays (HMDs). The ubiquity of such displays enables the possibility of immersive, stereoscopic visualization environments. While techniques that utilize such immersive environments have been explored extensively for spatial and scientific visualizations, contrastingly very little has been explored for information visualization. In this paper, we present our considerations of layout, rendering, and interaction methods for visualizing graphs in an immersive environment. We conducted a user study to evaluate our techniques compared to traditional 2D graph visualization. The results show that participants answered significantly faster with a fewer number of interactions using our techniques, especially for more difficult tasks. While the overall correctness rates are not significantly different, we found that participants gave significantly more correct answers using our techniques for larger graphs.

  4. Experiencing "Macbeth": From Text Rendering to Multicultural Performance.

    Science.gov (United States)

    Reisin, Gail

    1993-01-01

    Shows how one teacher used innovative methods in teaching William Shakespeare's "Macbeth." Outlines student assignments including text renderings, rewriting a scene from the play, and creating a multicultural scrapbook for the play. (HB)

  5. RenderGAN: Generating Realistic Labeled Data

    Directory of Open Access Journals (Sweden)

    Leon Sixt

    2018-06-01

    Full Text Available Deep Convolutional Neuronal Networks (DCNNs are showing remarkable performance on many computer vision tasks. Due to their large parameter space, they require many labeled samples when trained in a supervised setting. The costs of annotating data manually can render the use of DCNNs infeasible. We present a novel framework called RenderGAN that can generate large amounts of realistic, labeled images by combining a 3D model and the Generative Adversarial Network framework. In our approach, image augmentations (e.g., lighting, background, and detail are learned from unlabeled data such that the generated images are strikingly realistic while preserving the labels known from the 3D model. We apply the RenderGAN framework to generate images of barcode-like markers that are attached to honeybees. Training a DCNN on data generated by the RenderGAN yields considerably better performance than training it on various baselines.

  6. High Fidelity Haptic Rendering

    CERN Document Server

    Otaduy, Miguel A

    2006-01-01

    The human haptic system, among all senses, provides unique and bidirectional communication between humans and their physical environment. Yet, to date, most human-computer interactive systems have focused primarily on the graphical rendering of visual information and, to a lesser extent, on the display of auditory information. Extending the frontier of visual computing, haptic interfaces, or force feedback devices, have the potential to increase the quality of human-computer interaction by accommodating the sense of touch. They provide an attractive augmentation to visual display and enhance t

  7. Fast algorithm for the rendering of three-dimensional surfaces

    Science.gov (United States)

    Pritt, Mark D.

    1994-02-01

    It is often desirable to draw a detailed and realistic representation of surface data on a computer graphics display. One such representation is a 3D shaded surface. Conventional techniques for rendering shaded surfaces are slow, however, and require substantial computational power. Furthermore, many techniques suffer from aliasing effects, which appear as jagged lines and edges. This paper describes an algorithm for the fast rendering of shaded surfaces without aliasing effects. It is much faster than conventional ray tracing and polygon-based rendering techniques and is suitable for interactive use. On an IBM RISC System/6000TM workstation it renders a 1000 X 1000 surface in about 7 seconds.

  8. Evaluating progressive-rendering algorithms in appearance design tasks.

    Science.gov (United States)

    Jiawei Ou; Karlik, Ondrej; Křivánek, Jaroslav; Pellacini, Fabio

    2013-01-01

    Progressive rendering is becoming a popular alternative to precomputational approaches to appearance design. However, progressive algorithms create images exhibiting visual artifacts at early stages. A user study investigated these artifacts' effects on user performance in appearance design tasks. Novice and expert subjects performed lighting and material editing tasks with four algorithms: random path tracing, quasirandom path tracing, progressive photon mapping, and virtual-point-light rendering. Both the novices and experts strongly preferred path tracing to progressive photon mapping and virtual-point-light rendering. None of the participants preferred random path tracing to quasirandom path tracing or vice versa; the same situation held between progressive photon mapping and virtual-point-light rendering. The user workflow didn’t differ significantly with the four algorithms. The Web Extras include a video showing how four progressive-rendering algorithms converged (at http://youtu.be/ck-Gevl1e9s), the source code used, and other supplementary materials.

  9. A Sort-Last Rendering System over an Optical Backplane

    Directory of Open Access Journals (Sweden)

    Yasuhiro Kirihata

    2005-06-01

    Full Text Available Sort-Last is a computer graphics technique for rendering extremely large data sets on clusters of computers. Sort-Last works by dividing the data set into even-sized chunks for parallel rendering and then composing the images to form the final result. Since sort-last rendering requires the movement of large amounts of image data among cluster nodes, the network interconnecting the nodes becomes a major bottleneck. In this paper, we describe a sort-last rendering system implemented on a cluster of computers whose nodes are connected by an all-optical switch. The rendering system introduces the notion of the Photonic Computing Engine, a computing system built dynamically by using the optical switch to create dedicated network connections among cluster nodes. The sort-last volume rendering algorithm was implemented on the Photonic Computing Engine, and its performance is evaluated. Prelimi- nary experiments show that performance is affected by the image composition time and average payload size. In an attempt to stabilize the performance of the system, we have designed a flow control mechanism that uses feedback messages to dynamically adjust the data flow rate within the computing engine.

  10. Interactive definition of transfer functions in volume rendering based on image markers

    International Nuclear Information System (INIS)

    Teistler, Michael; Nowinski, Wieslaw L.; Breiman, Richard S.; Liong, Sauw Ming; Ho, Liang Yoong; Shahab, Atif

    2007-01-01

    Objectives A user interface for transfer function (TF) definition in volume rendering (VR) was developed that allows the user to intuitively assign color and opacity to the original image intensities. This software may surpass solutions currently deployed in clinical practice by simplifying the use of TFs beyond predefined settings that are not always applicable. Materials and methods The TF definition is usually a cumbersome task that requires the user to manipulate graphical representations of the TF (e.g. trapezoids). A new method that allows the user to place markers at points of interest directly on CT and MRI images or orthogonal reformations was developed based on two-dimensional region growing and a few user-definable marker-related parameters. For each user defined image marker, a segment of the transfer function is computed. The resulting TF can also be applied to the slice image views. Results were judged subjectively. Results Each individualized TF can be defined interactively in a few simple steps. For every user interaction, immediate visual feedback is given. Clinicians who tested the application appreciated being able to directly work on familiar slice images to generate the desired 3D views. Conclusion Interactive TF definition can increase the actual utility of VR, help to understand the role of the TF with its variations, and increase the acceptance of VR as a clinical tool. (orig.)

  11. Rendering the Topological Spines

    Energy Technology Data Exchange (ETDEWEB)

    Nieves-Rivera, D. [Lawrence Livermore National Lab. (LLNL), Livermore, CA (United States)

    2015-05-05

    Many tools to analyze and represent high dimensional data already exits yet most of them are not flexible, informative and intuitive enough to help the scientists make the corresponding analysis and predictions, understand the structure and complexity of scientific data, get a complete picture of it and explore a greater number of hypotheses. With this in mind, N-Dimensional Data Analysis and Visualization (ND²AV) is being developed to serve as an interactive visual analysis platform with the purpose of coupling together a number of these existing tools that range from statistics, machine learning, and data mining, with new techniques, in particular with new visualization approaches. My task is to create the rendering and implementation of a new concept called topological spines in order to extend ND²AV's scope. Other existing visualization tools create a representation preserving either the topological properties or the structural (geometric) ones because it is challenging to preserve them both simultaneously. Overcoming such challenge by creating a balance in between them, the topological spines are introduced as a new approach that aims to preserve them both. Its render using OpenGL and C++ and is currently being tested to further on be implemented on ND²AV. In this paper I will present what are the Topological Spines and how they are rendered.

  12. Efficient visibility encoding for dynamic illumination in direct volume rendering.

    Science.gov (United States)

    Kronander, Joel; Jönsson, Daniel; Löw, Joakim; Ljung, Patric; Ynnerman, Anders; Unger, Jonas

    2012-03-01

    We present an algorithm that enables real-time dynamic shading in direct volume rendering using general lighting, including directional lights, point lights, and environment maps. Real-time performance is achieved by encoding local and global volumetric visibility using spherical harmonic (SH) basis functions stored in an efficient multiresolution grid over the extent of the volume. Our method enables high-frequency shadows in the spatial domain, but is limited to a low-frequency approximation of visibility and illumination in the angular domain. In a first pass, level of detail (LOD) selection in the grid is based on the current transfer function setting. This enables rapid online computation and SH projection of the local spherical distribution of visibility information. Using a piecewise integration of the SH coefficients over the local regions, the global visibility within the volume is then computed. By representing the light sources using their SH projections, the integral over lighting, visibility, and isotropic phase functions can be efficiently computed during rendering. The utility of our method is demonstrated in several examples showing the generality and interactive performance of the approach.

  13. Chromium: A Stress-Processing Framework for Interactive Rendering on Clusters

    International Nuclear Information System (INIS)

    Humphreys, G.; Houston, M.; Ng, Y.-R.; Frank, R.; Ahern, S.; Kirchner, P.D.; Klosowski, J.T.

    2002-01-01

    We describe Chromium, a system for manipulating streams of graphics API commands on clusters of workstations. Chromium's stream filters can be arranged to create sort-first and sort-last parallel graphics architectures that, in many cases, support the same applications while using only commodity graphics accelerators. In addition, these stream filters can be extended programmatically, allowing the user to customize the stream transformations performed by nodes in a cluster. Because our stream processing mechanism is completely general, any cluster-parallel rendering algorithm can be either implemented on top of or embedded in Chromium. In this paper, we give examples of real-world applications that use Chromium to achieve good scalability on clusters of workstations, and describe other potential uses of this stream processing technology. By completely abstracting the underlying graphics architecture, network topology, and API command processing semantics, we allow a variety of applications to run in different environments

  14. LOD 1 VS. LOD 2 - Preliminary Investigations Into Differences in Mobile Rendering Performance

    Science.gov (United States)

    Ellul, C.; Altenbuchner, J.

    2013-09-01

    The increasing availability, size and detail of 3D City Model datasets has led to a challenge when rendering such data on mobile devices. Understanding the limitations to the usability of such models on these devices is particularly important given the broadening range of applications - such as pollution or noise modelling, tourism, planning, solar potential - for which these datasets and resulting visualisations can be utilized. Much 3D City Model data is created by extrusion of 2D topographic datasets, resulting in what is known as Level of Detail (LoD) 1 buildings - with flat roofs. However, in the UK the National Mapping Agency (the Ordnance Survey, OS) is now releasing test datasets to Level of Detail (LoD) 2 - i.e. including roof structures. These datasets are designed to integrate with the LoD 1 datasets provided by the OS, and provide additional detail in particular on larger buildings and in town centres. The availability of such integrated datasets at two different Levels of Detail permits investigation into the impact of the additional roof structures (and hence the display of a more realistic 3D City Model) on rendering performance on a mobile device. This paper describes preliminary work carried out to investigate this issue, for the test area of the city of Sheffield (in the UK Midlands). The data is stored in a 3D spatial database as triangles and then extracted and served as a web-based data stream which is queried by an App developed on the mobile device (using the Android environment, Java and OpenGL for graphics). Initial tests have been carried out on two dataset sizes, for the city centre and a larger area, rendering the data onto a tablet to compare results. Results of 52 seconds for rendering LoD 1 data, and 72 seconds for LoD 1 mixed with LoD 2 data, show that the impact of LoD 2 is significant.

  15. Free-viewpoint depth image based rendering

    NARCIS (Netherlands)

    Zinger, S.; Do, Q.L.; With, de P.H.N.

    2010-01-01

    In 3D TV research, one approach is to employ multiple cameras for creating a 3D multi-view signal with the aim to make interactive free-viewpoint selection possible in 3D TV media. This paper explores a new rendering algorithm that enables to compute a free-viewpoint between two reference views from

  16. RenderToolbox3: MATLAB tools that facilitate physically based stimulus rendering for vision research.

    Science.gov (United States)

    Heasly, Benjamin S; Cottaris, Nicolas P; Lichtman, Daniel P; Xiao, Bei; Brainard, David H

    2014-02-07

    RenderToolbox3 provides MATLAB utilities and prescribes a workflow that should be useful to researchers who want to employ graphics in the study of vision and perhaps in other endeavors as well. In particular, RenderToolbox3 facilitates rendering scene families in which various scene attributes and renderer behaviors are manipulated parametrically, enables spectral specification of object reflectance and illuminant spectra, enables the use of physically based material specifications, helps validate renderer output, and converts renderer output to physical units of radiance. This paper describes the design and functionality of the toolbox and discusses several examples that demonstrate its use. We have designed RenderToolbox3 to be portable across computer hardware and operating systems and to be free and open source (except for MATLAB itself). RenderToolbox3 is available at https://github.com/DavidBrainard/RenderToolbox3.

  17. Adaptive B-spline volume representation of measured BRDF data for photorealistic rendering

    Directory of Open Access Journals (Sweden)

    Hyungjun Park

    2015-01-01

    Full Text Available Measured bidirectional reflectance distribution function (BRDF data have been used to represent complex interaction between lights and surface materials for photorealistic rendering. However, their massive size makes it hard to adopt them in practical rendering applications. In this paper, we propose an adaptive method for B-spline volume representation of measured BRDF data. It basically performs approximate B-spline volume lofting, which decomposes the problem into three sub-problems of multiple B-spline curve fitting along u-, v-, and w-parametric directions. Especially, it makes the efficient use of knots in the multiple B-spline curve fitting and thereby accomplishes adaptive knot placement along each parametric direction of a resulting B-spline volume. The proposed method is quite useful to realize efficient data reduction while smoothing out the noises and keeping the overall features of BRDF data well. By applying the B-spline volume models of real materials for rendering, we show that the B-spline volume models are effective in preserving the features of material appearance and are suitable for representing BRDF data.

  18. Processing-in-Memory Enabled Graphics Processors for 3D Rendering

    Energy Technology Data Exchange (ETDEWEB)

    Xie, Chenhao; Song, Shuaiwen; Wang, Jing; Zhang, Weigong; Fu, Xin

    2017-02-06

    The performance of 3D rendering of Graphics Processing Unit that convents 3D vector stream into 2D frame with 3D image effects significantly impact users’ gaming experience on modern computer systems. Due to the high texture throughput in 3D rendering, main memory bandwidth becomes a critical obstacle for improving the overall rendering performance. 3D stacked memory systems such as Hybrid Memory Cube (HMC) provide opportunities to significantly overcome the memory wall by directly connecting logic controllers to DRAM dies. Based on the observation that texel fetches significantly impact off-chip memory traffic, we propose two architectural designs to enable Processing-In-Memory based GPU for efficient 3D rendering.

  19. Volume rendering in treatment planning for moving targets

    Energy Technology Data Exchange (ETDEWEB)

    Gemmel, Alexander [GSI-Biophysics, Darmstadt (Germany); Massachusetts General Hospital, Boston (United States); Wolfgang, John A.; Chen, George T.Y. [Massachusetts General Hospital, Boston (United States)

    2009-07-01

    Advances in computer technologies have facilitated the development of tools for 3-dimensional visualization of CT-data sets with volume rendering. The company Fovia has introduced a high definition volume rendering engine (HDVR trademark by Fovia Inc., Palo Alto, USA) that is capable of representing large CT data sets with high user interactivity even on standard PCs. Fovia provides a software development kit (SDK) that offers control of all the features of the rendering engine. We extended the SDK by functionalities specific to the task of treatment planning for moving tumors. This included navigation of the patient's anatomy in beam's eye view, fast point-and-click measurement of lung tumor trajectories as well as estimation of range perturbations due to motion by calculation of (differential) water equivalent path lengths for protons and carbon ions on 4D-CT data sets. We present patient examples to demonstrate the advantages and disadvantages of volume rendered images as compared to standard 2-dimensional axial plane images. Furthermore, we show an example of a range perturbation analysis. We conclude that volume rendering is a powerful technique for the representation and analysis of large time resolved data sets in treatment planning.

  20. Dynamic Resolution in GPU-Accelerated Volume Rendering to Autostereoscopic Multiview Lenticular Displays

    Directory of Open Access Journals (Sweden)

    Daniel Ruijters

    2008-09-01

    Full Text Available The generation of multiview stereoscopic images of large volume rendered data demands an enormous amount of calculations. We propose a method for hardware accelerated volume rendering of medical data sets to multiview lenticular displays, offering interactive manipulation throughout. The method is based on buffering GPU-accelerated direct volume rendered visualizations of the individual views from their respective focal spot positions, and composing the output signal for the multiview lenticular screen in a second pass. This compositing phase is facilitated by the fact that the view assignment per subpixel is static, and therefore can be precomputed. We decoupled the resolution of the individual views from the resolution of the composited signal, and adjust the resolution on-the-fly, depending on the available processing resources, in order to maintain interactive refresh rates. The optimal resolution for the volume rendered views is determined by means of an analysis of the lattice of the output signal for the lenticular screen in the Fourier domain.

  1. Beaming teaching application: recording techniques for spatial xylophone sound rendering

    DEFF Research Database (Denmark)

    Markovic, Milos; Madsen, Esben; Olesen, Søren Krarup

    2012-01-01

    BEAMING is a telepresence research project aiming at providing a multimodal interaction between two or more participants located at distant locations. One of the BEAMING applications allows a distant teacher to give a xylophone playing lecture to the students. Therefore, rendering of the xylophon...... to spatial improvements mainly in terms of the Apparent Source Width (ASW). Rendered examples are subjectively evaluated in listening tests by comparing them with binaural recording....

  2. High-performance GPU-based rendering for real-time, rigid 2D/3D-image registration and motion prediction in radiation oncology.

    Science.gov (United States)

    Spoerk, Jakob; Gendrin, Christelle; Weber, Christoph; Figl, Michael; Pawiro, Supriyanto Ardjo; Furtado, Hugo; Fabri, Daniella; Bloch, Christoph; Bergmann, Helmar; Gröller, Eduard; Birkfellner, Wolfgang

    2012-02-01

    A common problem in image-guided radiation therapy (IGRT) of lung cancer as well as other malignant diseases is the compensation of periodic and aperiodic motion during dose delivery. Modern systems for image-guided radiation oncology allow for the acquisition of cone-beam computed tomography data in the treatment room as well as the acquisition of planar radiographs during the treatment. A mid-term research goal is the compensation of tumor target volume motion by 2D/3D Registration. In 2D/3D registration, spatial information on organ location is derived by an iterative comparison of perspective volume renderings, so-called digitally rendered radiographs (DRR) from computed tomography volume data, and planar reference x-rays. Currently, this rendering process is very time consuming, and real-time registration, which should at least provide data on organ position in less than a second, has not come into existence. We present two GPU-based rendering algorithms which generate a DRR of 512×512 pixels size from a CT dataset of 53 MB size at a pace of almost 100 Hz. This rendering rate is feasible by applying a number of algorithmic simplifications which range from alternative volume-driven rendering approaches - namely so-called wobbled splatting - to sub-sampling of the DRR-image by means of specialized raycasting techniques. Furthermore, general purpose graphics processing unit (GPGPU) programming paradigms were consequently utilized. Rendering quality and performance as well as the influence on the quality and performance of the overall registration process were measured and analyzed in detail. The results show that both methods are competitive and pave the way for fast motion compensation by rigid and possibly even non-rigid 2D/3D registration and, beyond that, adaptive filtering of motion models in IGRT. Copyright © 2011. Published by Elsevier GmbH.

  3. High-performance GPU-based rendering for real-time, rigid 2D/3D-image registration and motion prediction in radiation oncology

    Energy Technology Data Exchange (ETDEWEB)

    Spoerk, Jakob; Gendrin, Christelle; Weber, Christoph [Medical University of Vienna (Austria). Center of Medical Physics and Biomedical Engineering] [and others

    2012-07-01

    A common problem in image-guided radiation therapy (IGRT) of lung cancer as well as other malignant diseases is the compensation of periodic and aperiodic motion during dose delivery. Modern systems for image-guided radiation oncology allow for the acquisition of cone-beam computed tomography data in the treatment room as well as the acquisition of planar radiographs during the treatment. A mid-term research goal is the compensation of tumor target volume motion by 2D/3D Registration. In 2D/3D registration, spatial information on organ location is derived by an iterative comparison of perspective volume renderings, so-called digitally rendered radiographs (DRR) from computed tomography volume data, and planar reference X-rays. Currently, this rendering process is very time consuming, and real-time registration, which should at least provide data on organ position in less than a second, has not come into existence. We present two GPU-based rendering algorithms which generate a DRR of 512 x 512 pixels size from a CT dataset of 53 MB size at a pace of almost 100 Hz. This rendering rate is feasible by applying a number of algorithmic simplifications which range from alternative volume-driven rendering approaches - namely so-called wobbled splatting - to sub-sampling of the DRR-image by means of specialized raycasting techniques. Furthermore, general purpose graphics processing unit (GPGPU) programming paradigms were consequently utilized. Rendering quality and performance as well as the influence on the quality and performance of the overall registration process were measured and analyzed in detail. The results show that both methods are competitive and pave the way for fast motion compensation by rigid and possibly even non-rigid 2D/3D registration and, beyond that, adaptive filtering of motion models in IGRT. (orig.)

  4. Validation of a colour rendering index based on memory colours

    OpenAIRE

    Smet, Kevin; Jost-Boissard, Sophie; Ryckaert, Wouter; Deconinck, Geert; Hanselaer, Peter

    2010-01-01

    In this paper the performance of a colour rendering index based on memory colours is investigated in comparison with the current CIE Colour Rendering Index, the NIST Colour Quality Scale and visual appreciation results obtained at CNRS at Lyon University for a set of 3000K and 4000K LED light sources. The Pearson and Spearman correlation coefficients between each colour rendering metric and the two sets of visual results were calculated. It was found that the memory colour based colour render...

  5. Advanced Audiovisual Rendering, Gesture-Based Interaction and Distributed Delivery for Immersive and Interactive Media Services

    NARCIS (Netherlands)

    Niamut, O.A.; Kochale, A.; Ruiz Hidalgo, J.; Macq, J-F.; Kienast, G.

    2011-01-01

    The media industry is currently being pulled in the often-opposing directions of increased realism (high resolution, stereoscopic, large screen) and personalisation (selection and control of content, availability on many devices). A capture, production, delivery and rendering system capable of

  6. Leveraging Disturbance Observer Based Torque Control for Improved Impedance Rendering with Series Elastic Actuators

    Science.gov (United States)

    Mehling, Joshua S.; Holley, James; O'Malley, Marcia K.

    2015-01-01

    The fidelity with which series elastic actuators (SEAs) render desired impedances is important. Numerous approaches to SEA impedance control have been developed under the premise that high-precision actuator torque control is a prerequisite. Indeed, the design of an inner torque compensator has a significant impact on actuator impedance rendering. The disturbance observer (DOB) based torque control implemented in NASA's Valkyrie robot is considered here and a mathematical model of this torque control, cascaded with an outer impedance compensator, is constructed. While previous work has examined the impact a disturbance observer has on torque control performance, little has been done regarding DOBs and impedance rendering accuracy. Both simulation and a series of experiments are used to demonstrate the significant improvements possible in an SEA's ability to render desired dynamic behaviors when utilizing a DOB. Actuator transparency at low impedances is improved, closed loop hysteresis is reduced, and the actuator's dynamic response to both commands and interaction torques more faithfully matches that of the desired model. All of this is achieved by leveraging DOB based control rather than increasing compensator gains, thus making improved SEA impedance control easier to achieve in practice.

  7. 3D Web-based HMI with WebGL Rendering Performance

    Directory of Open Access Journals (Sweden)

    Muennoi Atitayaporn

    2016-01-01

    Full Text Available An HMI, or Human-Machine Interface, is a software allowing users to communicate with a machine or automation system. It usually serves as a display section in SCADA (Supervisory Control and Data Acquisition system for device monitoring and control. In this papper, a 3D Web-based HMI with WebGL (Web-based Graphics Library rendering performance is presented. The main purpose of this work is to attempt to reduce the limitations of traditional 3D web HMI using the advantage of WebGL. To evaluate the performance, frame rate and frame time metrics were used. The results showed 3D Web-based HMI can maintain the frame rate 60FPS for #cube=0.5K/0.8K, 30FPS for #cube=1.1K/1.6K when it was run on Internet Explorer and Chrome respectively. Moreover, the study found that 3D Web-based HMI using WebGL contains similar frame time in each frame even though the numbers of cubes are up to 5K. This indicated stuttering incurred less in the proposed 3D Web-based HMI compared to the chosen commercial HMI product.

  8. RAY TRACING RENDER MENGGUNAKAN FRAGMENT ANTI ALIASING

    Directory of Open Access Journals (Sweden)

    Febriliyan Samopa

    2008-07-01

    Full Text Available Normal 0 false false false IN X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} Rendering is generating surface and three-dimensional effects on an object displayed on a monitor screen. Ray tracing as a rendering method that traces ray for each image pixel has a drawback, that is, aliasing (jaggies effect. There are some methods for executing anti aliasing. One of those methods is OGSS (Ordered Grid Super Sampling. OGSS is able to perform aliasing well. However, this method requires more computation time since sampling of all pixels in the image will be increased. Fragment Anti Aliasing (FAA is a new alternative method that can cope with the drawback. FAA will check the image when performing rendering to a scene. Jaggies effect is only happened at curve and gradient object. Therefore, only this part of object that will experience sampling magnification. After this sampling magnification and the pixel values are computed, then downsample is performed to retrieve the original pixel values. Experimental results show that the software can implement ray tracing well in order to form images, and it can implement FAA and OGSS technique to perform anti aliasing. In general, rendering using FAA is faster than using OGSS

  9. Physically-Based Rendering of Particle-Based Fluids with Light Transport Effects

    Science.gov (United States)

    Beddiaf, Ali; Babahenini, Mohamed Chaouki

    2018-03-01

    Recent interactive rendering approaches aim to efficiently produce images. However, time constraints deeply affect their output accuracy and realism (many light phenomena are poorly or not supported at all). To remedy this issue, in this paper, we propose a physically-based fluid rendering approach. First, while state-of-the-art methods focus on isosurface rendering with only two refractions, our proposal (1) considers the fluid as a heterogeneous participating medium with refractive boundaries, and (2) supports both multiple refractions and scattering. Second, the proposed solution is fully particle-based in the sense that no particles transformation into a grid is required. This interesting feature makes it able to handle many particle types (water, bubble, foam, and sand). On top of that, a medium with different fluids (color, phase function, etc.) can also be rendered.

  10. Interactive Sonification of Weather Data for The Locust Wrath, a Multimedia Dance Performance

    OpenAIRE

    Lindborg, PerMagnus

    2016-01-01

    To work flexibly with the sound design for The Locust Wrath, a multimedia dance performance on the topic of climate change, we developed a software for interactive sonification of climate data. An open-ended approach to parameter mapping allowed tweaking and improvisation during rehearsals, resulting in a large range of musical expression. The sonifications represented weather systems pushing through South-East Asia in complex patterns. The climate was rendered as a piece of electroacoustic m...

  11. Three-dimensional rendering of segmented object using matlab - biomed 2010.

    Science.gov (United States)

    Anderson, Jeffrey R; Barrett, Steven F

    2010-01-01

    The three-dimensional rendering of microscopic objects is a difficult and challenging task that often requires specialized image processing techniques. Previous work has been described of a semi-automatic segmentation process of fluorescently stained neurons collected as a sequence of slice images with a confocal laser scanning microscope. Once properly segmented, each individual object can be rendered and studied as a three-dimensional virtual object. This paper describes the work associated with the design and development of Matlab files to create three-dimensional images from the segmented object data previously mentioned. Part of the motivation for this work is to integrate both the segmentation and rendering processes into one software application, providing a seamless transition from the segmentation tasks to the rendering and visualization tasks. Previously these tasks were accomplished on two different computer systems, windows and Linux. This transition basically limits the usefulness of the segmentation and rendering applications to those who have both computer systems readily available. The focus of this work is to create custom Matlab image processing algorithms for object rendering and visualization, and merge these capabilities to the Matlab files that were developed especially for the image segmentation task. The completed Matlab application will contain both the segmentation and rendering processes in a single graphical user interface, or GUI. This process for rendering three-dimensional images in Matlab requires that a sequence of two-dimensional binary images, representing a cross-sectional slice of the object, be reassembled in a 3D space, and covered with a surface. Additional segmented objects can be rendered in the same 3D space. The surface properties of each object can be varied by the user to aid in the study and analysis of the objects. This inter-active process becomes a powerful visual tool to study and understand microscopic objects.

  12. Rendering Falling Leaves on Graphics Hardware

    OpenAIRE

    Marcos Balsa; Pere-Pau Vázquez

    2008-01-01

    There is a growing interest in simulating natural phenomena in computer graphics applications. Animating natural scenes in real time is one of the most challenging problems due to the inherent complexity of their structure, formed by millions of geometric entities, and the interactions that happen within. An example of natural scenario that is needed for games or simulation programs are forests. Forests are difficult to render because the huge amount of geometric entities and the large amount...

  13. A cache-friendly sampling strategy for texture-based volume rendering on GPU

    Directory of Open Access Journals (Sweden)

    Junpeng Wang

    2017-06-01

    Full Text Available The texture-based volume rendering is a memory-intensive algorithm. Its performance relies heavily on the performance of the texture cache. However, most existing texture-based volume rendering methods blindly map computational resources to texture memory and result in incoherent memory access patterns, causing low cache hit rates in certain cases. The distance between samples taken by threads of an atomic scheduling unit (e.g. a warp of 32 threads in CUDA of the GPU is a crucial factor that affects the texture cache performance. Based on this fact, we present a new sampling strategy, called Warp Marching, for the ray-casting algorithm of texture-based volume rendering. The effects of different sample organizations and different thread-pixel mappings in the ray-casting algorithm are thoroughly analyzed. Also, a pipeline manner color blending approach is introduced and the power of warp-level GPU operations is leveraged to improve the efficiency of parallel executions on the GPU. In addition, the rendering performance of the Warp Marching is view-independent, and it outperforms existing empty space skipping techniques in scenarios that need to render large dynamic volumes in a low resolution image. Through a series of micro-benchmarking and real-life data experiments, we rigorously analyze our sampling strategies and demonstrate significant performance enhancements over existing sampling methods.

  14. Conservation of old renderings - the consolidation of rendering with loss of cohesion

    Directory of Open Access Journals (Sweden)

    Martha Tavares

    2008-01-01

    Full Text Available The study of external renderings in the scope of conservation and restoration has acquired in the last years great methodological, scientific and technical advances. These renderings are important elements of the built structure, for besides possessing a protection function, they possess often a decorative function of great relevance for the image of the monument. The maintenance of these renderings implies the conservation of traditional constructive techniques and the use of compatible materials, as similar to the originals as possible. The main objective of this study is to define a methodology of conservative restoration using strategies of maintenance of renderings and traditional constructive techniques. The minimum intervention principle is maintained as well as the use of materials compatible with the original ones. This paper describes the technique and products used for the consolidation of the loss of cohesion. The testing campaign was developed under controlled conditions, in laboratory, and in situ in order to evaluate their efficacy for the consolidation of old renders. A set of tests is presented to evaluate the effectiveness of the process. The results are analysed and a reflection is added referring to the applicability of these techniques. Finally the paper presents a proposal for further research.

  15. Standardized rendering from IR surveillance motion imagery

    Science.gov (United States)

    Prokoski, F. J.

    2014-06-01

    Government agencies, including defense and law enforcement, increasingly make use of video from surveillance systems and camera phones owned by non-government entities.Making advanced and standardized motion imaging technology available to private and commercial users at cost-effective prices would benefit all parties. In particular, incorporating thermal infrared into commercial surveillance systems offers substantial benefits beyond night vision capability. Face rendering is a process to facilitate exploitation of thermal infrared surveillance imagery from the general area of a crime scene, to assist investigations with and without cooperating eyewitnesses. Face rendering automatically generates greyscale representations similar to police artist sketches for faces in surveillance imagery collected from proximate locations and times to a crime under investigation. Near-realtime generation of face renderings can provide law enforcement with an investigation tool to assess witness memory and credibility, and integrate reports from multiple eyewitnesses, Renderings can be quickly disseminated through social media to warn of a person who may pose an immediate threat, and to solicit the public's help in identifying possible suspects and witnesses. Renderings are pose-standardized so as to not divulge the presence and location of eyewitnesses and surveillance cameras. Incorporation of thermal infrared imaging into commercial surveillance systems will significantly improve system performance, and reduce manual review times, at an incremental cost that will continue to decrease. Benefits to criminal justice would include improved reliability of eyewitness testimony and improved accuracy of distinguishing among minority groups in eyewitness and surveillance identifications.

  16. INCREASING SAVING BEHAVIOR THROUGH AGE-PROGRESSED RENDERINGS OF THE FUTURE SELF

    Science.gov (United States)

    HERSHFIELD, HAL E.; GOLDSTEIN, DANIEL G.; SHARPE, WILLIAM F.; FOX, JESSE; YEYKELIS, LEO; CARSTENSEN, LAURA L.; BAILENSON, JEREMY N.

    2014-01-01

    Many people fail to save what they need to for retirement (Munnell, Webb, and Golub-Sass 2009). Research on excessive discounting of the future suggests that removing the lure of immediate rewards by pre-committing to decisions, or elaborating the value of future rewards can both make decisions more future-oriented. In this article, we explore a third and complementary route, one that deals not with present and future rewards, but with present and future selves. In line with thinkers who have suggested that people may fail, through a lack of belief or imagination, to identify with their future selves (Parfit 1971; Schelling 1984), we propose that allowing people to interact with age-progressed renderings of themselves will cause them to allocate more resources toward the future. In four studies, participants interacted with realistic computer renderings of their future selves using immersive virtual reality hardware and interactive decision aids. In all cases, those who interacted with virtual future selves exhibited an increased tendency to accept later monetary rewards over immediate ones. PMID:24634544

  17. INCREASING SAVING BEHAVIOR THROUGH AGE-PROGRESSED RENDERINGS OF THE FUTURE SELF.

    Science.gov (United States)

    Hershfield, Hal E; Goldstein, Daniel G; Sharpe, William F; Fox, Jesse; Yeykelis, Leo; Carstensen, Laura L; Bailenson, Jeremy N

    2011-11-01

    Many people fail to save what they need to for retirement (Munnell, Webb, and Golub-Sass 2009). Research on excessive discounting of the future suggests that removing the lure of immediate rewards by pre-committing to decisions, or elaborating the value of future rewards can both make decisions more future-oriented. In this article, we explore a third and complementary route, one that deals not with present and future rewards, but with present and future selves. In line with thinkers who have suggested that people may fail, through a lack of belief or imagination, to identify with their future selves (Parfit 1971; Schelling 1984), we propose that allowing people to interact with age-progressed renderings of themselves will cause them to allocate more resources toward the future. In four studies, participants interacted with realistic computer renderings of their future selves using immersive virtual reality hardware and interactive decision aids. In all cases, those who interacted with virtual future selves exhibited an increased tendency to accept later monetary rewards over immediate ones.

  18. The effects of multiview depth video compression on multiview rendering

    NARCIS (Netherlands)

    Merkle, P.; Morvan, Y.; Smolic, A.; Farin, D.S.; Mueller, K.; With, de P.H.N.; Wiegang, T.

    2009-01-01

    This article investigates the interaction between different techniques for depth compression and view synthesis rendering with multiview video plus scene depth data. Two different approaches for depth coding are compared, namely H.264/MVC, using temporal and inter-view reference images for efficient

  19. Clustered deep shadow maps for integrated polyhedral and volume rendering

    KAUST Repository

    Bornik, Alexander

    2012-01-01

    This paper presents a hardware-accelerated approach for shadow computation in scenes containing both complex volumetric objects and polyhedral models. Our system is the first hardware accelerated complete implementation of deep shadow maps, which unifies the computation of volumetric and geometric shadows. Up to now such unified computation was limited to software-only rendering . Previous hardware accelerated techniques can handle only geometric or only volumetric scenes - both resulting in the loss of important properties of the original concept. Our approach supports interactive rendering of polyhedrally bounded volumetric objects on the GPU based on ray casting. The ray casting can be conveniently used for both the shadow map computation and the rendering. We show how anti-aliased high-quality shadows are feasible in scenes composed of multiple overlapping translucent objects, and how sparse scenes can be handled efficiently using clustered deep shadow maps. © 2012 Springer-Verlag.

  20. Rendering of Gemstones

    OpenAIRE

    Krtek, Lukáš

    2012-01-01

    The distinctive appearance of gemstones is caused by the way light reflects and refracts multiple times inside of them. The goal of this thesis is to design and implement an application for photorealistic rendering of gems. The most important effects we aim for are realistic dispersion of light and refractive caustics. For rendering we use well-known algorithm of path tracing with an experimental modification for faster computation of caustic effects. In this thesis we also design and impleme...

  1. Irregular Morphing for Real-Time Rendering of Large Terrain

    Directory of Open Access Journals (Sweden)

    S. Kalem

    2016-06-01

    Full Text Available The following paper proposes an alternative approach to the real-time adaptive triangulation problem. A new region-based multi-resolution approach for terrain rendering is described which improves on-the-fly the distribution of the density of triangles inside the tile after selecting appropriate Level-Of-Detail by an adaptive sampling. This proposed approach organizes the heightmap into a QuadTree of tiles that are processed independently. This technique combines the benefits of both Triangular Irregular Network approach and region-based multi-resolution approach by improving the distribution of the density of triangles inside the tile. Our technique morphs the initial regular grid of the tile to deformed grid in order to minimize approximation error. The proposed technique strives to combine large tile size and real-time processing while guaranteeing an upper bound on the screen space error. Thus, this approach adapts terrain rendering process to local surface characteristics and enables on-the-fly handling of large amount of terrain data. Morphing is based-on the multi-resolution wavelet analysis. The use of the D2WT multi-resolution analysis of the terrain height-map speeds up processing and permits to satisfy an interactive terrain rendering. Tests and experiments demonstrate that Haar B-Spline wavelet, well known for its properties of localization and its compact support, is suitable for fast and accurate redistribution. Such technique could be exploited in client-server architecture for supporting interactive high-quality remote visualization of very large terrain.

  2. The Role of the Patrimonial Result Account in Rendering Performance in the Secondary Educational Institutions

    Directory of Open Access Journals (Sweden)

    Daniela Vitan

    2016-01-01

    Full Text Available Through its tools, in particular through patrimonial result account, accounting gives information about the performance in the secondary educational institutions and beyond. In the work ”Informational valence regarding the role of the patrimonial result account in rendering performance at secondary educational institutions” it is presented an analysis model of the performance in the pre-university education institutions based on the economic-financial indicators. These indicator simply an analysis of the dynamics and structure of revenues, costs, results and enable the knowledge of the resource management in order to cover expenses from the revenue, their evolution and their total balance. The analysis was based on hypothetical data over a period of two years, and after this period it was determined that the institution has managed to maintain its level of efficiency in resource management.

  3. Haptic rendering foundations, algorithms, and applications

    CERN Document Server

    Lin, Ming C

    2008-01-01

    For a long time, human beings have dreamed of a virtual world where it is possible to interact with synthetic entities as if they were real. It has been shown that the ability to touch virtual objects increases the sense of presence in virtual environments. This book provides an authoritative overview of state-of-theart haptic rendering algorithms and their applications. The authors examine various approaches and techniques for designing touch-enabled interfaces for a number of applications, including medical training, model design, and maintainability analysis for virtual prototyping, scienti

  4. GPU Pro 4 advanced rendering techniques

    CERN Document Server

    Engel, Wolfgang

    2013-01-01

    GPU Pro4: Advanced Rendering Techniques presents ready-to-use ideas and procedures that can help solve many of your day-to-day graphics programming challenges. Focusing on interactive media and games, the book covers up-to-date methods producing real-time graphics. Section editors Wolfgang Engel, Christopher Oat, Carsten Dachsbacher, Michal Valient, Wessam Bahnassi, and Sebastien St-Laurent have once again assembled a high-quality collection of cutting-edge techniques for advanced graphics processing unit (GPU) programming. Divided into six sections, the book begins with discussions on the abi

  5. View compensated compression of volume rendered images for remote visualization.

    Science.gov (United States)

    Lalgudi, Hariharan G; Marcellin, Michael W; Bilgin, Ali; Oh, Han; Nadar, Mariappan S

    2009-07-01

    Remote visualization of volumetric images has gained importance over the past few years in medical and industrial applications. Volume visualization is a computationally intensive process, often requiring hardware acceleration to achieve a real time viewing experience. One remote visualization model that can accomplish this would transmit rendered images from a server, based on viewpoint requests from a client. For constrained server-client bandwidth, an efficient compression scheme is vital for transmitting high quality rendered images. In this paper, we present a new view compensation scheme that utilizes the geometric relationship between viewpoints to exploit the correlation between successive rendered images. The proposed method obviates motion estimation between rendered images, enabling significant reduction to the complexity of a compressor. Additionally, the view compensation scheme, in conjunction with JPEG2000 performs better than AVC, the state of the art video compression standard.

  6. Transformative Rendering of Internet Resources

    Science.gov (United States)

    2012-10-01

    using either the Firefox or Google Chrome rendering engine. The rendering server then captures a screen shot of the page and creates code that positions...be compromised at web pages the hackers had built for that hacking competition to exploit that particular OS /browser configuration. During...of risk with no benefit. They include: - The rendering server is hosted on a Linux-based operating system ( OS ). The OS is much more secure than the

  7. Matching rendered and real world images by digital image processing

    Science.gov (United States)

    Mitjà, Carles; Bover, Toni; Bigas, Miquel; Escofet, Jaume

    2010-05-01

    Recent advances in computer-generated images (CGI) have been used in commercial and industrial photography providing a broad scope in product advertising. Mixing real world images with those rendered from virtual space software shows a more or less visible mismatching between corresponding image quality performance. Rendered images are produced by software which quality performance is only limited by the resolution output. Real world images are taken with cameras with some amount of image degradation factors as lens residual aberrations, diffraction, sensor low pass anti aliasing filters, color pattern demosaicing, etc. The effect of all those image quality degradation factors can be characterized by the system Point Spread Function (PSF). Because the image is the convolution of the object by the system PSF, its characterization shows the amount of image degradation added to any taken picture. This work explores the use of image processing to degrade the rendered images following the parameters indicated by the real system PSF, attempting to match both virtual and real world image qualities. The system MTF is determined by the slanted edge method both in laboratory conditions and in the real picture environment in order to compare the influence of the working conditions on the device performance; an approximation to the system PSF is derived from the two measurements. The rendered images are filtered through a Gaussian filter obtained from the taking system PSF. Results with and without filtering are shown and compared measuring the contrast achieved in different final image regions.

  8. Interactive visualization of APT data at full fidelity

    International Nuclear Information System (INIS)

    Bryden, Aaron; Broderick, Scott; Suram, Santosh K.; Kaluskar, Kaustubh; LeSar, Richard; Rajan, Krishna

    2013-01-01

    Understanding the impact of noise and incomplete data is a critical need for using atom probe tomography effectively. Although many tools and techniques have been developed to address this problem, visualization of the raw data remains an important part of this process. In this paper, we present two contributions to the visualization of data acquired through atom probe tomography. First, we describe the application of a rendering technique, ray-cast spherical impostors, that enables the interactive rendering of large numbers (as large as 10 million plus) of pixel perfect, lit spheres representing individual atoms. This technique is made possible by the use of a consumer-level graphics processing unit (GPU), and it yields an order of magnitude improvement both in render quality and speed over techniques previously used to render spherical glyphs in this domain. Second, we present an interactive tool that allows the user to mask, filter, and colorize the data in real time to help them understand and visualize a precise subset and properties of the raw data. We demonstrate the effectiveness of our tool through benchmarks and an example that shows how the ability to interactively render large numbers of spheres, combined with the use of filters and masks, leads to improved understanding of the three-dimensional (3D) and incomplete nature of atom probe data. This improvement arises from the ability of lit spheres to more effectively show the 3D position and the local spatial distribution of individual atoms than what is possible with point or isosurface renderings. The techniques described in this paper serve to introduce new rendering and interaction techniques that have only recently become practical as well as new ways of interactively exploring the raw data. - Highlights: ► Application of spherical impostor rendering to atom probe data visualization. ► Presented an interactive tool for visualizing atom probe tomography data. ► Presented a comparison of

  9. Reflection curves—new computation and rendering techniques

    Directory of Open Access Journals (Sweden)

    Dan-Eugen Ulmet

    2004-05-01

    Full Text Available Reflection curves on surfaces are important tools for free-form surface interrogation. They are essential for industrial 3D CAD/CAM systems and for rendering purposes. In this note, new approaches regarding the computation and rendering of reflection curves on surfaces are introduced. These approaches are designed to take the advantage of the graphics libraries of recent releases of commercial systems such as the OpenInventor toolkit (developed by Silicon Graphics or Matlab (developed by The Math Works. A new relation between reflection curves and contour curves is derived; this theoretical result is used for a straightforward Matlab implementation of reflection curves. A new type of reflection curves is also generated using the OpenInventor texture and environment mapping implementations. This allows the computation, rendering, and animation of reflection curves at interactive rates, which makes it particularly useful for industrial applications.

  10. Simplification of Visual Rendering in Simulated Prosthetic Vision Facilitates Navigation.

    Science.gov (United States)

    Vergnieux, Victor; Macé, Marc J-M; Jouffrais, Christophe

    2017-09-01

    Visual neuroprostheses are still limited and simulated prosthetic vision (SPV) is used to evaluate potential and forthcoming functionality of these implants. SPV has been used to evaluate the minimum requirement on visual neuroprosthetic characteristics to restore various functions such as reading, objects and face recognition, object grasping, etc. Some of these studies focused on obstacle avoidance but only a few investigated orientation or navigation abilities with prosthetic vision. The resolution of current arrays of electrodes is not sufficient to allow navigation tasks without additional processing of the visual input. In this study, we simulated a low resolution array (15 × 18 electrodes, similar to a forthcoming generation of arrays) and evaluated the navigation abilities restored when visual information was processed with various computer vision algorithms to enhance the visual rendering. Three main visual rendering strategies were compared to a control rendering in a wayfinding task within an unknown environment. The control rendering corresponded to a resizing of the original image onto the electrode array size, according to the average brightness of the pixels. In the first rendering strategy, vision distance was limited to 3, 6, or 9 m, respectively. In the second strategy, the rendering was not based on the brightness of the image pixels, but on the distance between the user and the elements in the field of view. In the last rendering strategy, only the edges of the environments were displayed, similar to a wireframe rendering. All the tested renderings, except the 3 m limitation of the viewing distance, improved navigation performance and decreased cognitive load. Interestingly, the distance-based and wireframe renderings also improved the cognitive mapping of the unknown environment. These results show that low resolution implants are usable for wayfinding if specific computer vision algorithms are used to select and display appropriate

  11. Remote parallel rendering for high-resolution tiled display walls

    KAUST Repository

    Nachbaur, Daniel; Dumusc, Raphael; Bilgili, Ahmet; Hernando, Juan; Eilemann, Stefan

    2014-01-01

    © 2014 IEEE. We present a complete, robust and simple to use hardware and software stack delivering remote parallel rendering of complex geometrical and volumetric models to high resolution tiled display walls in a production environment. We describe the setup and configuration, present preliminary benchmarks showing interactive framerates, and describe our contributions for a seamless integration of all the software components.

  12. Remote parallel rendering for high-resolution tiled display walls

    KAUST Repository

    Nachbaur, Daniel

    2014-11-01

    © 2014 IEEE. We present a complete, robust and simple to use hardware and software stack delivering remote parallel rendering of complex geometrical and volumetric models to high resolution tiled display walls in a production environment. We describe the setup and configuration, present preliminary benchmarks showing interactive framerates, and describe our contributions for a seamless integration of all the software components.

  13. Sketchy Rendering for Information Visualization

    NARCIS (Netherlands)

    Wood, Jo; Isenberg, Petra; Isenberg, Tobias; Dykes, Jason; Boukhelifa, Nadia; Slingsby, Aidan

    2012-01-01

    We present and evaluate a framework for constructing sketchy style information visualizations that mimic data graphics drawn by hand. We provide an alternative renderer for the Processing graphics environment that redefines core drawing primitives including line, polygon and ellipse rendering. These

  14. Real-time photorealistic stereoscopic rendering of fire

    Science.gov (United States)

    Rose, Benjamin M.; McAllister, David F.

    2007-02-01

    We propose a method for real-time photorealistic stereo rendering of the natural phenomenon of fire. Applications include the use of virtual reality in fire fighting, military training, and entertainment. Rendering fire in real-time presents a challenge because of the transparency and non-static fluid-like behavior of fire. It is well known that, in general, methods that are effective for monoscopic rendering are not necessarily easily extended to stereo rendering because monoscopic methods often do not provide the depth information necessary to produce the parallax required for binocular disparity in stereoscopic rendering. We investigate the existing techniques used for monoscopic rendering of fire and discuss their suitability for extension to real-time stereo rendering. Methods include the use of precomputed textures, dynamic generation of textures, and rendering models resulting from the approximation of solutions of fluid dynamics equations through the use of ray-tracing algorithms. We have found that in order to attain real-time frame rates, our method based on billboarding is effective. Slicing is used to simulate depth. Texture mapping or 2D images are mapped onto polygons and alpha blending is used to treat transparency. We can use video recordings or prerendered high-quality images of fire as textures to attain photorealistic stereo.

  15. A new framework for interactive quality assessment with application to light field coding

    Science.gov (United States)

    Viola, Irene; Ebrahimi, Touradj

    2017-09-01

    In recent years, light field has experienced a surge of popularity, mainly due to the recent advances in acquisition and rendering technologies that have made it more accessible to the public. Thanks to image-based rendering techniques, light field contents can be rendered in real time on common 2D screens, allowing virtual navigation through the captured scenes in an interactive fashion. However, this richer representation of the scene poses the problem of reliable quality assessments for light field contents. In particular, while subjective methodologies that enable interaction have already been proposed, no work has been done on assessing how users interact with light field contents. In this paper, we propose a new framework to subjectively assess the quality of light field contents in an interactive manner and simultaneously track users behaviour. The framework is successfully used to perform subjective assessment of two coding solutions. Moreover, statistical analysis performed on the results shows interesting correlation between subjective scores and average interaction time.

  16. Transform coding for hardware-accelerated volume rendering.

    Science.gov (United States)

    Fout, Nathaniel; Ma, Kwan-Liu

    2007-01-01

    Hardware-accelerated volume rendering using the GPU is now the standard approach for real-time volume rendering, although limited graphics memory can present a problem when rendering large volume data sets. Volumetric compression in which the decompression is coupled to rendering has been shown to be an effective solution to this problem; however, most existing techniques were developed in the context of software volume rendering, and all but the simplest approaches are prohibitive in a real-time hardware-accelerated volume rendering context. In this paper we present a novel block-based transform coding scheme designed specifically with real-time volume rendering in mind, such that the decompression is fast without sacrificing compression quality. This is made possible by consolidating the inverse transform with dequantization in such a way as to allow most of the reprojection to be precomputed. Furthermore, we take advantage of the freedom afforded by off-line compression in order to optimize the encoding as much as possible while hiding this complexity from the decoder. In this context we develop a new block classification scheme which allows us to preserve perceptually important features in the compression. The result of this work is an asymmetric transform coding scheme that allows very large volumes to be compressed and then decompressed in real-time while rendering on the GPU.

  17. Specification and time required for the application of a lime-based render inside historic buildings

    Directory of Open Access Journals (Sweden)

    Vasco Peixoto de Freitas

    2008-01-01

    Full Text Available Intervention in ancient buildings with historical and architectural value requires traditional techniques, such as the use of lime mortars for internal and external wall renderings. In order to ensure the desired performance, these rendering mortars must be rigorously specified and quality controls have to be performed during application. The choice of mortar composition should take account of factors such as compatibility with the substrate, mechanical requirements and water behaviour. The construction schedule, which used to be considered a second order variable, nowadays plays a decisive role in the selection of the rendering technique, given its effects upon costs. How should lime-based mortars be specified? How much time is required for the application and curing of a lime-based render? This paper reflects upon the feasibility of using traditional lime mortars in three-layer renders inside churches and monasteries under adverse hygrothermal conditions and when time is critical. A case study is presented in which internal lime mortar renderings were applied in a church in Northern Portugal, where the very high relative humidity meant that several months were necessary before the drying process was complete.

  18. Water driven leaching of biocides from paints and renders

    DEFF Research Database (Denmark)

    Bester, Kai; Vollertsen, Jes; Bollmann, Ulla E

    ) were so high, that rather professional urban gardening (flower and greenhouses) than handling of biocides from construction materials seem to be able to explain the findings. While the use in agriculture is restricted, the use in greenhouses is currently considered legal in Denmark. Leaching....../partitioning: Considering material properties, it was found out that, for all of the compounds the sorption (and leaching) is highly pH-dependent. It must be take into account that the pH in the porewater of the tested render materials is between 9 and 10 while the rainwater is around 5, thus making prediction difficult...... at this stage. For some of the compounds the sorption is dependent on the amount of polymer in the render, while it is only rarely of importance which polymer is used. Considering the interaction of weather with the leaching of biocides from real walls it turned out that a lot of parameters such as irradiation...

  19. Sparse PDF Volumes for Consistent Multi-Resolution Volume Rendering

    KAUST Repository

    Sicat, Ronell Barrera

    2014-12-31

    This paper presents a new multi-resolution volume representation called sparse pdf volumes, which enables consistent multi-resolution volume rendering based on probability density functions (pdfs) of voxel neighborhoods. These pdfs are defined in the 4D domain jointly comprising the 3D volume and its 1D intensity range. Crucially, the computation of sparse pdf volumes exploits data coherence in 4D, resulting in a sparse representation with surprisingly low storage requirements. At run time, we dynamically apply transfer functions to the pdfs using simple and fast convolutions. Whereas standard low-pass filtering and down-sampling incur visible differences between resolution levels, the use of pdfs facilitates consistent results independent of the resolution level used. We describe the efficient out-of-core computation of large-scale sparse pdf volumes, using a novel iterative simplification procedure of a mixture of 4D Gaussians. Finally, our data structure is optimized to facilitate interactive multi-resolution volume rendering on GPUs.

  20. Physically based rendering from theory to implementation

    CERN Document Server

    Pharr, Matt

    2010-01-01

    "Physically Based Rendering, 2nd Edition" describes both the mathematical theory behind a modern photorealistic rendering system as well as its practical implementation. A method - known as 'literate programming'- combines human-readable documentation and source code into a single reference that is specifically designed to aid comprehension. The result is a stunning achievement in graphics education. Through the ideas and software in this book, you will learn to design and employ a full-featured rendering system for creating stunning imagery. This book features new sections on subsurface scattering, Metropolis light transport, precomputed light transport, multispectral rendering, and much more. It includes a companion site complete with source code for the rendering system described in the book, with support for Windows, OS X, and Linux. Code and text are tightly woven together through a unique indexing feature that lists each function, variable, and method on the page that they are first described.

  1. Hardware-accelerated Point Generation and Rendering of Point-based Impostors

    DEFF Research Database (Denmark)

    Bærentzen, Jakob Andreas

    2005-01-01

    This paper presents a novel scheme for generating points from triangle models. The method is fast and lends itself well to implementation using graphics hardware. The triangle to point conversion is done by rendering the models, and the rendering may be performed procedurally or by a black box API....... I describe the technique in detail and discuss how the generated point sets can easily be used as impostors for the original triangle models used to create the points. Since the points reside solely in GPU memory, these impostors are fairly efficient. Source code is available online....

  2. FluoRender: joint freehand segmentation and visualization for many-channel fluorescence data analysis.

    Science.gov (United States)

    Wan, Yong; Otsuna, Hideo; Holman, Holly A; Bagley, Brig; Ito, Masayoshi; Lewis, A Kelsey; Colasanto, Mary; Kardon, Gabrielle; Ito, Kei; Hansen, Charles

    2017-05-26

    Image segmentation and registration techniques have enabled biologists to place large amounts of volume data from fluorescence microscopy, morphed three-dimensionally, onto a common spatial frame. Existing tools built on volume visualization pipelines for single channel or red-green-blue (RGB) channels have become inadequate for the new challenges of fluorescence microscopy. For a three-dimensional atlas of the insect nervous system, hundreds of volume channels are rendered simultaneously, whereas fluorescence intensity values from each channel need to be preserved for versatile adjustment and analysis. Although several existing tools have incorporated support of multichannel data using various strategies, the lack of a flexible design has made true many-channel visualization and analysis unavailable. The most common practice for many-channel volume data presentation is still converting and rendering pseudosurfaces, which are inaccurate for both qualitative and quantitative evaluations. Here, we present an alternative design strategy that accommodates the visualization and analysis of about 100 volume channels, each of which can be interactively adjusted, selected, and segmented using freehand tools. Our multichannel visualization includes a multilevel streaming pipeline plus a triple-buffer compositing technique. Our method also preserves original fluorescence intensity values on graphics hardware, a crucial feature that allows graphics-processing-unit (GPU)-based processing for interactive data analysis, such as freehand segmentation. We have implemented the design strategies as a thorough restructuring of our original tool, FluoRender. The redesign of FluoRender not only maintains the existing multichannel capabilities for a greatly extended number of volume channels, but also enables new analysis functions for many-channel data from emerging biomedical-imaging techniques.

  3. Advanced Material Rendering in Blender

    Czech Academy of Sciences Publication Activity Database

    Hatka, Martin; Haindl, Michal

    2012-01-01

    Roč. 11, č. 2 (2012), s. 15-23 ISSN 1081-1451 R&D Projects: GA ČR GAP103/11/0335; GA ČR GA102/08/0593 Grant - others:CESNET(CZ) 387/2010; CESNET(CZ) 409/2011 Institutional support: RVO:67985556 Keywords : realistic material rendering * bidirectional texture function * Blender Subject RIV: BD - Theory of Information http://library.utia.cas.cz/separaty/2013/RO/haindl-advanced material rendering in blender.pdf

  4. RenderSelect: a Cloud Broker Framework for Cloud Renderfarm Services

    OpenAIRE

    Ruby, Annette J; Aisha, Banu W; Subash, Chandran P

    2016-01-01

    In the 3D studios the animation scene files undergo a process called as rendering, where the 3D wire frame models are converted into 3D photorealistic images. As the rendering process is both a computationally intensive and a time consuming task, the cloud services based rendering in cloud render farms is gaining popularity among the animators. Though cloud render farms offer many benefits, the animators hesitate to move from their traditional offline rendering to cloud services based render ...

  5. Use of volume-rendered images in registration of nuclear medicine studies

    International Nuclear Information System (INIS)

    Wallis, J.W.; Miller, T.R.; Hsu, S.S.

    1995-01-01

    A simple operator-guided alignment technique based on volume-rendered images was developed to register tomographic nuclear medicine studies. For each of 2 three-dimensional data sets to be registered, volume-rendered images were generated in 3 orthogonal projections (x,y,z) using the method of maximum-activity projection. Registration was achieved as follows: (a) One of the rendering orientations (e.g. x) was chosen for manipulation; (b) The two dimensional rendering was translated and rotated under operator control to achieve the best alignment as determined by visual assessment; (c) This rotation and translation was then applied to the underlying three-dimensional data set, with updating of the rendered images in each of the orthogonal projections; (d) Another orientation was chosen, and the process repeated. Since manipulation was performed on the small two-dimensional rendered image, feedback was instantaneous. To aid in the visual alignment, difference images and flicker images (toggling between the two data sets) were displayed. Accuracy was assessed by analysis of separate clinical data sets acquired without patient movement. After arbitrary rotation and translation of one of the two data sets, the 2 data sets were registered. Mean registration error was 0.36 pixels, corresponding to a 2.44 mm registration error. Thus, accurate registration can be achieved in under 10 minutes using this simple technique. The accuracy of registration was assessed with use of duplicate SPECT studies originating from separate reconstructions of the data from each of the detectors of a triple-head gamma camera

  6. Interactive visual exploration of a trillion particles

    KAUST Repository

    Schatz, Karsten

    2017-03-10

    We present a method for the interactive exploration of tera-scale particle data sets. Such data sets arise from molecular dynamics, particle-based fluid simulation, and astrophysics. Our visualization technique provides a focus+context view of the data that runs interactively on commodity hardware. The method is based on a hybrid multi-scale rendering architecture, which renders the context as a hierarchical density volume. Fine details in the focus are visualized using direct particle rendering. In addition, clusters like dark matter halos can be visualized as semi-transparent spheres enclosing the particles. Since the detail data is too large to be stored in main memory, our approach uses an out-of-core technique that streams data on demand. Our technique is designed to take advantage of a dual-GPU configuration, in which the workload is split between the GPUs based on the type of data. Structural features in the data are visually enhanced using advanced rendering and shading techniques. To allow users to easily identify interesting locations even in overviews, both the focus and context view use color tables to show data attributes on the respective scale. We demonstrate that our technique achieves interactive performance on a one trillionpar-ticle data set from the DarkSky simulation.

  7. Image Based Rendering and Virtual Reality

    DEFF Research Database (Denmark)

    Livatino, Salvatore

    The Presentation concerns with an overview of Image Based Rendering approaches and their use on Virtual Reality, including Virtual Photography and Cinematography, and Mobile Robot Navigation.......The Presentation concerns with an overview of Image Based Rendering approaches and their use on Virtual Reality, including Virtual Photography and Cinematography, and Mobile Robot Navigation....

  8. The Visualization Toolkit (VTK): Rewriting the rendering code for modern graphics cards

    Science.gov (United States)

    Hanwell, Marcus D.; Martin, Kenneth M.; Chaudhary, Aashish; Avila, Lisa S.

    2015-09-01

    The Visualization Toolkit (VTK) is an open source, permissively licensed, cross-platform toolkit for scientific data processing, visualization, and data analysis. It is over two decades old, originally developed for a very different graphics card architecture. Modern graphics cards feature fully programmable, highly parallelized architectures with large core counts. VTK's rendering code was rewritten to take advantage of modern graphics cards, maintaining most of the toolkit's programming interfaces. This offers the opportunity to compare the performance of old and new rendering code on the same systems/cards. Significant improvements in rendering speeds and memory footprints mean that scientific data can be visualized in greater detail than ever before. The widespread use of VTK means that these improvements will reap significant benefits.

  9. Parametric Analysis to Study the Influence of Aerogel-Based Renders' Components on Thermal and Mechanical Performance.

    Science.gov (United States)

    Ximenes, Sofia; Silva, Ana; Soares, António; Flores-Colen, Inês; de Brito, Jorge

    2016-05-04

    Statistical models using multiple linear regression are some of the most widely used methods to study the influence of independent variables in a given phenomenon. This study's objective is to understand the influence of the various components of aerogel-based renders on their thermal and mechanical performance, namely cement (three types), fly ash, aerial lime, silica sand, expanded clay, type of aerogel, expanded cork granules, expanded perlite, air entrainers, resins (two types), and rheological agent. The statistical analysis was performed using SPSS (Statistical Package for Social Sciences), based on 85 mortar mixes produced in the laboratory and on their values of thermal conductivity and compressive strength obtained using tests in small-scale samples. The results showed that aerial lime assumes the main role in improving the thermal conductivity of the mortars. Aerogel type, fly ash, expanded perlite and air entrainers are also relevant components for a good thermal conductivity. Expanded clay can improve the mechanical behavior and aerogel has the opposite effect.

  10. Earth mortars and earth-lime renders

    Directory of Open Access Journals (Sweden)

    Maria Fernandes

    2008-01-01

    Full Text Available Earth surface coatings play a decorative architectural role, apart from their function as wall protection. In Portuguese vernacular architecture, earth mortars were usually applied on stone masonry, while earth renders and plasters were used on indoors surface coatings. Limestone exists only in certain areas of the country and consequently lime was not easily available everywhere, especially on granite and schist regions where stone masonry was a current building technique. In the central west coast of Portugal, the lime slaking procedure entailed slaking the quicklime mixed with earth (sandy soil, in a pit; the resulting mixture would then be combined in a mortar or plaster. This was also the procedure for manufactured adobes stabilized with lime. Adobe buildings with earth-lime renderings and plasters were also traditional in the same region, using lime putty and lime wash for final coat and decoration. Classic decoration on earth architecture from the 18th-19th century was in many countries a consequence of the François Cointeraux (1740-1830 manuals - Les Cahiers d'Architecture Rurale" (1793 - a French guide for earth architecture and building construction. This manual arrived to Portugal in the beginning of XIX century, but was never translated to Portuguese. References about decoration for earth houses were explained on this manual, as well as procedures about earth-lime renders and ornamentation of earth walls; in fact, these procedures are exactly the same as the ones used in adobe buildings in this Portuguese region. The specific purpose of the present paper is to show some cases of earth mortars, renders and plasters on stone buildings in Portugal and to explain the methods of producing earth-lime renders, and also to show some examples of rendering and coating with earth-lime in Portuguese adobe vernacular architecture.

  11. Cement-Based Renders Manufactured with Phase-Change Materials: Applications and Feasibility

    Directory of Open Access Journals (Sweden)

    Luigi Coppola

    2016-01-01

    Full Text Available The paper focuses on the evaluation of the rheological and mechanical performances of cement-based renders manufactured with phase-change materials (PCM in form of microencapsulated paraffin for innovative and ecofriendly residential buildings. Specifically, cement-based renders were manufactured by incorporating different amount of paraffin microcapsules—ranging from 5% to 20% by weight with respect to binder. Specific mass, entrained or entrapped air, and setting time were evaluated on fresh mortars. Compressive strength was measured over time to evaluate the effect of the PCM addition on the hydration kinetics of cement. Drying shrinkage was also evaluated. Experimental results confirmed that the compressive strength decreases as the amount of PCM increases. Furthermore, the higher the PCM content, the higher the drying shrinkage. The results confirm the possibility of manufacturing cement-based renders containing up to 20% by weight of PCM microcapsules with respect to binder.

  12. Hybrid rendering of the chest and virtual bronchoscopy [corrected].

    Science.gov (United States)

    Seemann, M D; Seemann, O; Luboldt, W; Gebicke, K; Prime, G; Claussen, C D

    2000-10-30

    Thin-section spiral computed tomography was used to acquire the volume data sets of the thorax. The tracheobronchial system and pathological changes of the chest were visualized using a color-coded surface rendering method. The structures of interest were then superimposed on a volume rendering of the other thoracic structures, thus producing a hybrid rendering. The hybrid rendering technique exploit the advantages of both rendering methods and enable virtual bronchoscopic examinations using different representation models. Virtual bronchoscopic examinations with a transparent color-coded shaded-surface model enables the simultaneous visualization of both the airways and the adjacent structures behind of the tracheobronchial wall and therefore, offers a practical alternative to fiberoptic bronchoscopy. Hybrid rendering and virtual endoscopy obviate the need for time consuming detailed analysis and presentation of axial source images.

  13. [Hybrid 3-D rendering of the thorax and surface-based virtual bronchoscopy in surgical and interventional therapy control].

    Science.gov (United States)

    Seemann, M D; Gebicke, K; Luboldt, W; Albes, J M; Vollmar, J; Schäfer, J F; Beinert, T; Englmeier, K H; Bitzer, M; Claussen, C D

    2001-07-01

    The aim of this study was to demonstrate the possibilities of a hybrid rendering method, the combination of a color-coded surface and volume rendering method, with the feasibility of performing surface-based virtual endoscopy with different representation models in the operative and interventional therapy control of the chest. In 6 consecutive patients with partial lung resection (n = 2) and lung transplantation (n = 4) a thin-section spiral computed tomography of the chest was performed. The tracheobronchial system and the introduced metallic stents were visualized using a color-coded surface rendering method. The remaining thoracic structures were visualized using a volume rendering method. For virtual bronchoscopy, the tracheobronchial system was visualized using a triangle surface model, a shaded-surface model and a transparent shaded-surface model. The hybrid 3D visualization uses the advantages of both the color-coded surface and volume rendering methods and facilitates a clear representation of the tracheobronchial system and the complex topographical relationship of morphological and pathological changes without loss of diagnostic information. Performing virtual bronchoscopy with the transparent shaded-surface model facilitates a reasonable to optimal, simultaneous visualization and assessment of the surface structure of the tracheobronchial system and the surrounding mediastinal structures and lesions. Hybrid rendering relieve the morphological assessment of anatomical and pathological changes without the need for time-consuming detailed analysis and presentation of source images. Performing virtual bronchoscopy with a transparent shaded-surface model offers a promising alternative to flexible fiberoptic bronchoscopy.

  14. A unified framework for building high performance DVEs

    Science.gov (United States)

    Lei, Kaibin; Ma, Zhixia; Xiong, Hua

    2011-10-01

    A unified framework for integrating PC cluster based parallel rendering with distributed virtual environments (DVEs) is presented in this paper. While various scene graphs have been proposed in DVEs, it is difficult to enable collaboration of different scene graphs. This paper proposes a technique for non-distributed scene graphs with the capability of object and event distribution. With the increase of graphics data, DVEs require more powerful rendering ability. But general scene graphs are inefficient in parallel rendering. The paper also proposes a technique to connect a DVE and a PC cluster based parallel rendering environment. A distributed multi-player video game is developed to show the interaction of different scene graphs and the parallel rendering performance on a large tiled display wall.

  15. An interactive tool for CT volume rendering and sagittal plane-picking of the prostate for radiotherapy treatment planning

    International Nuclear Information System (INIS)

    Jani, Ashesh B.; Pelizzari, Charles A.; Chen, George T.Y.; Grzezcszuk, Robert P.; Vijayakumar, Srinivasan

    1997-01-01

    Objective: Accurate and precise target volume and critical structure definition is a basic necessity in radiotherapy. The prostate, particularly the apex (an important potential site of recurrence in prostate cancer patients), is a challenging structure to define using any modality, including conventional axial CT. Invasive or expensive techniques, such as retrograde urethrography or MRI, could be avoided if localization of the prostate were possible using information already available on the planning CT. Our primary objective was to build a software tool to determine whether volume rendering and sagittal plane-picking, which are CT-based, noninvasive visualization techniques, were of utility in radiotherapy treatment planning for the prostate. Methods: Using AVS (Application Visualization System) on a Silicon Graphics Indigo 2 High Impact workstation, we have developed a tool that enables the clinician to efficiently navigate a CT volume and to use volume rendering and sagittal plane-picking to better define structures at any anatomic site. We applied the tool to the specific example of the prostate to compare the two visualization techniques with the current standard of axial CT. The prostate was defined on 80-slice CT scans (scanning thickness 4mm, pixel size 2mm x 2mm) of prostate cancer patients using axial CT images, volume-rendered CT images, and sagittal plane-picked images. Results: The navigation of the prostate using the different visualization techniques qualitatively demonstrated that the sagittal plane-picked images, and even more so the volume-rendered images, revealed the prostate (particularly the lower border) better in relationship to the surrounding regional anatomy (bladder, rectum, pelvis, and penile structures) than did the axial images. A quantitative comparison of the target volumes obtained by navigating using the different visualization techniques demonstrated that, when compared to the prostate volume defined on axial CT, a larger volume

  16. One-Dimensional Haptic Rendering Using Audio Speaker with Displacement Determined by Inductance

    Directory of Open Access Journals (Sweden)

    Avin Khera

    2016-03-01

    Full Text Available We report overall design considerations and preliminary results for a new haptic rendering device based on an audio loudspeaker. Our application models tissue properties during microsurgery. For example, the device could respond to the tip of a tool by simulating a particular tissue, displaying a desired compressibility and viscosity, giving way as the tissue is disrupted, or exhibiting independent motion, such as that caused by pulsations in blood pressure. Although limited to one degree of freedom and with a relatively small range of displacement compared to other available haptic rendering devices, our design exhibits high bandwidth, low friction, low hysteresis, and low mass. These features are consistent with modeling interactions with delicate tissues during microsurgery. In addition, our haptic rendering device is designed to be simple and inexpensive to manufacture, in part through an innovative method of measuring displacement by existing variations in the speaker’s inductance as the voice coil moves over the permanent magnet. Low latency and jitter are achieved by running the real-time simulation models on a dedicated microprocessor, while maintaining bidirectional communication with a standard laptop computer for user controls and data logging.

  17. A Virtual Reality System for PTCD Simulation Using Direct Visuo-Haptic Rendering of Partially Segmented Image Data.

    Science.gov (United States)

    Fortmeier, Dirk; Mastmeyer, Andre; Schröder, Julian; Handels, Heinz

    2016-01-01

    This study presents a new visuo-haptic virtual reality (VR) training and planning system for percutaneous transhepatic cholangio-drainage (PTCD) based on partially segmented virtual patient models. We only use partially segmented image data instead of a full segmentation and circumvent the necessity of surface or volume mesh models. Haptic interaction with the virtual patient during virtual palpation, ultrasound probing and needle insertion is provided. Furthermore, the VR simulator includes X-ray and ultrasound simulation for image-guided training. The visualization techniques are GPU-accelerated by implementation in Cuda and include real-time volume deformations computed on the grid of the image data. Computation on the image grid enables straightforward integration of the deformed image data into the visualization components. To provide shorter rendering times, the performance of the volume deformation algorithm is improved by a multigrid approach. To evaluate the VR training system, a user evaluation has been performed and deformation algorithms are analyzed in terms of convergence speed with respect to a fully converged solution. The user evaluation shows positive results with increased user confidence after a training session. It is shown that using partially segmented patient data and direct volume rendering is suitable for the simulation of needle insertion procedures such as PTCD.

  18. Efficient Algorithms for Real-Time GPU Volumetric Cloud Rendering with Enhanced Geometry

    Directory of Open Access Journals (Sweden)

    Carlos Jiménez de Parga

    2018-04-01

    Full Text Available This paper presents several new techniques for volumetric cloud rendering using efficient algorithms and data structures based on ray-tracing methods for cumulus generation, achieving an optimum balance between realism and performance. These techniques target applications such as flight simulations, computer games, and educational software, even with conventional graphics hardware. The contours of clouds are defined by implicit mathematical expressions or triangulated structures inside which volumetric rendering is performed. Novel techniques are used to reproduce the asymmetrical nature of clouds and the effects of light-scattering, with low computing costs. The work includes a new method to create randomized fractal clouds using a recursive grammar. The graphical results are comparable to those produced by state-of-the-art, hyper-realistic algorithms. These methods provide real-time performance, and are superior to particle-based systems. These outcomes suggest that our methods offer a good balance between realism and performance, and are suitable for use in the standard graphics industry.

  19. Optimization Model for Web Based Multimodal Interactive Simulations.

    Science.gov (United States)

    Halic, Tansel; Ahn, Woojin; De, Suvranu

    2015-07-15

    This paper presents a technique for optimizing the performance of web based multimodal interactive simulations. For such applications where visual quality and the performance of simulations directly influence user experience, overloading of hardware resources may result in unsatisfactory reduction in the quality of the simulation and user satisfaction. However, optimization of simulation performance on individual hardware platforms is not practical. Hence, we present a mixed integer programming model to optimize the performance of graphical rendering and simulation performance while satisfying application specific constraints. Our approach includes three distinct phases: identification, optimization and update . In the identification phase, the computing and rendering capabilities of the client device are evaluated using an exploratory proxy code. This data is utilized in conjunction with user specified design requirements in the optimization phase to ensure best possible computational resource allocation. The optimum solution is used for rendering (e.g. texture size, canvas resolution) and simulation parameters (e.g. simulation domain) in the update phase. Test results are presented on multiple hardware platforms with diverse computing and graphics capabilities to demonstrate the effectiveness of our approach.

  20. Moisture movements in render on brick wall

    DEFF Research Database (Denmark)

    Hansen, Kurt Kielsgaard; Munch, Thomas Astrup; Thorsen, Peter Schjørmann

    2003-01-01

    A three-layer render on brick wall used for building facades is studied in the laboratory. The vertical render surface is held in contact with water for 24 hours simulating driving rain while it is measured with non-destructive X-ray equipment every hour in order to follow the moisture front...

  1. Sketchy Rendering for Information Visualization.

    Science.gov (United States)

    Wood, J; Isenberg, P; Isenberg, T; Dykes, J; Boukhelifa, N; Slingsby, A

    2012-12-01

    We present and evaluate a framework for constructing sketchy style information visualizations that mimic data graphics drawn by hand. We provide an alternative renderer for the Processing graphics environment that redefines core drawing primitives including line, polygon and ellipse rendering. These primitives allow higher-level graphical features such as bar charts, line charts, treemaps and node-link diagrams to be drawn in a sketchy style with a specified degree of sketchiness. The framework is designed to be easily integrated into existing visualization implementations with minimal programming modification or design effort. We show examples of use for statistical graphics, conveying spatial imprecision and for enhancing aesthetic and narrative qualities of visualization. We evaluate user perception of sketchiness of areal features through a series of stimulus-response tests in order to assess users' ability to place sketchiness on a ratio scale, and to estimate area. Results suggest relative area judgment is compromised by sketchy rendering and that its influence is dependent on the shape being rendered. They show that degree of sketchiness may be judged on an ordinal scale but that its judgement varies strongly between individuals. We evaluate higher-level impacts of sketchiness through user testing of scenarios that encourage user engagement with data visualization and willingness to critique visualization design. Results suggest that where a visualization is clearly sketchy, engagement may be increased and that attitudes to participating in visualization annotation are more positive. The results of our work have implications for effective information visualization design that go beyond the traditional role of sketching as a tool for prototyping or its use for an indication of general uncertainty.

  2. Local and Global Illumination in the Volume Rendering Integral

    Energy Technology Data Exchange (ETDEWEB)

    Max, N; Chen, M

    2005-10-21

    This article is intended as an update of the major survey by Max [1] on optical models for direct volume rendering. It provides a brief overview of the subject scope covered by [1], and brings recent developments, such as new shadow algorithms and refraction rendering, into the perspective. In particular, we examine three fundamentals aspects of direct volume rendering, namely the volume rendering integral, local illumination models and global illumination models, in a wavelength-independent manner. We review the developments on spectral volume rendering, in which visible light are considered as a form of electromagnetic radiation, optical models are implemented in conjunction with representations of spectral power distribution. This survey can provide a basis for, and encourage, new efforts for developing and using complex illumination models to achieve better realism and perception through optical correctness.

  3. SPATIOTEMPORAL VISUALIZATION OF TIME-SERIES SATELLITE-DERIVED CO2 FLUX DATA USING VOLUME RENDERING AND GPU-BASED INTERPOLATION ON A CLOUD-DRIVEN DIGITAL EARTH

    Directory of Open Access Journals (Sweden)

    S. Wu

    2017-10-01

    Full Text Available The ocean carbon cycle has a significant influence on global climate, and is commonly evaluated using time-series satellite-derived CO2 flux data. Location-aware and globe-based visualization is an important technique for analyzing and presenting the evolution of climate change. To achieve realistic simulation of the spatiotemporal dynamics of ocean carbon, a cloud-driven digital earth platform is developed to support the interactive analysis and display of multi-geospatial data, and an original visualization method based on our digital earth is proposed to demonstrate the spatiotemporal variations of carbon sinks and sources using time-series satellite data. Specifically, a volume rendering technique using half-angle slicing and particle system is implemented to dynamically display the released or absorbed CO2 gas. To enable location-aware visualization within the virtual globe, we present a 3D particlemapping algorithm to render particle-slicing textures onto geospace. In addition, a GPU-based interpolation framework using CUDA during real-time rendering is designed to obtain smooth effects in both spatial and temporal dimensions. To demonstrate the capabilities of the proposed method, a series of satellite data is applied to simulate the air-sea carbon cycle in the China Sea. The results show that the suggested strategies provide realistic simulation effects and acceptable interactive performance on the digital earth.

  4. Construction and Evaluation of an Ultra Low Latency Frameless Renderer for VR.

    Science.gov (United States)

    Friston, Sebastian; Steed, Anthony; Tilbury, Simon; Gaydadjiev, Georgi

    2016-04-01

    Latency - the delay between a user's action and the response to this action - is known to be detrimental to virtual reality. Latency is typically considered to be a discrete value characterising a delay, constant in time and space - but this characterisation is incomplete. Latency changes across the display during scan-out, and how it does so is dependent on the rendering approach used. In this study, we present an ultra-low latency real-time ray-casting renderer for virtual reality, implemented on an FPGA. Our renderer has a latency of ~1 ms from 'tracker to pixel'. Its frameless nature means that the region of the display with the lowest latency immediately follows the scan-beam. This is in contrast to frame-based systems such as those using typical GPUs, for which the latency increases as scan-out proceeds. Using a series of high and low speed videos of our system in use, we confirm its latency of ~1 ms. We examine how the renderer performs when driving a traditional sequential scan-out display on a readily available HMO, the Oculus Rift OK2. We contrast this with an equivalent apparatus built using a GPU. Using captured human head motion and a set of image quality measures, we assess the ability of these systems to faithfully recreate the stimuli of an ideal virtual reality system - one with a zero latency tracker, renderer and display running at 1 kHz. Finally, we examine the results of these quality measures, and how each rendering approach is affected by velocity of movement and display persistence. We find that our system, with a lower average latency, can more faithfully draw what the ideal virtual reality system would. Further, we find that with low display persistence, the sensitivity to velocity of both systems is lowered, but that it is much lower for ours.

  5. GPU Pro 5 advanced rendering techniques

    CERN Document Server

    Engel, Wolfgang

    2014-01-01

    In GPU Pro5: Advanced Rendering Techniques, section editors Wolfgang Engel, Christopher Oat, Carsten Dachsbacher, Michal Valient, Wessam Bahnassi, and Marius Bjorge have once again assembled a high-quality collection of cutting-edge techniques for advanced graphics processing unit (GPU) programming. Divided into six sections, the book covers rendering, lighting, effects in image space, mobile devices, 3D engine design, and compute. It explores rasterization of liquids, ray tracing of art assets that would otherwise be used in a rasterized engine, physically based area lights, volumetric light

  6. Innovative Lime Pozzolana Renders for Reconstruction of Historical Buildings

    International Nuclear Information System (INIS)

    Vejmelkova, E.; Maca, P.; Konvalinka, P.; Cerny, R.

    2011-01-01

    Bulk density, matrix density, open porosity, compressive strength, bending strength, water sorptivity, moisture diffusivity, water vapor diffusion coefficient, thermal conductivity, specific heat capacity and thermal diffusivity of two innovative renovation renders on limepozzolana basis are analyzed. The obtained results are compared with reference lime plaster and two commercial renovation renders, and conclusions on the applicability of the particular renders in practical reconstruction works are drawn. (author)

  7. The rendering context for stereoscopic 3D web

    Science.gov (United States)

    Chen, Qinshui; Wang, Wenmin; Wang, Ronggang

    2014-03-01

    3D technologies on the Web has been studied for many years, but they are basically monoscopic 3D. With the stereoscopic technology gradually maturing, we are researching to integrate the binocular 3D technology into the Web, creating a stereoscopic 3D browser that will provide users with a brand new experience of human-computer interaction. In this paper, we propose a novel approach to apply stereoscopy technologies to the CSS3 3D Transforms. Under our model, each element can create or participate in a stereoscopic 3D rendering context, in which 3D Transforms such as scaling, translation and rotation, can be applied and be perceived in a truly 3D space. We first discuss the underlying principles of stereoscopy. After that we discuss how these principles can be applied to the Web. A stereoscopic 3D browser with backward compatibility is also created for demonstration purposes. We take advantage of the open-source WebKit project, integrating the 3D display ability into the rendering engine of the web browser. For each 3D web page, our 3D browser will create two slightly different images, each representing the left-eye view and right-eye view, both to be combined on the 3D display to generate the illusion of depth. And as the result turns out, elements can be manipulated in a truly 3D space.

  8. Complex adaptation-based LDR image rendering for 3D image reconstruction

    Science.gov (United States)

    Lee, Sung-Hak; Kwon, Hyuk-Ju; Sohng, Kyu-Ik

    2014-07-01

    A low-dynamic tone-compression technique is developed for realistic image rendering that can make three-dimensional (3D) images similar to realistic scenes by overcoming brightness dimming in the 3D display mode. The 3D surround provides varying conditions for image quality, illuminant adaptation, contrast, gamma, color, sharpness, and so on. In general, gain/offset adjustment, gamma compensation, and histogram equalization have performed well in contrast compression; however, as a result of signal saturation and clipping effects, image details are removed and information is lost on bright and dark areas. Thus, an enhanced image mapping technique is proposed based on space-varying image compression. The performance of contrast compression is enhanced with complex adaptation in a 3D viewing surround combining global and local adaptation. Evaluating local image rendering in view of tone and color expression, noise reduction, and edge compensation confirms that the proposed 3D image-mapping model can compensate for the loss of image quality in the 3D mode.

  9. An image-based approach to the rendering of crowds in real-time

    OpenAIRE

    Tecchia, Franco

    2007-01-01

    The wide use of computer graphics in games, entertainment, medical, architectural and cultural applications, has led it to becoming a prevalent area of research. Games and entertainment in general have become one of the driving forces of the real-time computer graphics industry, bringing reasonably realistic, complex and appealing virtual worlds to the mass-market. At the current stage of technology, an user can interactively navigate through complex, polygon-based scenes rendered with sophis...

  10. Media Presentation Synchronisation for Non-monolithic Rendering Architectures

    NARCIS (Netherlands)

    I. Vaishnavi (Ishan); D.C.A. Bulterman (Dick); P.S. Cesar Garcia (Pablo Santiago); B. Gao (Bo)

    2007-01-01

    htmlabstractNon-monolithic renderers are physically distributed media playback engines. Non-monolithic renderers may use a number of different underlying network connection types to transmit media items belonging to a presentation. There is therefore a need for a media based and inter-network- type

  11. Extreme simplification and rendering of point sets using algebraic multigrid

    NARCIS (Netherlands)

    Reniers, D.; Telea, A.C.

    2009-01-01

    We present a novel approach for extreme simplification of point set models, in the context of real-time rendering. Point sets are often rendered using simple point primitives, such as oriented discs. However, this requires using many primitives to render even moderately simple shapes. Often, one

  12. Fast DRR splat rendering using common consumer graphics hardware

    International Nuclear Information System (INIS)

    Spoerk, Jakob; Bergmann, Helmar; Wanschitz, Felix; Dong, Shuo; Birkfellner, Wolfgang

    2007-01-01

    Digitally rendered radiographs (DRR) are a vital part of various medical image processing applications such as 2D/3D registration for patient pose determination in image-guided radiotherapy procedures. This paper presents a technique to accelerate DRR creation by using conventional graphics hardware for the rendering process. DRR computation itself is done by an efficient volume rendering method named wobbled splatting. For programming the graphics hardware, NVIDIAs C for Graphics (Cg) is used. The description of an algorithm used for rendering DRRs on the graphics hardware is presented, together with a benchmark comparing this technique to a CPU-based wobbled splatting program. Results show a reduction of rendering time by about 70%-90% depending on the amount of data. For instance, rendering a volume of 2x10 6 voxels is feasible at an update rate of 38 Hz compared to 6 Hz on a common Intel-based PC using the graphics processing unit (GPU) of a conventional graphics adapter. In addition, wobbled splatting using graphics hardware for DRR computation provides higher resolution DRRs with comparable image quality due to special processing characteristics of the GPU. We conclude that DRR generation on common graphics hardware using the freely available Cg environment is a major step toward 2D/3D registration in clinical routine

  13. Screen-Space Normal Distribution Function Caching for Consistent Multi-Resolution Rendering of Large Particle Data

    KAUST Repository

    Ibrahim, Mohamed

    2017-08-28

    Molecular dynamics (MD) simulations are crucial to investigating important processes in physics and thermodynamics. The simulated atoms are usually visualized as hard spheres with Phong shading, where individual particles and their local density can be perceived well in close-up views. However, for large-scale simulations with 10 million particles or more, the visualization of large fields-of-view usually suffers from strong aliasing artifacts, because the mismatch between data size and output resolution leads to severe under-sampling of the geometry. Excessive super-sampling can alleviate this problem, but is prohibitively expensive. This paper presents a novel visualization method for large-scale particle data that addresses aliasing while enabling interactive high-quality rendering. We introduce the novel concept of screen-space normal distribution functions (S-NDFs) for particle data. S-NDFs represent the distribution of surface normals that map to a given pixel in screen space, which enables high-quality re-lighting without re-rendering particles. In order to facilitate interactive zooming, we cache S-NDFs in a screen-space mipmap (S-MIP). Together, these two concepts enable interactive, scale-consistent re-lighting and shading changes, as well as zooming, without having to re-sample the particle data. We show how our method facilitates the interactive exploration of real-world large-scale MD simulation data in different scenarios.

  14. Screen-Space Normal Distribution Function Caching for Consistent Multi-Resolution Rendering of Large Particle Data

    KAUST Repository

    Ibrahim, Mohamed; Wickenhauser, Patrick; Rautek, Peter; Reina, Guido; Hadwiger, Markus

    2017-01-01

    Molecular dynamics (MD) simulations are crucial to investigating important processes in physics and thermodynamics. The simulated atoms are usually visualized as hard spheres with Phong shading, where individual particles and their local density can be perceived well in close-up views. However, for large-scale simulations with 10 million particles or more, the visualization of large fields-of-view usually suffers from strong aliasing artifacts, because the mismatch between data size and output resolution leads to severe under-sampling of the geometry. Excessive super-sampling can alleviate this problem, but is prohibitively expensive. This paper presents a novel visualization method for large-scale particle data that addresses aliasing while enabling interactive high-quality rendering. We introduce the novel concept of screen-space normal distribution functions (S-NDFs) for particle data. S-NDFs represent the distribution of surface normals that map to a given pixel in screen space, which enables high-quality re-lighting without re-rendering particles. In order to facilitate interactive zooming, we cache S-NDFs in a screen-space mipmap (S-MIP). Together, these two concepts enable interactive, scale-consistent re-lighting and shading changes, as well as zooming, without having to re-sample the particle data. We show how our method facilitates the interactive exploration of real-world large-scale MD simulation data in different scenarios.

  15. A Real-Time Sound Field Rendering Processor

    Directory of Open Access Journals (Sweden)

    Tan Yiyu

    2017-12-01

    Full Text Available Real-time sound field renderings are computationally intensive and memory-intensive. Traditional rendering systems based on computer simulations suffer from memory bandwidth and arithmetic units. The computation is time-consuming, and the sample rate of the output sound is low because of the long computation time at each time step. In this work, a processor with a hybrid architecture is proposed to speed up computation and improve the sample rate of the output sound, and an interface is developed for system scalability through simply cascading many chips to enlarge the simulated area. To render a three-minute Beethoven wave sound in a small shoe-box room with dimensions of 1.28 m × 1.28 m × 0.64 m, the field programming gate array (FPGA-based prototype machine with the proposed architecture carries out the sound rendering at run-time while the software simulation with the OpenMP parallelization takes about 12.70 min on a personal computer (PC with 32 GB random access memory (RAM and an Intel i7-6800K six-core processor running at 3.4 GHz. The throughput in the software simulation is about 194 M grids/s while it is 51.2 G grids/s in the prototype machine even if the clock frequency of the prototype machine is much lower than that of the PC. The rendering processor with a processing element (PE and interfaces consumes about 238,515 gates after fabricated by the 0.18 µm processing technology from the ROHM semiconductor Co., Ltd. (Kyoto Japan, and the power consumption is about 143.8 mW.

  16. Blender cycles lighting and rendering cookbook

    CERN Document Server

    Iraci, Bernardo

    2013-01-01

    An in-depth guide full of step-by-step recipes to explore the concepts behind the usage of Cycles. Packed with illustrations, and lots of tips and tricks; the easy-to-understand nature of the book will help the reader understand even the most complex concepts with ease.If you are a digital artist who already knows your way around Blender, and you want to learn about the new Cycles' rendering engine, this is the book for you. Even experts will be able to pick up new tips and tricks to make the most of the rendering capabilities of Cycles.

  17. Real-Time Location-Based Rendering of Urban Underground Pipelines

    Directory of Open Access Journals (Sweden)

    Wei Li

    2018-01-01

    Full Text Available The concealment and complex spatial relationships of urban underground pipelines present challenges in managing them. Recently, augmented reality (AR has been a hot topic around the world, because it can enhance our perception of reality by overlaying information about the environment and its objects onto the real world. Using AR, underground pipelines can be displayed accurately, intuitively, and in real time. We analyzed the characteristics of AR and their application in underground pipeline management. We mainly focused on the AR pipeline rendering procedure based on the BeiDou Navigation Satellite System (BDS and simultaneous localization and mapping (SLAM technology. First, in aiming to improve the spatial accuracy of pipeline rendering, we used differential corrections received from the Ground-Based Augmentation System to compute the precise coordinates of users in real time, which helped us accurately retrieve and draw pipelines near the users, and by scene recognition the accuracy can be further improved. Second, in terms of pipeline rendering, we used Visual-Inertial Odometry (VIO to track the rendered objects and made some improvements to visual effects, which can provide steady dynamic tracking of pipelines even in relatively markerless environments and outdoors. Finally, we used the occlusion method based on real-time 3D reconstruction to realistically express the immersion effect of underground pipelines. We compared our methods to the existing methods and concluded that the method proposed in this research improves the spatial accuracy of pipeline rendering and the portability of the equipment. Moreover, the updating of our rendering procedure corresponded with the moving of the user’s location, thus we achieved a dynamic rendering of pipelines in the real environment.

  18. Interactive Volume Rendering of Diffusion Tensor Data

    Energy Technology Data Exchange (ETDEWEB)

    Hlawitschka, Mario; Weber, Gunther; Anwander, Alfred; Carmichael, Owen; Hamann, Bernd; Scheuermann, Gerik

    2007-03-30

    As 3D volumetric images of the human body become an increasingly crucial source of information for the diagnosis and treatment of a broad variety of medical conditions, advanced techniques that allow clinicians to efficiently and clearly visualize volumetric images become increasingly important. Interaction has proven to be a key concept in analysis of medical images because static images of 3D data are prone to artifacts and misunderstanding of depth. Furthermore, fading out clinically irrelevant aspects of the image while preserving contextual anatomical landmarks helps medical doctors to focus on important parts of the images without becoming disoriented. Our goal was to develop a tool that unifies interactive manipulation and context preserving visualization of medical images with a special focus on diffusion tensor imaging (DTI) data. At each image voxel, DTI provides a 3 x 3 tensor whose entries represent the 3D statistical properties of water diffusion locally. Water motion that is preferential to specific spatial directions suggests structural organization of the underlying biological tissue; in particular, in the human brain, the naturally occuring diffusion of water in the axon portion of neurons is predominantly anisotropic along the longitudinal direction of the elongated, fiber-like axons [MMM+02]. This property has made DTI an emerging source of information about the structural integrity of axons and axonal connectivity between brain regions, both of which are thought to be disrupted in a broad range of medical disorders including multiple sclerosis, cerebrovascular disease, and autism [Mos02, FCI+01, JLH+99, BGKM+04, BJB+03].

  19. Using neutrosophic graph cut segmentation algorithm for qualified rendering image selection in thyroid elastography video.

    Science.gov (United States)

    Guo, Yanhui; Jiang, Shuang-Quan; Sun, Baiqing; Siuly, Siuly; Şengür, Abdulkadir; Tian, Jia-Wei

    2017-12-01

    Recently, elastography has become very popular in clinical investigation for thyroid cancer detection and diagnosis. In elastogram, the stress results of the thyroid are displayed using pseudo colors. Due to variation of the rendering results in different frames, it is difficult for radiologists to manually select the qualified frame image quickly and efficiently. The purpose of this study is to find the qualified rendering result in the thyroid elastogram. This paper employs an efficient thyroid ultrasound image segmentation algorithm based on neutrosophic graph cut to find the qualified rendering images. Firstly, a thyroid ultrasound image is mapped into neutrosophic set, and an indeterminacy filter is constructed to reduce the indeterminacy of the spatial and intensity information in the image. A graph is defined on the image and the weight for each pixel is represented using the value after indeterminacy filtering. The segmentation results are obtained using a maximum-flow algorithm on the graph. Then the anatomic structure is identified in thyroid ultrasound image. Finally the rendering colors on these anatomic regions are extracted and validated to find the frames which satisfy the selection criteria. To test the performance of the proposed method, a thyroid elastogram dataset is built and totally 33 cases were collected. An experienced radiologist manually evaluates the selection results of the proposed method. Experimental results demonstrate that the proposed method finds the qualified rendering frame with 100% accuracy. The proposed scheme assists the radiologists to diagnose the thyroid diseases using the qualified rendering images.

  20. Developing a Tile-Based Rendering Method to Improve Rendering Speed of 3D Geospatial Data with HTML5 and WebGL

    Directory of Open Access Journals (Sweden)

    Seokchan Kang

    2017-01-01

    Full Text Available A dedicated plug-in has been installed to visualize three-dimensional (3D city modeling spatial data in web-based applications. However, plug-in methods are gradually becoming obsolete, owing to their limited performance with respect to installation errors, unsupported cross-browsers, and security vulnerability. Particularly, in 2015, the NPAPI service was terminated in most existing web browsers except Internet Explorer. To overcome these problems, the HTML5/WebGL (next-generation web standard, confirmed in October 2014 technology emerged. In particular, WebGL is able to display 3D spatial data without plug-ins in browsers. In this study, we attempted to identify the requirements and limitations of displaying 3D city modeling spatial data using HTML5/WebGL, and we propose alternative ways based on the bin-packing algorithm that aggregates individual 3D city modeling data including buildings in tile units. The proposed method reduces the operational complexity and the number and volume of transmissions required for rendering processing to improve the speed of 3D data rendering. The proposed method was validated on real data for evaluating its effectiveness in 3D visualization of city modeling data in web-based applications.

  1. Parallel hierarchical radiosity rendering

    Energy Technology Data Exchange (ETDEWEB)

    Carter, Michael [Iowa State Univ., Ames, IA (United States)

    1993-07-01

    In this dissertation, the step-by-step development of a scalable parallel hierarchical radiosity renderer is documented. First, a new look is taken at the traditional radiosity equation, and a new form is presented in which the matrix of linear system coefficients is transformed into a symmetric matrix, thereby simplifying the problem and enabling a new solution technique to be applied. Next, the state-of-the-art hierarchical radiosity methods are examined for their suitability to parallel implementation, and scalability. Significant enhancements are also discovered which both improve their theoretical foundations and improve the images they generate. The resultant hierarchical radiosity algorithm is then examined for sources of parallelism, and for an architectural mapping. Several architectural mappings are discussed. A few key algorithmic changes are suggested during the process of making the algorithm parallel. Next, the performance, efficiency, and scalability of the algorithm are analyzed. The dissertation closes with a discussion of several ideas which have the potential to further enhance the hierarchical radiosity method, or provide an entirely new forum for the application of hierarchical methods.

  2. Emission of VOC's from modified rendering process

    International Nuclear Information System (INIS)

    Bhatti, Z.A.; Raja, I.A.; Saddique, M.; Langenhove, H.V.

    2005-01-01

    Rendering technique for processing of dead animal and slaughterhouse wastes into valuable products. It involves cooking of raw material and later Sterilization was added to reduce the Bovine Spongiform Encephalopathy (BSE). Studies have been carried out on rendering emission, with the normal cooking process. Our study shows, that the sterilization step in rendering process increases the emission of volatile organic compounds (VOC's). Gas samples, containing VOC's, were analyzed by the GC/MS (Gas Chromatograph and Mass Spectrometry). The most important groups of compounds- alcohols and cyclic hydrocarbons were identified. In the group of alcohol; 1-butanol, l-pentanol and l-hexanol compounds were found while in the group of cyclic hydrocarbon; methyl cyclopentane and cyclohexane compounds were detected. Other groups like aldehyde, sulphur containing compounds, ketone and furan were also found. Some compounds, like l-pentanol, 2-methyl propanal, dimethyl disulfide and dimethyl trisulfide, which belong to these groups, cause malodor. It is important to know these compounds to treat odorous gasses. (author)

  3. Continuous Surface Rendering, Passing from CAD to Physical Representation

    Directory of Open Access Journals (Sweden)

    Mario Covarrubias

    2013-06-01

    Full Text Available This paper describes a desktop-mechatronic interface that has been conceived to support designers in the evaluation of aesthetic virtual shapes. This device allows a continuous and smooth free hand contact interaction on a real and developable plastic tape actuated by a servo-controlled mechanism. The objective in designing this device is to reproduce a virtual surface with a consistent physical rendering well adapted to designers' needs. The desktop-mechatronic interface consists in a servo-actuated plastic strip that has been devised and implemented using seven interpolation points. In fact, by using the MEC (Minimal Energy Curve Spline approach, a developable real surface is rendered taking into account the CAD geometry of the virtual shapes. In this paper, we describe the working principles of the interface by using both absolute and relative approaches to control the position on each single control point on the MEC spline. Then, we describe the methodology that has been implemented, passing from the CAD geometry, linked to VisualNastran in order to maintain the parametric properties of the virtual shape. Then, we present the co-simulation between VisualNastran and MATLAB/Simulink used for achieving this goal and controlling the system and finally, we present the results of the subsequent testing session specifically carried out to evaluate the accuracy and the effectiveness of the mechatronic device.

  4. A kinesthetic washout filter for force-feedback rendering.

    Science.gov (United States)

    Danieau, Fabien; Lecuyer, Anatole; Guillotel, Philippe; Fleureau, Julien; Mollet, Nicolas; Christie, Marc

    2015-01-01

    Today haptic feedback can be designed and associated to audiovisual content (haptic-audiovisuals or HAV). Although there are multiple means to create individual haptic effects, the issue of how to properly adapt such effects on force-feedback devices has not been addressed and is mostly a manual endeavor. We propose a new approach for the haptic rendering of HAV, based on a washout filter for force-feedback devices. A body model and an inverse kinematics algorithm simulate the user's kinesthetic perception. Then, the haptic rendering is adapted in order to handle transitions between haptic effects and to optimize the amplitude of effects regarding the device capabilities. Results of a user study show that this new haptic rendering can successfully improve the HAV experience.

  5. Development of volume rendering module for real-time visualization system

    International Nuclear Information System (INIS)

    Otani, Takayuki; Muramatsu, Kazuhiro

    2000-03-01

    Volume rendering is a method to visualize the distribution of physical quantities in the three dimensional space from any viewpoint by tracing the ray direction on the ordinary two dimensional monitoring display. It enables to provide the interior information as well as the surfacial one by producing the translucent images. Therefore, it is regarded as a very useful means as well as an important one in the analysis of the computational results of the scientific calculations, although it has, unfortunately, disadvantage to need a large amount of computing time. This report describes algorithm and its performance of the volume rendering soft-ware which was developed as an important functional module in the real-time visualization system PATRAS. This module can directly visualize the computed results on BFC grid. Moreover, it has already realized the speed-up in some parts of the software by the use of a newly developed heuristic technique. This report includes the investigation on the speed-up of the software by parallel processing. (author)

  6. Performing Perception - Staging Aesthetics of Interaction

    DEFF Research Database (Denmark)

    Dalsgaard, Peter; Hansen, Lone Koefoed

    2008-01-01

    In interaction design for experience-oriented uses of technology, a central facet of aesthetics of interaction is rooted in the user's experience of herself “performing her perception.” By drawing on performance (theater) theory, phenomenology and sociology and with references to recent HCI...... experience. We argue that this 3-in-1 is always already shaping the user's understanding and perception of her interaction as it is staged through her experience of the object's form and expression. Through examples ranging from everyday technologies utilizing performances of interaction to spatial...... contemporary artworks, digital as well as analogue, we address the notion of the performative spectator and the spectating performer. We demonstrate how perception is also performative and how focus on this aspect seems to be crucial when designing experience-oriented products, systems and services....

  7. Rendering potential wearable robot designs with the LOPES gait trainer.

    Science.gov (United States)

    Koopman, B; van Asseldonk, E H F; van der Kooij, H; van Dijk, W; Ronsse, R

    2011-01-01

    In recent years, wearable robots (WRs) for rehabilitation, personal assistance, or human augmentation are gaining increasing interest. To make these devices more energy efficient, radical changes to the mechanical structure of the device are being considered. However, it remains very difficult to predict how people will respond to, and interact with, WRs that differ in terms of mechanical design. Users may adjust their gait pattern in response to the mechanical restrictions or properties of the device. The goal of this pilot study is to show the feasibility of rendering the mechanical properties of different potential WR designs using the robotic gait training device LOPES. This paper describes a new method that selectively cancels the dynamics of LOPES itself and adds the dynamics of the rendered WR using two parallel inverse models. Adaptive frequency oscillators were used to get estimates of the joint position, velocity, and acceleration. Using the inverse models, different WR designs can be evaluated, eliminating the need to build several prototypes. As a proof of principle, we simulated the effect of a very simple WR that consisted of a mass attached to the ankles. Preliminary results show that we are partially able to cancel the dynamics of LOPES. Additionally, the simulation of the mass showed an increase in muscle activity but not in the same level as during the control, where subjects actually carried the mass. In conclusion, the results in this paper suggest that LOPES can be used to render different WRs. In addition, it is very likely that the results can be further optimized when more effort is put in retrieving proper estimations for the velocity and acceleration, which are required for the inverse models. © 2011 IEEE

  8. Comparative analysis of video processing and 3D rendering for cloud video games using different virtualization technologies

    Science.gov (United States)

    Bada, Adedayo; Alcaraz-Calero, Jose M.; Wang, Qi; Grecos, Christos

    2014-05-01

    This paper describes a comprehensive empirical performance evaluation of 3D video processing employing the physical/virtual architecture implemented in a cloud environment. Different virtualization technologies, virtual video cards and various 3D benchmarks tools have been utilized in order to analyse the optimal performance in the context of 3D online gaming applications. This study highlights 3D video rendering performance under each type of hypervisors, and other factors including network I/O, disk I/O and memory usage. Comparisons of these factors under well-known virtual display technologies such as VNC, Spice and Virtual 3D adaptors reveal the strengths and weaknesses of the various hypervisors with respect to 3D video rendering and streaming.

  9. Digital color acquisition, perception, coding and rendering

    CERN Document Server

    Fernandez-Maloigne, Christine; Macaire, Ludovic

    2013-01-01

    In this book the authors identify the basic concepts and recent advances in the acquisition, perception, coding and rendering of color. The fundamental aspects related to the science of colorimetry in relation to physiology (the human visual system) are addressed, as are constancy and color appearance. It also addresses the more technical aspects related to sensors and the color management screen. Particular attention is paid to the notion of color rendering in computer graphics. Beyond color, the authors also look at coding, compression, protection and quality of color images and videos.

  10. State of the Art in Transfer Functions for Direct Volume Rendering

    KAUST Repository

    Ljung, Patric; Krü ger, Jens; Groller, Eduard; Hadwiger, Markus; Hansen, Charles D.; Ynnerman, Anders

    2016-01-01

    A central topic in scientific visualization is the transfer function (TF) for volume rendering. The TF serves a fundamental role in translating scalar and multivariate data into color and opacity to express and reveal the relevant features present in the data studied. Beyond this core functionality, TFs also serve as a tool for encoding and utilizing domain knowledge and as an expression for visual design of material appearances. TFs also enable interactive volumetric exploration of complex data. The purpose of this state-of-the-art report (STAR) is to provide an overview of research into the various aspects of TFs, which lead to interpretation of the underlying data through the use of meaningful visual representations. The STAR classifies TF research into the following aspects: dimensionality, derived attributes, aggregated attributes, rendering aspects, automation, and user interfaces. The STAR concludes with some interesting research challenges that form the basis of an agenda for the development of next generation TF tools and methodologies. © 2016 The Author(s) Computer Graphics Forum © 2016 The Eurographics Association and John Wiley & Sons Ltd. Published by John Wiley & Sons Ltd.

  11. State of the Art in Transfer Functions for Direct Volume Rendering

    KAUST Repository

    Ljung, Patric

    2016-07-04

    A central topic in scientific visualization is the transfer function (TF) for volume rendering. The TF serves a fundamental role in translating scalar and multivariate data into color and opacity to express and reveal the relevant features present in the data studied. Beyond this core functionality, TFs also serve as a tool for encoding and utilizing domain knowledge and as an expression for visual design of material appearances. TFs also enable interactive volumetric exploration of complex data. The purpose of this state-of-the-art report (STAR) is to provide an overview of research into the various aspects of TFs, which lead to interpretation of the underlying data through the use of meaningful visual representations. The STAR classifies TF research into the following aspects: dimensionality, derived attributes, aggregated attributes, rendering aspects, automation, and user interfaces. The STAR concludes with some interesting research challenges that form the basis of an agenda for the development of next generation TF tools and methodologies. © 2016 The Author(s) Computer Graphics Forum © 2016 The Eurographics Association and John Wiley & Sons Ltd. Published by John Wiley & Sons Ltd.

  12. Three-dimensional spiral CT during arterial portography: comparison of three rendering techniques.

    Science.gov (United States)

    Heath, D G; Soyer, P A; Kuszyk, B S; Bliss, D F; Calhoun, P S; Bluemke, D A; Choti, M A; Fishman, E K

    1995-07-01

    The three most common techniques for three-dimensional reconstruction are surface rendering, maximum-intensity projection (MIP), and volume rendering. Surface-rendering algorithms model objects as collections of geometric primitives that are displayed with surface shading. The MIP algorithm renders an image by selecting the voxel with the maximum intensity signal along a line extended from the viewer's eye through the data volume. Volume-rendering algorithms sum the weighted contributions of all voxels along the line. Each technique has advantages and shortcomings that must be considered during selection of one for a specific clinical problem and during interpretation of the resulting images. With surface rendering, sharp-edged, clear three-dimensional reconstruction can be completed on modest computer systems; however, overlapping structures cannot be visualized and artifacts are a problem. MIP is computationally a fast technique, but it does not allow depiction of overlapping structures, and its images are three-dimensionally ambiguous unless depth cues are provided. Both surface rendering and MIP use less than 10% of the image data. In contrast, volume rendering uses nearly all of the data, allows demonstration of overlapping structures, and engenders few artifacts, but it requires substantially more computer power than the other techniques.

  13. Non-Photorealistic Rendering in Chinese Painting of Animals

    Institute of Scientific and Technical Information of China (English)

    2002-01-01

    A set of algorithms is proposed in this paper to automatically transform 3D animal models to Chinese painting style. Inspired by real painting process in Chinese painting of animals, we divide the whole rendering process into two parts: borderline stroke making and interior shading. In borderline stroke making process we first find 3D model silhouettes in real-time depending on the viewing direction of a user. After retrieving silhouette information from all model edges, a stroke linking mechanism is applied to link these independent edges into a long stroke. Finally we grow a plain thin silhouette line to a stylus stroke with various widths at each control point and a 2D brush model is combined with it to simulate a Chinese painting stroke. In the interior shading pipeline, three stages are used to convert a Gouraud-shading image to a Chinese painting style image: color quantization, ink diffusion and box filtering. The color quantization stage assigns all pixels in an image into four color levels and each level represents a color layer in a Chinese painting. Ink diffusion stage is used to transfer inks and water between different levels and to grow areas in an irregular way. The box filtering stage blurs sharp borders between different levels to embellish the appearance of final interior shading image. In addition to automatic rendering, an interactive Chinese painting system which is equipped with friendly input devices can be also combined to generate more artistic Chinese painting images manually.

  14. 3D virtual rendering in thoracoscopic treatment of congenital malformation of the lung

    Directory of Open Access Journals (Sweden)

    Destro F.

    2013-10-01

    Full Text Available Introduction: Congenital malformations of the lung (CML are rare but potentially dangerous congenital malformations. Their identification is important in order to define the most appropriate management. Materials and methods: We retrospectively reviewed data from 37 patients affected by CML treated in our Pediatric Surgery Unit in the last four years with minimally invasive surgery (MIS. Results: Prenatal diagnosis was possible in 26/37 patients. Surgery was performed in the first month of life in 3 symptomatic patients and between 6 and 12 months in the others. All patients underwent radiological evaluation prior to thoracoscopic surgery. Images collected were reconstructed using the VR render software. Discussion and conclusions: Volume rendering gives high anatomical resolution and it can be useful to guide the surgical procedure. Thoracoscopy should be the technique of choice because it is safe, effective and feasible. Furthermore it has the benefit of a minimal access technique and it can be easily performed in children.

  15. GRAPHICS-IMAGE MIXED METHOD FOR LARGE-SCALE BUILDINGS RENDERING

    Directory of Open Access Journals (Sweden)

    Y. Zhou

    2018-05-01

    Full Text Available Urban 3D model data is huge and unstructured, LOD and Out-of-core algorithm are usually used to reduce the amount of data that drawn in each frame to improve the rendering efficiency. When the scene is large enough, even the complex optimization algorithm is difficult to achieve better results. Based on the traditional study, a novel idea was developed. We propose a graphics and image mixed method for large-scale buildings rendering. Firstly, the view field is divided into several regions, the graphics-image mixed method used to render the scene on both screen and FBO, then blending the FBO with scree. The algorithm is tested on the huge CityGML model data in the urban areas of New York which contained 188195 public building models, and compared with the Cesium platform. The experiment result shows the system was running smoothly. The experimental results confirm that the algorithm can achieve more massive building scene roaming under the same hardware conditions, and can rendering the scene without vision loss.

  16. CT portography by multidetector helical CT. Comparison of three rendering models

    International Nuclear Information System (INIS)

    Nakayama, Yoshiharu; Imuta, Masanori; Funama, Yoshinori; Kadota, Masataka; Utsunomiya, Daisuke; Shiraishi, Shinya; Hayashida, Yoshiko; Yamashita, Yasuyuki

    2002-01-01

    The purpose of this study was to assess the value of multidetector CT portography in visualizing varices and portosystemic collaterals in comparison with conventional portography, and to compare the visualizations obtained by three rendering models (volume rendering, VR; minimum intensity projection, MIP; and shaded surface display, SSD). A total of 46 patients with portal hypertension were examined by CT and conventional portography for evaluation of portosystemic collaterals. CT portography was performed by multidetector CT (MD-CT) scanner with a slice thickness of 2.5 mm and table feed of 7.5 mm. Three types of CT portographic models were generated and compared with transarterial portography. Among 46 patients, 48 collaterals were identified on CT transverse images, while 38 collaterals were detected on transarterial portography. Forty-four of 48 collaterals identified on CT transverse images were visualized with the MIP model, while 34 and 29 collaterals were visualized by the VR and SSD methods, respectively. The average CT value for the portal vein and varices was 198 HU with data acquisition of 50 sec after contrast material injection. CT portography by multidetector CT provides excellent images in the visualization of portosystemic collaterals. The images of collaterals produced by MD-CT are superior to those of transarterial portography. Among the three rendering techniques, MIP provides the best visualization of portosystemic collaterals. (author)

  17. CT portography by multidetector helical CT. Comparison of three rendering models

    Energy Technology Data Exchange (ETDEWEB)

    Nakayama, Yoshiharu; Imuta, Masanori; Funama, Yoshinori; Kadota, Masataka; Utsunomiya, Daisuke; Shiraishi, Shinya; Hayashida, Yoshiko; Yamashita, Yasuyuki [Kumamoto Univ. (Japan). School of Medicine

    2002-12-01

    The purpose of this study was to assess the value of multidetector CT portography in visualizing varices and portosystemic collaterals in comparison with conventional portography, and to compare the visualizations obtained by three rendering models (volume rendering, VR; minimum intensity projection, MIP; and shaded surface display, SSD). A total of 46 patients with portal hypertension were examined by CT and conventional portography for evaluation of portosystemic collaterals. CT portography was performed by multidetector CT (MD-CT) scanner with a slice thickness of 2.5 mm and table feed of 7.5 mm. Three types of CT portographic models were generated and compared with transarterial portography. Among 46 patients, 48 collaterals were identified on CT transverse images, while 38 collaterals were detected on transarterial portography. Forty-four of 48 collaterals identified on CT transverse images were visualized with the MIP model, while 34 and 29 collaterals were visualized by the VR and SSD methods, respectively. The average CT value for the portal vein and varices was 198 HU with data acquisition of 50 sec after contrast material injection. CT portography by multidetector CT provides excellent images in the visualization of portosystemic collaterals. The images of collaterals produced by MD-CT are superior to those of transarterial portography. Among the three rendering techniques, MIP provides the best visualization of portosystemic collaterals. (author)

  18. Enhancement method for rendered images of home decoration based on SLIC superpixels

    Science.gov (United States)

    Dai, Yutong; Jiang, Xiaotong

    2018-04-01

    Rendering technology has been widely used in the home decoration industry in recent years for images of home decoration design. However, due to the fact that rendered images of home decoration design rely heavily on the parameters of renderer and the lights of scenes, most rendered images in this industry require further optimization afterwards. To reduce workload and enhance rendered images automatically, an algorithm utilizing neural networks is proposed in this manuscript. In addition, considering few extreme conditions such as strong sunlight and lights, SLIC superpixels based segmentation is used to choose out these bright areas of an image and enhance them independently. Finally, these chosen areas are merged with the entire image. Experimental results show that the proposed method effectively enhances the rendered images when compared with some existing algorithms. Besides, the proposed strategy is proven to be adaptable especially to those images with obvious bright parts.

  19. Moisture Transfer through Facades Covered with Organic Binder Renders

    Directory of Open Access Journals (Sweden)

    Carmen DICO

    2013-07-01

    Full Text Available Year after year we witness the negative effect of water over buildings, caused by direct or indirect actions. This situation is obvious in case of old, historical building, subjected to this aggression for a long period of time, but new buildings are also affected. Moisture in building materials causes not only structural damage, but also reduces the thermal insulation capacity of building components.Materials like plasters or paints have been used historically for a long period of time, fulfilling two basics functions: Decoration and Protection. The most acute demands are made on exterior plasters, as they, besides being an important decorative element for the facade, must perform two different functions simultaneously: protect the substrate against weathering and moisture without sealing, providing it a certain ability to “breathe” (Heilen, 2005. In order to accomplish this aim, the first step is to understand the hygrothermal behavior of coating and substrate and define the fundamental principles of moisture transfer; According to Künzel’s Facade Protection Theory, two material properties play the most important role: Water absorption and Vapor permeability.In the context of recently adoption (2009 of the “harmonized” European standard EN 15824 – „Specifications for external renders and internal plasters based on organic binders”, this paper deals extensively with the interaction of the two mentioned above properties for the coating materials, covered by EN 15824.

  20. Volume Visualization and Compositing on Large-Scale Displays Using Handheld Touchscreen Interaction

    KAUST Repository

    Gastelum, Cristhopper Jacobo Armenta

    2011-07-27

    Advances in the physical sciences have progressively delivered ever increasing, already extremely large data sets to be analyzed. High performance volume rendering has become critical to the scientists for a better understanding of the massive amounts of data to be visualized. Cluster based rendering systems have become the base line to achieve the power and flexibility required to perform such task. Furthermore, display arrays have become the most suitable solution to display these data sets at their natural size and resolution which can be critical for human perception and evaluation. The work in this thesis aims at improving the scalability and usability of volume rendering systems that target visualization on display arrays. The first part deals with improving the performance by introducing the implementations of two parallel compositing algorithms for volume rendering: direct send and binary swap. The High quality Volume Rendering (HVR) framework has been extended to accommodate parallel compositing where previously only serial compositing was possible. The preliminary results show improvements in the compositing times for direct send even for a small number of processors. Unfortunately, the results of binary swap exhibit a negative behavior. This is due to the naive use of the graphics hardware blending mechanism. The expensive transfers account for the lengthy compositing times. The second part targets the development of scalable and intuitive interaction mechanisms. It introduces the development of a new client application for multitouch tablet devices, like the Apple iPad. The main goal is to provide the HVR framework, that has been extended to use tiled displays, a more intuitive and portable interaction mechanism that can get advantage of the new environment. The previous client is a PC application for the typical desktop settings that use a mouse and keyboard as sources of interaction. The current implementation of the client lets the user steer and

  1. High Performance Molecular Visualization: In-Situ and Parallel Rendering with EGL

    Science.gov (United States)

    Stone, John E.; Messmer, Peter; Sisneros, Robert; Schulten, Klaus

    2016-01-01

    Large scale molecular dynamics simulations produce terabytes of data that is impractical to transfer to remote facilities. It is therefore necessary to perform visualization tasks in-situ as the data are generated, or by running interactive remote visualization sessions and batch analyses co-located with direct access to high performance storage systems. A significant challenge for deploying visualization software within clouds, clusters, and supercomputers involves the operating system software required to initialize and manage graphics acceleration hardware. Recently, it has become possible for applications to use the Embedded-system Graphics Library (EGL) to eliminate the requirement for windowing system software on compute nodes, thereby eliminating a significant obstacle to broader use of high performance visualization applications. We outline the potential benefits of this approach in the context of visualization applications used in the cloud, on commodity clusters, and supercomputers. We discuss the implementation of EGL support in VMD, a widely used molecular visualization application, and we outline benefits of the approach for molecular visualization tasks on petascale computers, clouds, and remote visualization servers. We then provide a brief evaluation of the use of EGL in VMD, with tests using developmental graphics drivers on conventional workstations and on Amazon EC2 G2 GPU-accelerated cloud instance types. We expect that the techniques described here will be of broad benefit to many other visualization applications. PMID:27747137

  2. Integral image rendering procedure for aberration correction and size measurement.

    Science.gov (United States)

    Sommer, Holger; Ihrig, Andreas; Ebenau, Melanie; Flühs, Dirk; Spaan, Bernhard; Eichmann, Marion

    2014-05-20

    The challenge in rendering integral images is to use as much information preserved by the light field as possible to reconstruct a captured scene in a three-dimensional way. We propose a rendering algorithm based on the projection of rays through a detailed simulation of the optical path, considering all the physical properties and locations of the optical elements. The rendered images contain information about the correct size of imaged objects without the need to calibrate the imaging device. Additionally, aberrations of the optical system may be corrected, depending on the setup of the integral imaging device. We show simulation data that illustrates the aberration correction ability and experimental data from our plenoptic camera, which illustrates the capability of our proposed algorithm to measure size and distance. We believe this rendering procedure will be useful in the future for three-dimensional ophthalmic imaging of the human retina.

  3. Light Field Rendering for Head Mounted Displays using Pixel Reprojection

    DEFF Research Database (Denmark)

    Hansen, Anne Juhler; Klein, Jákup; Kraus, Martin

    2017-01-01

    Light field displays have advantages over traditional stereoscopic head mounted displays, for example, because they can overcome the vergence-accommodation conflict. However, rendering light fields can be a heavy task for computers due to the number of images that have to be rendered. Since much ...

  4. Light Field Rendering for Head Mounted Displays using Pixel Reprojection

    DEFF Research Database (Denmark)

    Hansen, Anne Juhler; Klein, Jákup; Kraus, Martin

    2017-01-01

    of the information of the different images is redundant, we use pixel reprojection from the corner cameras to compute the remaining images in the light field. We compare the reprojected images with directly rendered images in a user test. In most cases, the users were unable to distinguish the images. In extreme...... cases, the reprojection approach is not capable of creating the light field. We conclude that pixel reprojection is a feasible method for rendering light fields as far as quality of perspective and diffuse shading is concerned, but render time needs to be reduced to make the method practical....

  5. Declarative language design for interactive visualization.

    Science.gov (United States)

    Heer, Jeffrey; Bostock, Michael

    2010-01-01

    We investigate the design of declarative, domain-specific languages for constructing interactive visualizations. By separating specification from execution, declarative languages can simplify development, enable unobtrusive optimization, and support retargeting across platforms. We describe the design of the Protovis specification language and its implementation within an object-oriented, statically-typed programming language (Java). We demonstrate how to support rich visualizations without requiring a toolkit-specific data model and extend Protovis to enable declarative specification of animated transitions. To support cross-platform deployment, we introduce rendering and event-handling infrastructures decoupled from the runtime platform, letting designers retarget visualization specifications (e.g., from desktop to mobile phone) with reduced effort. We also explore optimizations such as runtime compilation of visualization specifications, parallelized execution, and hardware-accelerated rendering. We present benchmark studies measuring the performance gains provided by these optimizations and compare performance to existing Java-based visualization tools, demonstrating scalability improvements exceeding an order of magnitude.

  6. Interactive indirect illumination using adaptive multiresolution splatting.

    Science.gov (United States)

    Nichols, Greg; Wyman, Chris

    2010-01-01

    Global illumination provides a visual richness not achievable with the direct illumination models used by most interactive applications. To generate global effects, numerous approximations attempt to reduce global illumination costs to levels feasible in interactive contexts. One such approximation, reflective shadow maps, samples a shadow map to identify secondary light sources whose contributions are splatted into eye space. This splatting introduces significant overdraw that is usually reduced by artificially shrinking each splat's radius of influence. This paper introduces a new multiresolution approach for interactively splatting indirect illumination. Instead of reducing GPU fill rate by reducing splat size, we reduce fill rate by rendering splats into a multiresolution buffer. This takes advantage of the low-frequency nature of diffuse and glossy indirect lighting, allowing rendering of indirect contributions at low resolution where lighting changes slowly and at high-resolution near discontinuities. Because this multiresolution rendering occurs on a per-splat basis, we can significantly reduce fill rate without arbitrarily clipping splat contributions below a given threshold-those regions simply are rendered at a coarse resolution.

  7. Extreme Simplification and Rendering of Point Sets using Algebraic Multigrid

    NARCIS (Netherlands)

    Reniers, Dennie; Telea, Alexandru

    2005-01-01

    We present a novel approach for extreme simplification of point set models in the context of real-time rendering. Point sets are often rendered using simple point primitives, such as oriented discs. However efficient, simple primitives are less effective in approximating large surface areas. A large

  8. High-quality and interactive animations of 3D time-varying vector fields.

    Science.gov (United States)

    Helgeland, Anders; Elboth, Thomas

    2006-01-01

    In this paper, we present an interactive texture-based method for visualizing three-dimensional unsteady vector fields. The visualization method uses a sparse and global representation of the flow, such that it does not suffer from the same perceptual issues as is the case for visualizing dense representations. The animation is made by injecting a collection of particles evenly distributed throughout the physical domain. These particles are then tracked along their path lines. At each time step, these particles are used as seed points to generate field lines using any vector field such as the velocity field or vorticity field. In this way, the animation shows the advection of particles while each frame in the animation shows the instantaneous vector field. In order to maintain a coherent particle density and to avoid clustering as time passes, we have developed a novel particle advection strategy which produces approximately evenly-spaced field lines at each time step. To improve rendering performance, we decouple the rendering stage from the preceding stages of the visualization method. This allows interactive exploration of multiple fields simultaneously, which sets the stage for a more complete analysis of the flow field. The final display is rendered using texture-based direct volume rendering.

  9. A Case Study of a Hybrid Parallel 3D Surface Rendering Graphics Architecture

    DEFF Research Database (Denmark)

    Holten-Lund, Hans Erik; Madsen, Jan; Pedersen, Steen

    1997-01-01

    This paper presents a case study in the design strategy used inbuilding a graphics computer, for drawing very complex 3Dgeometric surfaces. The goal is to build a PC based computer systemcapable of handling surfaces built from about 2 million triangles, andto be able to render a perspective view...... of these on a computer displayat interactive frame rates, i.e. processing around 50 milliontriangles per second. The paper presents a hardware/softwarearchitecture called HPGA (Hybrid Parallel Graphics Architecture) whichis likely to be able to carry out this task. The case study focuses ontechniques to increase...

  10. Color-coded volume rendering for three-dimensional reconstructions of CT data

    International Nuclear Information System (INIS)

    Rieker, O.; Mildenberger, P.; Thelen, M.

    1999-01-01

    Purpose: To evaluate a technique of colored three-dimensional reconstructions without segmentation. Material and methods: Color-coded volume rendered images were reconstructed from the volume data of 25 thoracic, abdominal, musculoskeletal, and vascular helical CT scans using commercial software. The CT volume rendered voxels were encoded with color in the following manner. Opacity, hue, lightness, and chroma were assigned to each of four classes defined by CT number. Color-coded reconstructions were compared to the corresponding grey-scale coded reconstructions. Results: Color-coded volume rendering enabled realistic visualization of pathologic findings when there was sufficient difference in CT density. Segmentation was necessary in some cases to demonstrate small details in a complex volume. Conclusion: Color-coded volume rendering allowed lifelike visualisation of CT volumes without the need of segmentation in most cases. (orig.) [de

  11. Efficient Algorithms for Real-Time GPU Volumetric Cloud Rendering with Enhanced Geometry

    OpenAIRE

    Carlos Jiménez de Parga; Sebastián Rubén Gómez Palomo

    2018-01-01

    This paper presents several new techniques for volumetric cloud rendering using efficient algorithms and data structures based on ray-tracing methods for cumulus generation, achieving an optimum balance between realism and performance. These techniques target applications such as flight simulations, computer games, and educational software, even with conventional graphics hardware. The contours of clouds are defined by implicit mathematical expressions or triangulated structures inside which ...

  12. Artist rendering of dust grains colliding at low speeds

    Science.gov (United States)

    2003-01-01

    Clues to the formation of planets and planetary rings -- like Saturn's dazzling ring system -- may be found by studying how dust grains interact as they collide at low speeds. To study the question of low-speed dust collisions, NASA sponsored the COLLisions Into Dust Experiment (COLLIDE) at the University of Colorado. It was designed to spring-launch marble-size projectiles into trays of powder similar to space or lunar dust. COLLIDE-1 (1998) discovered that collisions below a certain energy threshold eject no material. COLLIDE-2 was designed to identify where the threshold is. In COLLIDE-2, scientists nudged small projectiles into dust beds and recorded how the dust splashed outward (video frame at top; artist's rendering at bottom). The slowest impactor ejected no material and stuck in the target. The faster impactors produced ejecta; some rebounded while others stuck in the target.

  13. An improved method of continuous LOD based on fractal theory in terrain rendering

    Science.gov (United States)

    Lin, Lan; Li, Lijun

    2007-11-01

    With the improvement of computer graphic hardware capability, the algorithm of 3D terrain rendering is going into the hot topic of real-time visualization. In order to solve conflict between the rendering speed and reality of rendering, this paper gives an improved method of terrain rendering which improves the traditional continuous level of detail technique based on fractal theory. This method proposes that the program needn't to operate the memory repeatedly to obtain different resolution terrain model, instead, obtains the fractal characteristic parameters of different region according to the movement of the viewpoint. Experimental results show that the method guarantees the authenticity of landscape, and increases the real-time 3D terrain rendering speed.

  14. On the design of a real-time volume rendering engine

    NARCIS (Netherlands)

    Smit, Jaap; Wessels, H.L.F.; van der Horst, A.; Bentum, Marinus Jan

    1992-01-01

    An architecture for a Real-Time Volume Rendering Engine (RT-VRE) is given, capable of computing 750 × 750 × 512 samples from a 3D dataset at a rate of 25 images per second. The RT-VRE uses for this purpose 64 dedicated rendering chips, cooperating with 16 RISC-processors. A plane interpolator

  15. On the design of a real-time volume rendering engine

    NARCIS (Netherlands)

    Smit, Jaap; Wessels, H.J.; van der Horst, A.; Bentum, Marinus Jan

    1995-01-01

    An architecture for a Real-Time Volume Rendering Engine (RT-VRE) is given, capable of computing 750 × 750 × 512 samples from a 3D dataset at a rate of 25 images per second. The RT-VRE uses for this purpose 64 dedicated rendering chips, cooperating with 16 RISC-processors. A plane interpolator

  16. Fast rendering of scanned room geometries

    DEFF Research Database (Denmark)

    Olesen, Søren Krarup; Markovic, Milos; Hammershøi, Dorte

    2014-01-01

    Room acoustics are rendered in Virtual Realities based on models of the real world. These are typically rather coarse representations of the true geometry resulting in room impulse responses with a lack of natural detail. This problem can be overcome by using data scanned by sensors, such as e...

  17. Interactive high-resolution isosurface ray casting on multicore processors.

    Science.gov (United States)

    Wang, Qin; JaJa, Joseph

    2008-01-01

    We present a new method for the interactive rendering of isosurfaces using ray casting on multi-core processors. This method consists of a combination of an object-order traversal that coarsely identifies possible candidate 3D data blocks for each small set of contiguous pixels, and an isosurface ray casting strategy tailored for the resulting limited-size lists of candidate 3D data blocks. While static screen partitioning is widely used in the literature, our scheme performs dynamic allocation of groups of ray casting tasks to ensure almost equal loads among the different threads running on multi-cores while maintaining spatial locality. We also make careful use of memory management environment commonly present in multi-core processors. We test our system on a two-processor Clovertown platform, each consisting of a Quad-Core 1.86-GHz Intel Xeon Processor, for a number of widely different benchmarks. The detailed experimental results show that our system is efficient and scalable, and achieves high cache performance and excellent load balancing, resulting in an overall performance that is superior to any of the previous algorithms. In fact, we achieve an interactive isosurface rendering on a 1024(2) screen for all the datasets tested up to the maximum size of the main memory of our platform.

  18. On-the-fly generation and rendering of infinite cities on the GPU

    KAUST Repository

    Steinberger, Markus

    2014-05-01

    In this paper, we present a new approach for shape-grammar-based generation and rendering of huge cities in real-time on the graphics processing unit (GPU). Traditional approaches rely on evaluating a shape grammar and storing the geometry produced as a preprocessing step. During rendering, the pregenerated data is then streamed to the GPU. By interweaving generation and rendering, we overcome the problems and limitations of streaming pregenerated data. Using our methods of visibility pruning and adaptive level of detail, we are able to dynamically generate only the geometry needed to render the current view in real-time directly on the GPU. We also present a robust and efficient way to dynamically update a scene\\'s derivation tree and geometry, enabling us to exploit frame-to-frame coherence. Our combined generation and rendering is significantly faster than all previous work. For detailed scenes, we are capable of generating geometry more rapidly than even just copying pregenerated data from main memory, enabling us to render cities with thousands of buildings at up to 100 frames per second, even with the camera moving at supersonic speed. © 2014 The Author(s) Computer Graphics Forum © 2014 The Eurographics Association and John Wiley & Sons Ltd. Published by John Wiley & Sons Ltd.

  19. On-the-fly generation and rendering of infinite cities on the GPU

    KAUST Repository

    Steinberger, Markus; Kenzel, Michael; Kainz, Bernhard K.; Wonka, Peter; Schmalstieg, Dieter

    2014-01-01

    In this paper, we present a new approach for shape-grammar-based generation and rendering of huge cities in real-time on the graphics processing unit (GPU). Traditional approaches rely on evaluating a shape grammar and storing the geometry produced as a preprocessing step. During rendering, the pregenerated data is then streamed to the GPU. By interweaving generation and rendering, we overcome the problems and limitations of streaming pregenerated data. Using our methods of visibility pruning and adaptive level of detail, we are able to dynamically generate only the geometry needed to render the current view in real-time directly on the GPU. We also present a robust and efficient way to dynamically update a scene's derivation tree and geometry, enabling us to exploit frame-to-frame coherence. Our combined generation and rendering is significantly faster than all previous work. For detailed scenes, we are capable of generating geometry more rapidly than even just copying pregenerated data from main memory, enabling us to render cities with thousands of buildings at up to 100 frames per second, even with the camera moving at supersonic speed. © 2014 The Author(s) Computer Graphics Forum © 2014 The Eurographics Association and John Wiley & Sons Ltd. Published by John Wiley & Sons Ltd.

  20. Democratizing rendering for multiple viewers in surround VR systems

    KAUST Repository

    Schulze, Jü rgen P.; Acevedo-Feliz, Daniel; Mangan, John; Prudhomme, Andrew; Nguyen, Phi Khanh; Weber, Philip P.

    2012-01-01

    We present a new approach for how multiple users' views can be rendered in a surround virtual environment without using special multi-view hardware. It is based on the idea that different parts of the screen are often viewed by different users, so that they can be rendered from their own view point, or at least from a point closer to their view point than traditionally expected. The vast majority of 3D virtual reality systems are designed for one head-tracked user, and a number of passive viewers. Only the head tracked user gets to see the correct view of the scene, everybody else sees a distorted image. We reduce this problem by algorithmically democratizing the rendering view point among all tracked users. Researchers have proposed solutions for multiple tracked users, but most of them require major changes to the display hardware of the VR system, such as additional projectors or custom VR glasses. Our approach does not require additional hardware, except the ability to track each participating user. We propose three versions of our multi-viewer algorithm. Each of them balances image distortion and frame rate in different ways, making them more or less suitable for certain application scenarios. Our most sophisticated algorithm renders each pixel from its own, optimized camera perspective, which depends on all tracked users' head positions and orientations. © 2012 IEEE.

  1. Democratizing rendering for multiple viewers in surround VR systems

    KAUST Repository

    Schulze, Jürgen P.

    2012-03-01

    We present a new approach for how multiple users\\' views can be rendered in a surround virtual environment without using special multi-view hardware. It is based on the idea that different parts of the screen are often viewed by different users, so that they can be rendered from their own view point, or at least from a point closer to their view point than traditionally expected. The vast majority of 3D virtual reality systems are designed for one head-tracked user, and a number of passive viewers. Only the head tracked user gets to see the correct view of the scene, everybody else sees a distorted image. We reduce this problem by algorithmically democratizing the rendering view point among all tracked users. Researchers have proposed solutions for multiple tracked users, but most of them require major changes to the display hardware of the VR system, such as additional projectors or custom VR glasses. Our approach does not require additional hardware, except the ability to track each participating user. We propose three versions of our multi-viewer algorithm. Each of them balances image distortion and frame rate in different ways, making them more or less suitable for certain application scenarios. Our most sophisticated algorithm renders each pixel from its own, optimized camera perspective, which depends on all tracked users\\' head positions and orientations. © 2012 IEEE.

  2. Mucosal detail at CT virtual reality: surface versus volume rendering.

    Science.gov (United States)

    Hopper, K D; Iyriboz, A T; Wise, S W; Neuman, J D; Mauger, D T; Kasales, C J

    2000-02-01

    To evaluate computed tomographic virtual reality with volumetric versus surface rendering. Virtual reality images were reconstructed for 27 normal or pathologic colonic, gastric, or bronchial structures in four ways: the transition zone (a) reconstructed separately from the wall by using volume rendering; (b) with attenuation equal to air; (c) with attenuation equal to wall (soft tissue); (d) with attenuation halfway between air and wall. The four reconstructed images were randomized. Four experienced imagers blinded to the reconstruction graded them from best to worst with predetermined criteria. All readers rated images with the transition zone as a separate structure as overwhelmingly superior (P Virtual reality is best with volume rendering, with the transition zone (mucosa) between the wall and air reconstructed as a separate structure.

  3. Method of producing hydrogen, and rendering a contaminated biomass inert

    Science.gov (United States)

    Bingham, Dennis N [Idaho Falls, ID; Klingler, Kerry M [Idaho Falls, ID; Wilding, Bruce M [Idaho Falls, ID

    2010-02-23

    A method for rendering a contaminated biomass inert includes providing a first composition, providing a second composition, reacting the first and second compositions together to form an alkaline hydroxide, providing a contaminated biomass feedstock and reacting the alkaline hydroxide with the contaminated biomass feedstock to render the contaminated biomass feedstock inert and further producing hydrogen gas, and a byproduct that includes the first composition.

  4. Rendering Visible: Painting and Sexuate Subjectivity

    Science.gov (United States)

    Daley, Linda

    2015-01-01

    In this essay, I examine Luce Irigaray's aesthetic of sexual difference, which she develops by extrapolating from Paul Klee's idea that the role of painting is to render the non-visible rather than represent the visible. This idea is the premise of her analyses of phenomenology and psychoanalysis and their respective contributions to understanding…

  5. Influence of rendering methods on yield and quality of chicken fat recovered from broiler skin

    Directory of Open Access Journals (Sweden)

    Liang-Kun Lin

    2017-06-01

    Full Text Available Objective In order to utilize fat from broiler byproducts efficiently, it is necessary to develop an appropriate rendering procedure and establish quality information for the rendered fat. A study was therefore undertaken to evaluate the influence of rendering methods on the amounts and general properties of the fat recovered from broiler skin. Methods The yield and quality of the broiler skin fat rendered through high and lower energy microwave rendering (3.6 W/g for 10 min and 2.4 W/g for 10 min for high power microwave rendering (HPMR and high power microwave rendering (LPMR, respectively, oven baking (OB, at 180°C for 40 min, and water cooking (WC, boiling for 40 min were compared. Results Microwave-rendered skin exhibited the highest yields and fat recovery rates, followed by OB, and WC fats (p<0.05. HPMR fat had the highest L*, a*, and b* values, whereas WC fat had the highest moisture content, acid values, and thiobarbituric acid (TBA values (p<0.05. There was no significant difference in the acid value, peroxide value, and TBA values between HPMR and LPMR fats. Conclusion Microwave rendering at a power level of 3.6 W/g for 10 min is suggested base on the yield and quality of chicken fat.

  6. Modeling a color-rendering operator for high dynamic range images using a cone-response function

    Science.gov (United States)

    Choi, Ho-Hyoung; Kim, Gi-Seok; Yun, Byoung-Ju

    2015-09-01

    Tone-mapping operators are the typical algorithms designed to produce visibility and the overall impression of brightness, contrast, and color of high dynamic range (HDR) images on low dynamic range (LDR) display devices. Although several new tone-mapping operators have been proposed in recent years, the results of these operators have not matched those of the psychophysical experiments based on the human visual system. A color-rendering model that is a combination of tone-mapping and cone-response functions using an XYZ tristimulus color space is presented. In the proposed method, the tone-mapping operator produces visibility and the overall impression of brightness, contrast, and color in HDR images when mapped onto relatively LDR devices. The tone-mapping resultant image is obtained using chromatic and achromatic colors to avoid well-known color distortions shown in the conventional methods. The resulting image is then processed with a cone-response function wherein emphasis is placed on human visual perception (HVP). The proposed method covers the mismatch between the actual scene and the rendered image based on HVP. The experimental results show that the proposed method yields an improved color-rendering performance compared to conventional methods.

  7. Feed-forward volume rendering algorithm for moderately parallel MIMD machines

    Science.gov (United States)

    Yagel, Roni

    1993-01-01

    Algorithms for direct volume rendering on parallel and vector processors are investigated. Volumes are transformed efficiently on parallel processors by dividing the data into slices and beams of voxels. Equal sized sets of slices along one axis are distributed to processors. Parallelism is achieved at two levels. Because each slice can be transformed independently of others, processors transform their assigned slices with no communication, thus providing maximum possible parallelism at the first level. Within each slice, consecutive beams are incrementally transformed using coherency in the transformation computation. Also, coherency across slices can be exploited to further enhance performance. This coherency yields the second level of parallelism through the use of the vector processing or pipelining. Other ongoing efforts include investigations into image reconstruction techniques, load balancing strategies, and improving performance.

  8. New impressive capabilities of SE-workbench for EO/IR real-time rendering of animated scenarios including flares

    Science.gov (United States)

    Le Goff, Alain; Cathala, Thierry; Latger, Jean

    2015-10-01

    To provide technical assessments of EO/IR flares and self-protection systems for aircraft, DGA Information superiority resorts to synthetic image generation to model the operational battlefield of an aircraft, as viewed by EO/IR threats. For this purpose, it completed the SE-Workbench suite from OKTAL-SE with functionalities to predict a realistic aircraft IR signature and is yet integrating the real-time EO/IR rendering engine of SE-Workbench called SE-FAST-IR. This engine is a set of physics-based software and libraries that allows preparing and visualizing a 3D scene for the EO/IR domain. It takes advantage of recent advances in GPU computing techniques. The recent past evolutions that have been performed concern mainly the realistic and physical rendering of reflections, the rendering of both radiative and thermal shadows, the use of procedural techniques for the managing and the rendering of very large terrains, the implementation of Image- Based Rendering for dynamic interpolation of plume static signatures and lastly for aircraft the dynamic interpolation of thermal states. The next step is the representation of the spectral, directional, spatial and temporal signature of flares by Lacroix Defense using OKTAL-SE technology. This representation is prepared from experimental data acquired during windblast tests and high speed track tests. It is based on particle system mechanisms to model the different components of a flare. The validation of a flare model will comprise a simulation of real trials and a comparison of simulation outputs to experimental results concerning the flare signature and above all the behavior of the stimulated threat.

  9. Anisotropic 3D texture synthesis with application to volume rendering

    DEFF Research Database (Denmark)

    Laursen, Lasse Farnung; Ersbøll, Bjarne Kjær; Bærentzen, Jakob Andreas

    2011-01-01

    images using a 12.1 megapixel camera. Next, we extend the volume rendering pipeline by creating a transfer function which yields not only color and opacity from the input intensity, but also texture coordinates for our synthesized 3D texture. Thus, we add texture to the volume rendered images....... This method is applied to a high quality visualization of a pig carcass, where samples of meat, bone, and fat have been used to produce the anisotropic 3D textures....

  10. Graphical User Interfaces for Volume Rendering Applications in Medical Imaging

    OpenAIRE

    Lindfors, Lisa; Lindmark, Hanna

    2002-01-01

    Volume rendering applications are used in medical imaging in order to facilitate the analysis of three-dimensional image data. This study focuses on how to improve the usability of graphical user interfaces of these systems, by gathering user requirements. This is achieved by evaluations of existing systems, together with interviews and observations at clinics in Sweden that use volume rendering to some extent. The usability of the applications of today is not sufficient, according to the use...

  11. Evaluation and Improvement of the CIE Metameric and Colour Rendering Index

    Directory of Open Access Journals (Sweden)

    Radovan Slavuj

    2015-12-01

    Full Text Available All artificial light sources are intended to simulate daylight and its properties of color rendering or ability of colour discrimination. Two indices, defined by the CIE, are used to quantify quality of the artificial light sources. First is Color Rendering Index which quantifies ability of light sources to render colours and other is the Metemerism Index which describes metamerism potential of given light source. Calculation of both indices are defined by CIE and has been a subject of discussion and change in past. In this work particularly, the problem of sample number and type used in calculation is addressed here and evaluated. It is noticed that both indices depends on the choice and sample number and that they should be determined based on application.

  12. Simple Coatings to Render Polystyrene Protein Resistant

    Directory of Open Access Journals (Sweden)

    Marcelle Hecker

    2018-02-01

    Full Text Available Non-specific protein adsorption is detrimental to the performance of many biomedical devices. Polystyrene is a commonly used material in devices and thin films. Simple reliable surface modification of polystyrene to render it protein resistant is desired in particular for device fabrication and orthogonal functionalisation schemes. This report details modifications carried out on a polystyrene surface to prevent protein adsorption. The trialed surfaces included Pluronic F127 and PLL-g-PEG, adsorbed on polystyrene, using a polydopamine-assisted approach. Quartz crystal microbalance with dissipation (QCM-D results showed only short-term anti-fouling success of the polystyrene surface modified with F127, and the subsequent failure of the polydopamine intermediary layer in improving its stability. In stark contrast, QCM-D analysis proved the success of the polydopamine assisted PLL-g-PEG coating in preventing bovine serum albumin adsorption. This modified surface is equally as protein-rejecting after 24 h in buffer, and thus a promising simple coating for long term protein rejection of polystyrene.

  13. Long-term thermophilic mono-digestion of rendering wastes and co-digestion with potato pulp

    International Nuclear Information System (INIS)

    Bayr, S.; Ojanperä, M.; Kaparaju, P.; Rintala, J.

    2014-01-01

    Highlights: • Rendering wastes’ mono-digestion and co-digestion with potato pulp were studied. • CSTR process with OLR of 1.5 kg VS/m 3 d, HRT of 50 d was unstable in mono-digestion. • Free NH 3 inhibited mono-digestion of rendering wastes. • CSTR process with OLR of 1.5 kg VS/m 3 d, HRT of 50 d was stable in co-digestion. • Co-digestion increased methane yield somewhat compared to mono-digestion. - Abstract: In this study, mono-digestion of rendering wastes and co-digestion of rendering wastes with potato pulp were studied for the first time in continuous stirred tank reactor (CSTR) experiments at 55 °C. Rendering wastes have high protein and lipid contents and are considered good substrates for methane production. However, accumulation of digestion intermediate products viz., volatile fatty acids (VFAs), long chain fatty acids (LCFAs) and ammonia nitrogen (NH 4 -N and/or free NH 3 ) can cause process imbalance during the digestion. Mono-digestion of rendering wastes at an organic loading rate (OLR) of 1.5 kg volatile solids (VS)/m 3 d and hydraulic retention time (HRT) of 50 d was unstable and resulted in methane yields of 450 dm 3 /kg VS fed . On the other hand, co-digestion of rendering wastes with potato pulp (60% wet weight, WW) at the same OLR and HRT improved the process stability and increased methane yields (500–680 dm 3 /kg VS fed ). Thus, it can be concluded that co-digestion of rendering wastes with potato pulp could improve the process stability and methane yields from these difficult to treat industrial waste materials

  14. Screen Space Ambient Occlusion Based Multiple Importance Sampling for Real-Time Rendering

    Science.gov (United States)

    Zerari, Abd El Mouméne; Babahenini, Mohamed Chaouki

    2018-03-01

    We propose a new approximation technique for accelerating the Global Illumination algorithm for real-time rendering. The proposed approach is based on the Screen-Space Ambient Occlusion (SSAO) method, which approximates the global illumination for large, fully dynamic scenes at interactive frame rates. Current algorithms that are based on the SSAO method suffer from difficulties due to the large number of samples that are required. In this paper, we propose an improvement to the SSAO technique by integrating it with a Multiple Importance Sampling technique that combines a stratified sampling method with an importance sampling method, with the objective of reducing the number of samples. Experimental evaluation demonstrates that our technique can produce high-quality images in real time and is significantly faster than traditional techniques.

  15. ACCELERATION RENDERING METHOD ON RAY TRACING WITH ANGLE COMPARISON AND DISTANCE COMPARISON

    Directory of Open Access Journals (Sweden)

    Liliana liliana

    2007-01-01

    Full Text Available In computer graphics applications, to produce realistic images, a method that is often used is ray tracing. Ray tracing does not only model local illumination but also global illumination. Local illumination count ambient, diffuse and specular effects only, but global illumination also count mirroring and transparency. Local illumination count effects from the lamp(s but global illumination count effects from other object(s too. Objects that are usually modeled are primitive objects and mesh objects. The advantage of mesh modeling is various, interesting and real-like shape. Mesh contains many primitive objects like triangle or square (rare. A problem in mesh object modeling is long rendering time. It is because every ray must be checked with a lot of triangle of the mesh. Added by ray from other objects checking, the number of ray that traced will increase. It causes the increasing of rendering time. To solve this problem, in this research, new methods are developed to make the rendering process of mesh object faster. The new methods are angle comparison and distance comparison. These methods are used to reduce the number of ray checking. The rays predicted will not intersect with the mesh, are not checked weather the ray intersects the mesh. With angle comparison, if using small angle to compare, the rendering process will be fast. This method has disadvantage, if the shape of each triangle is big, some triangles will be corrupted. If the angle to compare is bigger, mesh corruption can be avoided but the rendering time will be longer than without comparison. With distance comparison, the rendering time is less than without comparison, and no triangle will be corrupted.

  16. 31 CFR 515.548 - Services rendered by Cuba to United States aircraft.

    Science.gov (United States)

    2010-07-01

    ... 31 Money and Finance: Treasury 3 2010-07-01 2010-07-01 false Services rendered by Cuba to United... REGULATIONS Licenses, Authorizations, and Statements of Licensing Policy § 515.548 Services rendered by Cuba to United States aircraft. Specific licenses are issued for payment to Cuba of charges for services...

  17. GPU Pro advanced rendering techniques

    CERN Document Server

    Engel, Wolfgang

    2010-01-01

    This book covers essential tools and techniques for programming the graphics processing unit. Brought to you by Wolfgang Engel and the same team of editors who made the ShaderX series a success, this volume covers advanced rendering techniques, engine design, GPGPU techniques, related mathematical techniques, and game postmortems. A special emphasis is placed on handheld programming to account for the increased importance of graphics on mobile devices, especially the iPhone and iPod touch.Example programs and source code can be downloaded from the book's CRC Press web page. 

  18. Interactive Light Stimulus Generation with High Performance Real-Time Image Processing and Simple Scripting

    Directory of Open Access Journals (Sweden)

    László Szécsi

    2017-12-01

    Full Text Available Light stimulation with precise and complex spatial and temporal modulation is demanded by a series of research fields like visual neuroscience, optogenetics, ophthalmology, and visual psychophysics. We developed a user-friendly and flexible stimulus generating framework (GEARS GPU-based Eye And Retina Stimulation Software, which offers access to GPU computing power, and allows interactive modification of stimulus parameters during experiments. Furthermore, it has built-in support for driving external equipment, as well as for synchronization tasks, via USB ports. The use of GEARS does not require elaborate programming skills. The necessary scripting is visually aided by an intuitive interface, while the details of the underlying software and hardware components remain hidden. Internally, the software is a C++/Python hybrid using OpenGL graphics. Computations are performed on the GPU, and are defined in the GLSL shading language. However, all GPU settings, including the GPU shader programs, are automatically generated by GEARS. This is configured through a method encountered in game programming, which allows high flexibility: stimuli are straightforwardly composed using a broad library of basic components. Stimulus rendering is implemented solely in C++, therefore intermediary libraries for interfacing could be omitted. This enables the program to perform computationally demanding tasks like en-masse random number generation or real-time image processing by local and global operations.

  19. Interactive Light Stimulus Generation with High Performance Real-Time Image Processing and Simple Scripting.

    Science.gov (United States)

    Szécsi, László; Kacsó, Ágota; Zeck, Günther; Hantz, Péter

    2017-01-01

    Light stimulation with precise and complex spatial and temporal modulation is demanded by a series of research fields like visual neuroscience, optogenetics, ophthalmology, and visual psychophysics. We developed a user-friendly and flexible stimulus generating framework (GEARS GPU-based Eye And Retina Stimulation Software), which offers access to GPU computing power, and allows interactive modification of stimulus parameters during experiments. Furthermore, it has built-in support for driving external equipment, as well as for synchronization tasks, via USB ports. The use of GEARS does not require elaborate programming skills. The necessary scripting is visually aided by an intuitive interface, while the details of the underlying software and hardware components remain hidden. Internally, the software is a C++/Python hybrid using OpenGL graphics. Computations are performed on the GPU, and are defined in the GLSL shading language. However, all GPU settings, including the GPU shader programs, are automatically generated by GEARS. This is configured through a method encountered in game programming, which allows high flexibility: stimuli are straightforwardly composed using a broad library of basic components. Stimulus rendering is implemented solely in C++, therefore intermediary libraries for interfacing could be omitted. This enables the program to perform computationally demanding tasks like en-masse random number generation or real-time image processing by local and global operations.

  20. COMPANION ANIMALS SYMPOSIUM: Rendered ingredients significantly influence sustainability, quality, and safety of pet food.

    Science.gov (United States)

    Meeker, D L; Meisinger, J L

    2015-03-01

    The rendering industry collects and safely processes approximately 25 million t of animal byproducts each year in the United States. Rendering plants process a variety of raw materials from food animal production, principally offal from slaughterhouses, but include whole animals that die on farms or in transit and other materials such as bone, feathers, and blood. By recycling these byproducts into various protein, fat, and mineral products, including meat and bone meal, hydrolyzed feather meal, blood meal, and various types of animal fats and greases, the sustainability of food animal production is greatly enhanced. The rendering industry is conscious of its role in the prevention of disease and microbiological control and providing safe feed ingredients for livestock, poultry, aquaculture, and pets. The processing of otherwise low-value OM from the livestock production and meat processing industries through rendering drastically reduces the amount of waste. If not rendered, biological materials would be deposited in landfills, burned, buried, or inappropriately dumped with large amounts of carbon dioxide, ammonia, and other compounds polluting air and water. The majority of rendered protein products are used as animal feed. Rendered products are especially valuable to the livestock and pet food industries because of their high protein content, digestible AA levels (especially lysine), mineral availability (especially calcium and phosphorous), and relatively low cost in relation to their nutrient value. The use of these reclaimed and recycled materials in pet food is a much more sustainable model than using human food for pets.

  1. Long-term thermophilic mono-digestion of rendering wastes and co-digestion with potato pulp

    Energy Technology Data Exchange (ETDEWEB)

    Bayr, S., E-mail: suvi.bayr@jyu.fi; Ojanperä, M.; Kaparaju, P.; Rintala, J.

    2014-10-15

    Highlights: • Rendering wastes’ mono-digestion and co-digestion with potato pulp were studied. • CSTR process with OLR of 1.5 kg VS/m{sup 3} d, HRT of 50 d was unstable in mono-digestion. • Free NH{sub 3} inhibited mono-digestion of rendering wastes. • CSTR process with OLR of 1.5 kg VS/m{sup 3} d, HRT of 50 d was stable in co-digestion. • Co-digestion increased methane yield somewhat compared to mono-digestion. - Abstract: In this study, mono-digestion of rendering wastes and co-digestion of rendering wastes with potato pulp were studied for the first time in continuous stirred tank reactor (CSTR) experiments at 55 °C. Rendering wastes have high protein and lipid contents and are considered good substrates for methane production. However, accumulation of digestion intermediate products viz., volatile fatty acids (VFAs), long chain fatty acids (LCFAs) and ammonia nitrogen (NH{sub 4}-N and/or free NH{sub 3}) can cause process imbalance during the digestion. Mono-digestion of rendering wastes at an organic loading rate (OLR) of 1.5 kg volatile solids (VS)/m{sup 3} d and hydraulic retention time (HRT) of 50 d was unstable and resulted in methane yields of 450 dm{sup 3}/kg VS{sub fed}. On the other hand, co-digestion of rendering wastes with potato pulp (60% wet weight, WW) at the same OLR and HRT improved the process stability and increased methane yields (500–680 dm{sup 3}/kg VS{sub fed}). Thus, it can be concluded that co-digestion of rendering wastes with potato pulp could improve the process stability and methane yields from these difficult to treat industrial waste materials.

  2. The lime renderings from plaza de la Corredera, Córdoba

    Directory of Open Access Journals (Sweden)

    González, T.

    2002-09-01

    Full Text Available The causes of the pathologies found on the lime renderings from Plaza de la Corredera façades are analysed in this study. For this purpose, the mineralogical and chemical analyses of the building materials -brickwork and rendering mortar- has been carried out, as well as their physical, hydric and mechanical properties have been determined. The obtained results from both unaltered and altered materials, and the analysis of the rendering's raw materials, have allowed us to establish that rendering deterioration is connected to the presence of saline compounds (gypsum, halite, which existing in the brickwork substratum, have been removed due to the water saturation of such brickwork. The main cause responsible of the alteration forms - efflorescence, crusts, grain-disintegration, bulging, flaking found on the renderings, has been the salts precipitation (halite, hexahydrite, epsomite in their way towards the external surface.

    En este estudio se analizan las causas de las patologías de los revocos de cal de las fachadas de la Plaza de la Corredera. Para ello se ha realizado el análisis mineralógico y químico de los materiales de construcción - fábrica de ladrillo y mortero de revestimiento- y se han determinado sus propiedades físicas, hídricas y mecánicas. Mediante la comparación de los resultados obtenidos en los materiales inalterados y en los alterados, así como una vez analizadas las materias primas utilizadas en la realización del revoco, se ha podido establecer que la alteración de este último está relacionada con la existencia de compuestos salinos (yeso, halita que, presentes en el substrato de fábrica de ladrillo, se han exudado por saturación de agua de la misma. La precipitación de las sales (halita, hexahidrita, epsomita en su migración hacia el exterior ha sido la principal responsable de las formas de alteración -eflorescencias, costras, arenización, abombamientos, descamaciones- que aparecen sobre los

  3. Interactive Editing of GigaSample Terrain Fields

    KAUST Repository

    Treib, Marc

    2012-05-01

    Previous terrain rendering approaches have addressed the aspect of data compression and fast decoding for rendering, but applications where the terrain is repeatedly modified and needs to be buffered on disk have not been considered so far. Such applications require both decoding and encoding to be faster than disk transfer. We present a novel approach for editing gigasample terrain fields at interactive rates and high quality. To achieve high decoding and encoding throughput, we employ a compression scheme for height and pixel maps based on a sparse wavelet representation. On recent GPUs it can encode and decode up to 270 and 730 MPix/s of color data, respectively, at compression rates and quality superior to JPEG, and it achieves more than twice these rates for lossless height field compression. The construction and rendering of a height field triangulation is avoided by using GPU ray-casting directly on the regular grid underlying the compression scheme. We show the efficiency of our method for interactive editing and continuous level-of-detail rendering of terrain fields comprised of several hundreds of gigasamples. © 2012 The Author(s).

  4. Advantages and disadvantages of 3D ultrasound of thyroid nodules including thin slice volume rendering

    Directory of Open Access Journals (Sweden)

    Slapa Rafal

    2011-01-01

    Full Text Available Abstract Background The purpose of this study was to assess the advantages and disadvantages of 3D gray-scale and power Doppler ultrasound, including thin slice volume rendering (TSVR, applied for evaluation of thyroid nodules. Methods The retrospective evaluation by two observers of volumes of 71 thyroid nodules (55 benign, 16 cancers was performed using a new TSVR technique. Dedicated 4D ultrasound scanner with an automatic 6-12 MHz 4D probe was used. Statistical analysis was performed with Stata v. 8.2. Results Multiple logistic regression analysis demonstrated that independent risk factors of thyroid cancers identified by 3D ultrasound include: (a ill-defined borders of the nodule on MPR presentation, (b a lobulated shape of the nodule in the c-plane and (c a density of central vessels in the nodule within the minimal or maximal ranges. Combination of features provided sensitivity 100% and specificity 60-69% for thyroid cancer. Calcification/microcalcification-like echogenic foci on 3D ultrasound proved not to be a risk factor of thyroid cancer. Storage of the 3D data of the whole nodules enabled subsequent evaluation of new parameters and with new rendering algorithms. Conclusions Our results indicate that 3D ultrasound is a practical and reproducible method for the evaluation of thyroid nodules. 3D ultrasound stores volumes comprising the whole lesion or organ. Future detailed evaluations of the data are possible, looking for features that were not fully appreciated at the time of collection or applying new algorithms for volume rendering in order to gain important information. Three-dimensional ultrasound data could be included in thyroid cancer databases. Further multicenter large scale studies are warranted.

  5. Adaptive proxy map server for efficient vector spatial data rendering

    Science.gov (United States)

    Sayar, Ahmet

    2013-01-01

    The rapid transmission of vector map data over the Internet is becoming a bottleneck of spatial data delivery and visualization in web-based environment because of increasing data amount and limited network bandwidth. In order to improve both the transmission and rendering performances of vector spatial data over the Internet, we propose a proxy map server enabling parallel vector data fetching as well as caching to improve the performance of web-based map servers in a dynamic environment. Proxy map server is placed seamlessly anywhere between the client and the final services, intercepting users' requests. It employs an efficient parallelization technique based on spatial proximity and data density in case distributed replica exists for the same spatial data. The effectiveness of the proposed technique is proved at the end of the article by the application of creating map images enriched with earthquake seismic data records.

  6. Development of a virtual speaking simulator using Image Based Rendering.

    Science.gov (United States)

    Lee, J M; Kim, H; Oh, M J; Ku, J H; Jang, D P; Kim, I Y; Kim, S I

    2002-01-01

    The fear of speaking is often cited as the world's most common social phobia. The rapid growth of computer technology has enabled the use of virtual reality (VR) for the treatment of the fear of public speaking. There are two techniques for building virtual environments for the treatment of this fear: a model-based and a movie-based method. Both methods have the weakness that they are unrealistic and not controllable individually. To understand these disadvantages, this paper presents a virtual environment produced with Image Based Rendering (IBR) and a chroma-key simultaneously. IBR enables the creation of realistic virtual environments where the images are stitched panoramically with the photos taken from a digital camera. And the use of chroma-keys puts virtual audience members under individual control in the environment. In addition, real time capture technique is used in constructing the virtual environments enabling spoken interaction between the subject and a therapist or another subject.

  7. Insurance of professional responsibility at medical aid rendering

    Directory of Open Access Journals (Sweden)

    Abyzova N.V.

    2011-12-01

    Full Text Available The article discusses the necessity of adoption of professional responsibility insurance act into the public health service. It is considered as the basic mechanism of compensation in case of damage to a patient at medical aid rendering

  8. Color Rendering Index Thermal Stability Improvement of Glass-Based Phosphor-Converted White Light-Emitting Diodes for Solid-State Lighting

    Directory of Open Access Journals (Sweden)

    Chun-Chin Tsai

    2014-01-01

    Full Text Available High color rendering index performance has been required for phosphor-converted warm-white light-emitting diodes (PC-WWLEDs in lighting industry. The characteristics of low-temperature fabricated phosphor (yellow: Ce3+:YAG, green: Tb3+:YAG, and red: CaAlClSiN3:Eu2+ doped glass were presented for applications to high color rendering index warm-white-light-emitting diodes. Color coordinates (x, y = (0.36, 0.29, quantum yield (QY = 55.6%, color rending index (CRI = 85.3, and correlated color temperature (CCT = 3923 K were characterized. Glass-based PC-WWLEDs was found able to maintain good thermal stability for long-time high-temperature operation. QY decay, CRI remenance, and chromaticity shift were also analyzed for glass- and silicone-based high-power PC-WLEDs by thermal aging at 150°C and 250°C for industrial test standard’s aging time 1008 hours. Better than the silicone’s, thermal stability of glass-based PC-WLEDs has been improved. The resulted high color rendering index (CRI glass phosphor potentially can be used as a phosphor layer for high-performance and low-cost PC-WLEDs used in next-generation indoor solid-state lighting applications.

  9. FCJ-132 Towards a Performative Aesthetics of Interactivity

    Directory of Open Access Journals (Sweden)

    Simon Penny

    2011-12-01

    Full Text Available This paper places contemporary modalities of digital interaction in an historical context of sixty years of intersections between technological development and artistic experimentation. Specific technological developments are identified as context-defining historical markers and specific works are discussed as exemplars of significant milestones in the engineering and the aesthetics of interaction. The shortage of theorisation of non-instrumental interaction is lamented. The process of naturalisation to increasingly sophisticated digital tools and appliances in the current period of ubiquitous computing is noted. A number of theoretical issues are drawn out and discussed in terms of cognitive and sensorimotor dynamics. Woven through the discussion is the proposal that a synthesis of performance theory and neuro-cognitive studies might provide a basis for a performative ontology around which an aesthetics of interaction might be constructed. As the paper progresses a theoretical framework for an ontologically performative aesthetics of interaction and ubiquity is formulated.

  10. Shared periodic performer movements coordinate interactions in duo improvisations

    Science.gov (United States)

    Jakubowski, Kelly; Moran, Nikki; Keller, Peter E.

    2018-01-01

    Human interaction involves the exchange of temporally coordinated, multimodal cues. Our work focused on interaction in the visual domain, using music performance as a case for analysis due to its temporally diverse and hierarchical structures. We made use of two improvising duo datasets—(i) performances of a jazz standard with a regular pulse and (ii) non-pulsed, free improvizations—to investigate whether human judgements of moments of interaction between co-performers are influenced by body movement coordination at multiple timescales. Bouts of interaction in the performances were manually annotated by experts and the performers’ movements were quantified using computer vision techniques. The annotated interaction bouts were then predicted using several quantitative movement and audio features. Over 80% of the interaction bouts were successfully predicted by a broadband measure of the energy of the cross-wavelet transform of the co-performers’ movements in non-pulsed duos. A more complex model, with multiple predictors that captured more specific, interacting features of the movements, was needed to explain a significant amount of variance in the pulsed duos. The methods developed here have key implications for future work on measuring visual coordination in musical ensemble performances, and can be easily adapted to other musical contexts, ensemble types and traditions. PMID:29515867

  11. VIDEO ANIMASI 3D PENGENALAN RUMAH ADAT DAN ALAT MUSIK KEPRI DENGAN MENGUNAKAN TEKNIK RENDER CEL-SHADING

    Directory of Open Access Journals (Sweden)

    Jianfranco Irfian Asnawi

    2016-11-01

    Full Text Available Animasi ini berjudul "video animasi 3D rumah adat dan alat musik Kepulauan Riau dengan menggunakan teknik render cel-shading" merupakan video yang bertujuan memperkenalkan alat-alat musik yang berasal dari kepulauan riau, Animasi ini akan diterapkan dengan menggunakan teknik render cel-shading. Cel-shading adalah teknik render yang menampilkan grafik 3D yang menyerupai gambar tangan, seperti gambar komik dan kartun. Teknik ini juga sudah di terapkan dalam game 3D yang ternyata menarik banyak perhatian peminat. Teknik ini akan di terapkan kedalam animasi 3D "video animasi rumah adat dan alat musik kepulauan riau dengan menggunakan teknik render cel-shading" Animasi di rancang menggunakan skenario dan storyboard kemudian di implementasikan dalam software 3D MAYA AUTODESK dengan menggunakan teknik render cel-shading. Setelah diterapkan maka di dapatkan definisi keberhasilan dari teknik render cel shading di bandingkan dengan teknik render global illumination seperti dari kecepatan dalam merender dan tingkat kecerahan warna pada video. Kata kunci: animasi, game 3D, cel-shading.

  12. Visualization of plasma collision phenomenon by particle based rendering

    International Nuclear Information System (INIS)

    Yamamoto, Takeshi; Takagishi, Hironori; Hasegawa, Kyoko; Nakata, Susumu; Tanaka, Satoshi; Tanaka, Kazuo

    2012-01-01

    In this paper, we visualize plasma collision phenomenon based on XYT-space (space and time) volume data for supporting research in plasma physics. We create 3D volume data in the XYT-space by piling up a time series of XY-plane photo images taken in experiment. As a result, we can visualize as one still image all the time behavior of the plasma plume. Besides, we adopt 'fused' visualization based on particle based rendering technique. Using that technique, we can easily fuse volume rendering different materials, and compare physics of different elements in flexible ways. In addition, we propose the method to generate pseudo-3D images from pictures shoot by ICCD of two perspectives on the upper and side. (author)

  13. ARE: Ada Rendering Engine

    Directory of Open Access Journals (Sweden)

    Stefano Penge

    2009-10-01

    Full Text Available E' ormai pratica diffusa, nello sviluppo di applicazioni web, l'utilizzo di template e di potenti template engine per automatizzare la generazione dei contenuti da presentare all'utente. Tuttavia a volte la potenza di tali engine è€ ottenuta mescolando logica e interfaccia, introducendo linguaggi diversi da quelli di descrizione della pagina, o addirittura inventando nuovi linguaggi dedicati.ARE (ADA Rendering Engine è€ pensato per gestire l'intero flusso di creazione del contenuto HTML/XHTML dinamico, la selezione del corretto template, CSS, JavaScript e la produzione dell'output separando completamente logica e interfaccia. I templates utilizzati sono puro HTML senza parti in altri linguaggi, e possono quindi essere gestiti e visualizzati autonomamente. Il codice HTML generato è€ uniforme e parametrizzato.E' composto da due moduli, CORE (Common Output Rendering Engine e ALE (ADA Layout Engine.Il primo (CORE viene utilizzato per la generazione OO degli elementi del DOM ed è pensato per aiutare lo sviluppatore nella produzione di codice valido rispetto al DTD utilizzato. CORE genera automaticamente gli elementi del DOM in base al DTD impostato nella configurazioneIl secondo (ALE viene utilizzato come template engine per selezionare automaticamente in base ad alcuni parametri (modulo, profilo utente, tipologia del nodo, del corso, preferenze di installazione il template HTML, i CSS e i file JavaScript appropriati. ALE permette di usare templates di default e microtemplates ricorsivi per semplificare il lavoro del grafico.I due moduli possono in ogni caso essere utilizzati indipendentemente l'uno dall'altro. E' possibile generare e renderizzare una pagina HTML utilizzando solo CORE oppure inviare gli oggetti CORE al template engine ALE che provvede a renderizzare la pagina HTML. Viceversa è possibile generare HTML senza utilizzare CORE ed inviarlo al template engine ALECORE è alla prima release ed è€ già utilizzato all

  14. Morphological pyramids in multiresolution MIP rendering of large volume data : Survey and new results

    NARCIS (Netherlands)

    Roerdink, J.B.T.M.

    We survey and extend nonlinear signal decompositions based on morphological pyramids, and their application to multiresolution maximum intensity projection (MIP) volume rendering with progressive refinement and perfect reconstruction. The structure of the resulting multiresolution rendering

  15. Visualization of normal and abnormal inner ear with volume rendering technique using multislice spiral CT

    International Nuclear Information System (INIS)

    Ma Hui; Han Ping; Liang Bo; Lei Ziqiao; Liu Fang; Tian Zhiliang

    2006-01-01

    Objective: To evaluate the ability of the volume rendering technique to display the normal and abnormal inner ear structures. Methods: Forty normal earand 61 abnormal inner ears (40 congenital inner ear malformations, 7 labyrinthitis ossificans, and 14 inner ear erosion caused by cholesteatomas) were examined with a MSCT scanner. Axial imaging were performed using the following parameters: 120 kV, 100 mAs, 0.75 mm slice thickness, a pitch factor of 1. The axial images of interested ears were reconstructed with 0.1 mm reconstruction increment and a FOV of 50 mm. The 3D reconstructions were done with volume rendering technique on the workstation. Results: In the subjects without ear disorders a high quality 3D visualization of the inner ear could be achieved. In the patients with inner ear' disorders all inner ear malformations could be clearly displayed on 3D images as follows: (1) Michel deformity (one ear): There was complete absence of all cochlear and vestibular structures. (2) common cavity deformity (3 ears): The cochlea and vestibule were represented by a cystic cavity and couldn't be differentiated from each other. (3)incomplete partition type I (3 ears): The cochlea lacked the entire modiolus and cribriform area, resulting in a cystic appearance. (4) incomplete partition type II (Mondini deformity) (5 ears): The cochlea consisted of 1.5 turns, in which the middle and apical turns coalesced to form a cystic apex. (5) vestibular and semicircular canal malformations (14 ears): Cochlea was normal, vestibule dilated, semicircular canals were absent, hypoplastic or enlarged. (6) dilated vestibular aqueduct (14 ears): The vestibular aqueduct was bell-mouthed. In 7 patients with labyrinthifis ossificans, 3D images failed to clearly show the completeinner ears in 4 ears because of too high ossifications in the membranous labyrinth. In the other 3 ears volume rendering could display the thin cochlea basal turn and the intermittent semicircular canals. In the patients

  16. Exploring the use of glossy light volumes for interactive global illumination

    CSIR Research Space (South Africa)

    Duvenhage, B

    2010-06-01

    Full Text Available . raytracing. Arvo used backward raytracing to render caustics which could not efficiently be simulated using the high fidelity forward raytracing and radiosity rendering techniques of the time. Similar to what Heckbert and Hanrahan proposed and did, Watt... graphics and interactive tech- niques, ACM, New York, NY, USA, 119–127. HECKBERT, P. 1990. Adaptive radiosity textures for bidirectional ray tracing. In SIGGRAPH ’90: Proceedings of the 17th annual conference on Computer graphics and interactive...

  17. Sparse PDF Volumes for Consistent Multi-Resolution Volume Rendering

    KAUST Repository

    Sicat, Ronell Barrera; Kruger, Jens; Moller, Torsten; Hadwiger, Markus

    2014-01-01

    This paper presents a new multi-resolution volume representation called sparse pdf volumes, which enables consistent multi-resolution volume rendering based on probability density functions (pdfs) of voxel neighborhoods. These pdfs are defined

  18. Tactile display for virtual 3D shape rendering

    CERN Document Server

    Mansutti, Alessandro; Bordegoni, Monica; Cugini, Umberto

    2017-01-01

    This book describes a novel system for the simultaneous visual and tactile rendering of product shapes which allows designers to simultaneously touch and see new product shapes during the conceptual phase of product development. This system offers important advantages, including potential cost and time savings, compared with the standard product design process in which digital 3D models and physical prototypes are often repeatedly modified until an optimal design is achieved. The system consists of a tactile display that is able to represent, within a real environment, the shape of a product. Designers can explore the rendered surface by touching curves lying on the product shape, selecting those curves that can be considered style features and evaluating their aesthetic quality. In order to physically represent these selected curves, a flexible surface is modeled by means of servo-actuated modules controlling a physical deforming strip. The tactile display is designed so as to be portable, low cost, modular,...

  19. Parametric model of the scala tympani for haptic-rendered cochlear implantation.

    Science.gov (United States)

    Todd, Catherine; Naghdy, Fazel

    2005-01-01

    A parametric model of the human scala tympani has been designed for use in a haptic-rendered computer simulation of cochlear implant surgery. It will be the first surgical simulator of this kind. A geometric model of the Scala Tympani has been derived from measured data for this purpose. The model is compared with two existing descriptions of the cochlear spiral. A first approximation of the basilar membrane is also produced. The structures are imported into a force-rendering software application for system development.

  20. Radionuclide cisternography: SPECT and 3D-rendering

    International Nuclear Information System (INIS)

    Henkes, H.; Huber, G.; Piepgras, U.; Hierholzer, J.; Cordes, M.

    1991-01-01

    Radionuclide cisternography is indicated in the clinical work-up for hydrocephalus, when searching for CSF leaks, and when testing whether or not intracranial cystic lesions are communicating with the adjacent subarachnoid space. This paper demonstrates the feasibility and diagnostic value of SPECT and subsequent 3D surface rendering in addition to conventional rectilinear CSF imaging in eight patients. Planar images allowed the evaluation of CSF circulation and the detection of CSF fistula. They were advantageous in examinations 48 h after application of 111 In-DTPA. SPECT scans, generated 4-24 h after tracer application, were superior in the delineation of basal cisterns, especially in early scans; this was helpful in patients with pooling due to CSF fistula and in cystic lesions near the skull base. A major drawback was the limited image quality of delayed scans, when the SPECT data were degraded by a low count rate. 3D surface rendering was easily feasible from SPECT data and yielded high quality images. The presentation of the spatial distribution of nuclide-contaminated CSF proved especially helpful in the area of the basal cisterns. (orig.) [de

  1. Emotion rendering in auditory simulations of imagined walking styles

    DEFF Research Database (Denmark)

    Turchet, Luca; Rodá, Antonio

    2016-01-01

    This paper investigated how different emotional states of a walker can be rendered and recognized by means of footstep sounds synthesis algorithms. In a first experiment, participants were asked to render, according to imagined walking scenarios, five emotions (aggressive, happy, neutral, sad......, and tender) by manipulating the parameters of synthetic footstep sounds simulating various combinations of surface materials and shoes types. Results allowed to identify, for the involved emotions and sound conditions, the mean values and ranges of variation of two parameters, sound level and temporal...... distance between consecutive steps. Results were in accordance with those reported in previous studies on real walking, suggesting that expression of emotions in walking is independent from the real or imagined motor activity. In a second experiment participants were asked to identify the emotions...

  2. Frequency Analysis of Gradient Estimators in Volume Rendering

    NARCIS (Netherlands)

    Bentum, Marinus Jan; Lichtenbelt, Barthold B.A.; Malzbender, Tom

    1996-01-01

    Gradient information is used in volume rendering to classify and color samples along a ray. In this paper, we present an analysis of the theoretically ideal gradient estimator and compare it to some commonly used gradient estimators. A new method is presented to calculate the gradient at arbitrary

  3. Interactive navigation and bronchial tube tracking in virtual bronchoscopy.

    Science.gov (United States)

    Heng, P A; Fung, P F; Wong, T T; Siu, Y H; Sun, H

    1999-01-01

    An interactive virtual environment for simulation of bronchoscopy is developed. Medical doctor can safely plan their surgical bronchoscopy using the virtual environment without any invasive diagnosis which may risk the patient's health. The 3D pen input device of the system allows the doctor to navigate and visualize the bronchial tree of the patient naturally and interactively. To navigate the patient's bronchial tree, a vessel tracking process is required. While manual tracking is tedious and labor-intensive, fully automatic tracking may not be reliable. We propose a semi-automatic tracking technique called Intelligent Path Tracker which provides automation and enough user control during the vessel tracking. To support an interactive frame rate, we also introduce a new volume rendering acceleration technique, named as IsoRegion Leaping. The volume rendering is further accelerated by distributed rendering on a TCP/IP-based network of low-cost PCs. With these approaches, a 256 x 256 x 256 volume data of human lung, can be navigated and visualized at a frame rate of over 10 Hz in our virtual bronchoscopy system.

  4. Factors affecting extension workers in their rendering of effective ...

    African Journals Online (AJOL)

    Factors affecting extension workers in their rendering of effective service to pre and ... Small, micro and medium entrepreneurs play an important role in economic ... such as production, marketing and management to adequately service the ...

  5. Evaluation of the relationship between extremity soft tissue sarcomas and adjacent major vessels using contrast-enhanced multidetector CT and three-dimensional volume-rendered CT angiography - A preliminary study

    International Nuclear Information System (INIS)

    Li, YangKang; Lin, JianBang; Cai, AiQun; Zhou, XiuGuo; Zheng, Yu; Wei, XiaoLong; Cheng, Ying; Liu, GuoRui

    2013-01-01

    Background: Accurate description of the relationship between extremity soft tissue sarcoma and the adjacent major vessels is crucial for successful surgery. In addition to magnetic resonance imaging (MRI) or in patients who cannot undergo MRI, two-dimensional (2D) postcontrast computed tomography (CT) images and three-dimensional (3D) volume-rendered CT angiography may be valuable alternative imaging techniques for preoperative evaluation of extremity sarcomas. Purpose: To preoperatively assess extremity sarcomas using multidetector CT (MDCT), with emphasis on postcontrast MDCT images and 3D volume-rendered MDCT angiography in evaluating the relationship between tumors and adjacent major vessels. Material and Methods: MDCT examinations were performed on 13 patients with non-metastatic extremity sarcomas. Conventional CT images and 3D volume-rendered CT angiography were evaluated, with focus on the relationship between tumors and adjacent major vessels. Kappa consistency statistics were performed with surgery serving as the reference standard. Results: The relationship between sarcomas and adjacent vessels was described as one of three patterns: proximity, adhesion, and encasement. Proximity was seen in five cases on postcontrast CT images or in eight cases on volume-rendered images. Adhesion was seen in three cases on both postcontrast CT images and volume-rendered images. Encasement was seen in five cases on postcontrast CT images or in two cases on volume-rendered images. Compared to surgical results, postcontrast CT images had 100% sensitivity, 83.3% specificity, 87.5% positive predictive value, 100% negative predictive value, and 92.3% accuracy in the detection of vascular invasion (κ = 0.843, P = 0.002). 3D volume-rendered CT angiography had 71.4% sensitivity, 100% specificity, 100% positive predictive value, 75% negative predictive value, and 84.6% accuracy in the detection of vascular invasion (κ = 0.698, P = 0.008). On volume-rendered images, all cases

  6. Virtual endoscopy and 3D volume rendering in the management of frontal sinus fractures.

    Science.gov (United States)

    Belina, Stanko; Cuk, Viseslav; Klapan, Ivica

    2009-12-01

    Frontal sinus fractures (FSF) are commonly caused by traffic accidents, assaults, industrial accidents and gunshot wounds. Classical roentgenography has high proportion of false negative findings in cases of FSF and is not particularly useful in examining the severity of damage to the frontal sinus posterior table and the nasofrontal duct region. High resolution computed tomography was inavoidable during the management of such patients but it may produce large quantity of 2D images. Postprocessing of datasets acquired by high resolution computer tomography from patients with severe head trauma may offer a valuable additional help in diagnostics and surgery planning. We performed virtual endoscopy (VE) and 3D volume rendering (3DVR) on high resolution CT data acquired from a 54-year-old man with with both anterior and posterior frontal sinus wall fracture in order to demonstrate advantages and disadvantages of these methods. Data acquisition was done by Siemens Somatom Emotion scanner and postprocessing was performed with Syngo 2006G software. VE and 3DVR were performed in a man who suffered blunt trauma to his forehead and nose in an traffic accident. Left frontal sinus anterior wall fracture without dislocation and fracture of tabula interna with dislocation were found. 3D position and orientation of fracture lines were shown in by 3D rendering software. We concluded that VE and 3DVR can clearly display the anatomic structure of the paranasal sinuses and nasopharyngeal cavity, revealing damage to the sinus wall caused by a fracture and its relationship to surrounding anatomical structures.

  7. GPU PRO 3 Advanced rendering techniques

    CERN Document Server

    Engel, Wolfgang

    2012-01-01

    GPU Pro3, the third volume in the GPU Pro book series, offers practical tips and techniques for creating real-time graphics that are useful to beginners and seasoned game and graphics programmers alike. Section editors Wolfgang Engel, Christopher Oat, Carsten Dachsbacher, Wessam Bahnassi, and Sebastien St-Laurent have once again brought together a high-quality collection of cutting-edge techniques for advanced GPU programming. With contributions by more than 50 experts, GPU Pro3: Advanced Rendering Techniques covers battle-tested tips and tricks for creating interesting geometry, realistic sha

  8. Validation of Thermal Lethality against Salmonella enterica in Poultry Offal during Rendering.

    Science.gov (United States)

    Jones-Ibarra, Amie-Marie; Acuff, Gary R; Alvarado, Christine Z; Taylor, T Matthew

    2017-09-01

    Recent outbreaks of human disease following contact with companion animal foods cross-contaminated with enteric pathogens, such as Salmonella enterica, have resulted in increased concern regarding the microbiological safety of animal foods. Additionally, the U.S. Food and Drug Administration Food Safety Modernization Act and its implementing rules have stipulated the implementation of current good manufacturing practices and food safety preventive controls for livestock and companion animal foods. Animal foods and feeds are sometimes formulated to include thermally rendered animal by-product meals. The objective of this research was to determine the thermal inactivation of S. enterica in poultry offal during rendering at differing temperatures. Raw poultry offal was obtained from a commercial renderer and inoculated with a mixture of Salmonella serovars Senftenberg, Enteritidis, and Gallinarum (an avian pathogen) prior to being subjected to heating at 150, 155, or 160°F (65.5, 68.3, or 71.1°C) for up to 15 min. Following heat application, surviving Salmonella bacteria were enumerated. Mean D-values for the Salmonella cocktail at 150, 155, and 160°F were 0.254 ± 0.045, 0.172 ± 0.012, and 0.086 ± 0.004 min, respectively, indicative of increasing susceptibility to increased application of heat during processing. The mean thermal process constant (z-value) was 21.948 ± 3.87°F. Results indicate that a 7.0-log-cycle inactivation of Salmonella may be obtained from the cumulative lethality encountered during the heating come-up period and subsequent rendering of raw poultry offal at temperatures not less than 150°F. Current poultry rendering procedures are anticipated to be effective for achieving necessary pathogen control when completed under sanitary conditions.

  9. Skin: an interactive hyperstereoscopic electro installation

    Science.gov (United States)

    Kostis, Helen-Nicole; Kooima, Robert; Kannenberg, John

    2007-02-01

    It is the uniqueness of Virtual Reality as a medium that calls for the creation of hybrid realities which blur the finite boundaries between physical and digital existence. Virtual Reality's distinguishing features as an artistic medium embody a distinct form of aesthetics: it is a stereoscopic, immersive, interactive, performative, dynamic, and experiential medium. A Virtual Reality art piece manifests in multiple ways. It can present itself as an interactive virtual archetype, exploring concepts rendered from different perspectives, and as an impetus to challenge the platform's capabilities, not only theoretically as an artistic practice, but also by calling for the instantiation of authoring tools for the development of virtual reality experiences. The paradigm presented in this paper is a Virtual Reality art piece, called skin, 2006, developed on Electro, which is an open-source cross-platform development environment. skin, 2006, is an interactive hypersteroscopic high-definition audiovisual installation that explores a dialogue between physical and digital senses of "touch".

  10. Three dimensional volume rendering virtual endoscopy of the ossicles using a multi-row detector CT: applications and limitations

    International Nuclear Information System (INIS)

    Kim, Su Yeon; Choi, Sun Seob; Kang, Myung Jin; Shin, Tae Beom; Lee, Ki Nam; Kang, Myung Koo

    2005-01-01

    This study was conducted to know the applications and limitations of three dimensional volume rendering virtual endoscopy of the ossicles using a multi-row detector CT. This study examined 25 patients who underwent temporal bone CT using a 16-row detector CT as a result of hearing problems or trauma. The axial CT scan of the temporal bone was performed with a 0.6 mm collimation, and a reconstruction was carried out with a U70u sharp of kernel value, a 1 mm thickness and 0.5-1.0 mm increments. After observing the ossicles in the axial and coronal images, virtual endoscopy was performed using a three dimensional volume rendering technique with a threshold value of-500 HU. The intra-operative otoendoscopy was performed in 12 ears, and was compared with the virtual endoscopy findings. Virtual endoscopy of the 29 ears without hearing problems demonstrated hypoplastic or an incomplete depiction of the stapes superstructures in 25 ears and a normal depiction in 4 ears. Virtual endoscopy of 21 ears with hearing problems demonstrated no ossicles in 1 ears, no malleus in 3 ears, a malleoincudal subluxation in 6 ears, a dysplastic incus in 5 ears, an incudostapedial subluxation in 9 ears, dysplastic stapes in 2 ears, a hypoplastic or incomplete depiction of the stapes in 16 ears and no stapes in 1 ears. In contrast to the intra-operative otoendoscopy, 8 out of 12 ears showed a hypoplastic or deformed stapes in the virtual endoscopy. Volume rendering virtual endoscopy using a multi-row detector CT is an excellent method for evaluation the ossicles in three dimension, even thought the partial volume effect for the stapes superstructures needs to be considered

  11. The effect of depth compression on multiview rendering quality

    NARCIS (Netherlands)

    Merkle, P.; Morvan, Y.; Smolic, A.; Farin, D.S.; Mueller, K..; With, de P.H.N.; Wiegand, T.

    2010-01-01

    This paper presents a comparative study on different techniques for depth-image compression and its implications on the quality of multiview video plus depth virtual view rendering. A novel coding algorithm for depth images that concentrates on their special characteristics, namely smooth regions

  12. 7 CFR 54.1016 - Advance information concerning service rendered.

    Science.gov (United States)

    2010-01-01

    ... MARKETING SERVICE (Standards, Inspections, Marketing Practices), DEPARTMENT OF AGRICULTURE (CONTINUED) REGULATIONS AND STANDARDS UNDER THE AGRICULTURAL MARKETING ACT OF 1946 AND THE EGG PRODUCTS INSPECTION ACT... rendered. Upon request of any applicant, all or any part of the contents of any report issued to the...

  13. Ethylene signaling renders the jasmonate response of Arabidopsis insensitive to future suppression by salicylic Acid.

    Science.gov (United States)

    Leon-Reyes, Antonio; Du, Yujuan; Koornneef, Annemart; Proietti, Silvia; Körbes, Ana P; Memelink, Johan; Pieterse, Corné M J; Ritsema, Tita

    2010-02-01

    Cross-talk between jasmonate (JA), ethylene (ET), and Salicylic acid (SA) signaling is thought to operate as a mechanism to fine-tune induced defenses that are activated in response to multiple attackers. Here, 43 Arabidopsis genotypes impaired in hormone signaling or defense-related processes were screened for their ability to express SA-mediated suppression of JA-responsive gene expression. Mutant cev1, which displays constitutive expression of JA and ET responses, appeared to be insensitive to SA-mediated suppression of the JA-responsive marker genes PDF1.2 and VSP2. Accordingly, strong activation of JA and ET responses by the necrotrophic pathogens Botrytis cinerea and Alternaria brassicicola prior to SA treatment counteracted the ability of SA to suppress the JA response. Pharmacological assays, mutant analysis, and studies with the ET-signaling inhibitor 1-methylcyclopropene revealed that ET signaling renders the JA response insensitive to subsequent suppression by SA. The APETALA2/ETHYLENE RESPONSE FACTOR transcription factor ORA59, which regulates JA/ET-responsive genes such as PDF1.2, emerged as a potential mediator in this process. Collectively, our results point to a model in which simultaneous induction of the JA and ET pathway renders the plant insensitive to future SA-mediated suppression of JA-dependent defenses, which may prioritize the JA/ET pathway over the SA pathway during multi-attacker interactions.

  14. A Single Swede Midge (Diptera: Cecidomyiidae) Larva Can Render Cauliflower Unmarketable.

    Science.gov (United States)

    Stratton, Chase A; Hodgdon, Elisabeth A; Zuckerman, Samuel G; Shelton, Anthony M; Chen, Yolanda H

    2018-05-01

    Swede midge, Contarinia nasturtii Kieffer (Diptera: Cecidomyiidae), is an invasive pest causing significant damage on Brassica crops in the Northeastern United States and Eastern Canada. Heading brassicas, like cauliflower, appear to be particularly susceptible. Swede midge is difficult to control because larvae feed concealed inside meristematic tissues of the plant. In order to develop damage and marketability thresholds necessary for integrated pest management, it is important to determine how many larvae render plants unmarketable and whether the timing of infestation affects the severity of damage. We manipulated larval density (0, 1, 3, 5, 10, or 20) per plant and the timing of infestation (30, 55, and 80 d after seeding) on cauliflower in the lab and field to answer the following questions: 1) What is the swede midge damage threshold? 2) How many swede midge larvae can render cauliflower crowns unmarketable? and 3) Does the age of cauliflower at infestation influence the severity of damage and marketability? We found that even a single larva can cause mild twisting and scarring in the crown rendering cauliflower unmarketable 52% of the time, with more larvae causing more severe damage and additional losses, regardless of cauliflower age at infestation.

  15. Mastering Mental Ray Rendering Techniques for 3D and CAD Professionals

    CERN Document Server

    O'Connor, Jennifer

    2010-01-01

    Proven techniques for using mental ray effectively. If you're a busy artist seeking high-end results for your 3D, design, or architecture renders using mental ray, this is the perfect book for you. It distills the highly technical nature of rendering into easy-to-follow steps and tutorials that you can apply immediately to your own projects. The book uses 3ds Max and 3ds Max Design to show the integration with mental ray, but users of any 3D or CAD software can learn valuable techniques for incorporating mental ray into their pipelines.: Takes you under the hood of mental ray, a stand-alone or

  16. NPR Lenses : Interactive Tools for Non-photorealistic Line Drawings

    NARCIS (Netherlands)

    Neumann, Petra; Isenberg, Tobias; Carpendale, Sheelagh

    2007-01-01

    NPR Lenses is an interactive technique for producing expressive non-photorealistic renderings. It provides an intuitive visual interaction tool for illustrators, allowing them to seamlessly apply a large variety of emphasis techniques. Advantages of 3D scene manipulation are combined with the

  17. Three-dimensional range data compression using computer graphics rendering pipeline.

    Science.gov (United States)

    Zhang, Song

    2012-06-20

    This paper presents the idea of naturally encoding three-dimensional (3D) range data into regular two-dimensional (2D) images utilizing computer graphics rendering pipeline. The computer graphics pipeline provides a means to sample 3D geometry data into regular 2D images, and also to retrieve the depth information for each sampled pixel. The depth information for each pixel is further encoded into red, green, and blue color channels of regular 2D images. The 2D images can further be compressed with existing 2D image compression techniques. By this novel means, 3D geometry data obtained by 3D range scanners can be instantaneously compressed into 2D images, providing a novel way of storing 3D range data into its 2D counterparts. We will present experimental results to verify the performance of this proposed technique.

  18. A concept of volume rendering guided search process to analyze medical data set.

    Science.gov (United States)

    Zhou, Jianlong; Xiao, Chun; Wang, Zhiyan; Takatsuka, Masahiro

    2008-03-01

    This paper firstly presents an approach of parallel coordinates based parameter control panel (PCP). The PCP is used to control parameters of focal region-based volume rendering (FRVR) during data analysis. It uses a parallel coordinates style interface. Different rendering parameters represented with nodes on each axis, and renditions based on related parameters are connected using polylines to show dependencies between renditions and parameters. Based on the PCP, a concept of volume rendering guided search process is proposed. The search pipeline is divided into four phases. Different parameters of FRVR are recorded and modulated in the PCP during search phases. The concept shows that volume visualization could play the role of guiding a search process in the rendition space to help users to efficiently find local structures of interest. The usability of the proposed approach is evaluated to show its effectiveness.

  19. Virtual reality in medicine-computer graphics and interaction techniques.

    Science.gov (United States)

    Haubner, M; Krapichler, C; Lösch, A; Englmeier, K H; van Eimeren, W

    1997-03-01

    This paper describes several new visualization and interaction techniques that enable the use of virtual environments for routine medical purposes. A new volume-rendering method supports shaded and transparent visualization of medical image sequences in real-time with an interactive threshold definition. Based on these rendering algorithms two complementary segmentation approaches offer an intuitive assistance for a wide range of requirements in diagnosis and therapy planning. In addition, a hierarchical data representation for geometric surface descriptions guarantees an optimal use of available hardware resources and prevents inaccurate visualization. The combination of the presented techniques empowers the improved human-machine interface of virtual reality to support every interactive task in medical three-dimensional (3-D) image processing, from visualization of unsegmented data volumes up to the simulation of surgical procedures.

  20. Real-time 3-dimensional fetal echocardiography with an instantaneous volume-rendered display: early description and pictorial essay.

    Science.gov (United States)

    Sklansky, Mark S; DeVore, Greggory R; Wong, Pierre C

    2004-02-01

    Random fetal motion, rapid fetal heart rates, and cumbersome processing algorithms have limited reconstructive approaches to 3-dimensional fetal cardiac imaging. Given the recent development of real-time, instantaneous volume-rendered sonographic displays of volume data, we sought to apply this technology to fetal cardiac imaging. We obtained 1 to 6 volume data sets on each of 30 fetal hearts referred for formal fetal echocardiography. Each volume data set was acquired over 2 to 8 seconds and stored on the system's hard drive. Rendered images were subsequently processed to optimize translucency, smoothing, and orientation and cropped to reveal "surgeon's eye views" of clinically relevant anatomic structures. Qualitative comparison was made with conventional fetal echocardiography for each subject. Volume-rendered displays identified all major abnormalities but failed to identify small ventricular septal defects in 2 patients. Important planes and views not visualized during the actual scans were generated with minimal processing of rendered image displays. Volume-rendered displays tended to have slightly inferior image quality compared with conventional 2-dimensional images. Real-time 3-dimensional echocardiography with instantaneous volume-rendered displays of the fetal heart represents a new approach to fetal cardiac imaging with tremendous clinical potential.

  1. Autostereoscopic image creation by hyperview matrix controlled single pixel rendering

    Science.gov (United States)

    Grasnick, Armin

    2017-06-01

    technology just with a simple equation. This formula can be utilized to create a specific hyperview matrix for a certain 3D display - independent of the technology used. A hyperview matrix may contain the references to loads of images and act as an instruction for a subsequent rendering process of particular pixels. Naturally, a single pixel will deliver an image with no resolution and does not provide any idea of the rendered scene. However, by implementing the method of pixel recycling, a 3D image can be perceived, even if all source images are different. It will be proven that several millions of perspectives can be rendered with the support of GPU rendering and benefit from the hyperview matrix. In result, a conventional autostereoscopic display, which is designed to represent only a few perspectives can be used to show a hyperview image by using a suitable hyperview matrix. It will be shown that a millions-of-views-hyperview-image can be presented on a conventional autostereoscopic display. For such an hyperview image it is required that all pixels of the displays are allocated by different source images. Controlled by the hyperview matrix, an adapted renderer can render a full hyperview image in real-time.

  2. Changes in cerebro-cerebellar interaction during response inhibition after performance improvement.

    Science.gov (United States)

    Hirose, Satoshi; Jimura, Koji; Kunimatsu, Akira; Abe, Osamu; Ohtomo, Kuni; Miyashita, Yasushi; Konishi, Seiki

    2014-10-01

    It has been demonstrated that motor learning is supported by the cerebellum and the cerebro-cerebellar interaction. Response inhibition involves motor responses and the higher-order inhibition that controls the motor responses. In this functional MRI study, we measured the cerebro-cerebellar interaction during response inhibition in two separate days of task performance, and detected the changes in the interaction following performance improvement. Behaviorally, performance improved in the second day, compared to the first day. The psycho-physiological interaction (PPI) analysis revealed the interaction decrease from the right inferior frontal cortex (rIFC) to the cerebellum (lobule VII or VI). It was also revealed that the interaction increased from the same cerebellar region to the primary motor area. These results suggest the involvement of the cerebellum in response inhibition, and raise the possibility that the performance improvement was supported by the changes in the cerebro-cerebellar interaction. Copyright © 2014 Elsevier Inc. All rights reserved.

  3. Digital tomosynthesis rendering of joint margins for arthritis assessment

    Science.gov (United States)

    Duryea, Jeffrey W.; Neumann, Gesa; Yoshioka, Hiroshi; Dobbins, James T., III

    2004-05-01

    PURPOSE: Rheumatoid arthritis (RA) of the hand is a significant healthcare problem. Techniques to accurately quantity the structural changes from RA are crucial for the development and prescription of therapies. Analysis of radiographic joint space width (JSW) is widely used and has demonstrated promise. However, radiography presents a 2D view of the joint. In this study we performed tomosynthesis reconstructions of proximal interphalangeal (PIP), and metacarpophalangeal (MCP) joints to measure the 3D joint structure. METHODS: We performed a reader study using simulated radiographs of 12 MCP and 12 PIP joints from skeletal specimens imaged with micro-CT. The tomosynthesis technique provided images of reconstructed planes with 0.75 mm spacing, which were presented to 2 readers with a computer tool. The readers were instructed to delineate the joint surfaces on tomosynthetic slices where they could visualize the margins. We performed a quantitative analysis of 5 slices surrounding the central portion of each joint. Reader-determined JSW was compared to a gold standard. As a figure of merit we calculated the average root-mean square deviation (RMSD). RESULTS: RMSD was 0.22 mm for both joints. For the individual joints, RMSD was 0.18 mm (MCP), and 0.26 mm (PIP). The reduced performance for the smaller PIP joints suggests that a slice spacing less than 0.75 mm may be more appropriate. CONCLUSIONS: We have demonstrated the capability of limited 3D rendering of joint surfaces using digital tomosynthesis. This technique promises to provide an improved method to visualize the structural changes of RA.

  4. ALCOHOL AND DISTRACTION INTERACT TO IMPAIR DRIVING PERFORMANCE

    Science.gov (United States)

    Harrison, Emily L. R.; Fillmore, Mark T.

    2011-01-01

    Background Recognition of the risks associated with alcohol intoxication and driver distraction has led to a wealth of simulated driving research aimed at studying the adverse effects of each of these factors. Research on driving has moved beyond the individual, separate examination of these factors to the examination of potential interactions between alcohol intoxication and driver distraction. In many driving situations, distractions are commonplace and might have little or no disruptive influence on primary driving functions. Yet, such distractions might become disruptive to a driver who is intoxicated. Methods The present study examined the interactive impairing effects of alcohol intoxication and driver distraction on simulated driving performance in 40 young adult drivers using a divided attention task as a distracter activity. The interactive influence of alcohol and distraction was tested by having drivers perform the driving task under four different conditions: 0.65 g/kg alcohol; 0.65 g/kg alcohol + divided attention; placebo; and placebo + divided attention. Results As hypothesized, divided attention had no impairing effect on driving performance in sober drivers. However, under alcohol, divided attention exacerbated the impairing effects of alcohol on driving precision. Conclusions Alcohol and distraction continue to be appropriate targets for research into ways to reduce the rates of driving-related fatalities and injuries. Greater consideration of how alcohol and distraction interact to impair aspects of driving performance can further efforts to create prevention and intervention measures to protect drivers, particularly young adults. PMID:21277119

  5. Alcohol and distraction interact to impair driving performance.

    Science.gov (United States)

    Harrison, Emily L R; Fillmore, Mark T

    2011-08-01

    Recognition of the risks associated with alcohol intoxication and driver distraction has led to a wealth of simulated driving research aimed at studying the adverse effects of each of these factors. Research on driving has moved beyond the individual, separate examination of these factors to the examination of potential interactions between alcohol intoxication and driver distraction. In many driving situations, distractions are commonplace and might have little or no disruptive influence on primary driving functions. Yet, such distractions might become disruptive to a driver who is intoxicated. The present study examined the interactive impairing effects of alcohol intoxication and driver distraction on simulated driving performance in 40 young adult drivers using a divided attention task as a distracter activity. The interactive influence of alcohol and distraction was tested by having drivers perform the driving task under four different conditions: 0.65 g/kg alcohol; 0.65 g/kg alcohol+divided attention; placebo; and placebo+divided attention. As hypothesized, divided attention had no impairing effect on driving performance in sober drivers. However, under alcohol, divided attention exacerbated the impairing effects of alcohol on driving precision. Alcohol and distraction continue to be appropriate targets for research into ways to reduce the rates of driving-related fatalities and injuries. Greater consideration of how alcohol and distraction interact to impair aspects of driving performance can further efforts to create prevention and intervention measures to protect drivers, particularly young adults. Copyright © 2011 Elsevier Ireland Ltd. All rights reserved.

  6. North American Rendering: processing high quality protein and fats for feed North American Rendering: processamento de proteínas e gorduras de alta qualidade para alimentos para animais

    Directory of Open Access Journals (Sweden)

    David L. Meeker

    2009-07-01

    Full Text Available One third to one half of each animal produced for meat, milk, eggs, and fiber is not consumed by humans. These raw materials are subjected to rendering processes resulting in many useful products. Meat and bone meal, meat meal, poultry meal, hydrolyzed feather meal, blood meal, fish meal, and animal fats are the primary products resulting from the rendering process. The most important and valuable use for these animal by-products is as feed ingredients for livestock, poultry, aquaculture, and companion animals. There are volumes of scientific references validating the nutritional qualities of these products, and there are no scientific reasons for altering the practice of feeding rendered products to animals. Government agencies regulate the processing of food and feed, and the rendering industry is scrutinized often. In addition, industry programs include good manufacturing practices, HACCP, Codes of Practice, and third-party certification. The rendering industry clearly understands its role in the safe and nutritious production of animal feed ingredients and has done it very effectively for over 100 years. The availability of rendered products for animal feeds in the future depends on regulation and the market. Regulatory agencies will determine whether certain raw materials can be used for animal feed. The National Renderers Association (NRA supports the use of science as the basis for regulation while aesthetics, product specifications, and quality differences should be left to the market place. Without the rendering industry, the accumulation of unprocessed animal by-products would impede the meat industries and pose a serious potential hazard to animal and human health.De um terço a metade da produção animal para carne, leite, ovos e fibra, não são consumidos pelos seres humanos. Estes materiais não consumidos são sujeitos a processamento em graxarias e indústrias de alimentos de origem animal, resultando em uma série de produtos

  7. Custom OpenStreetMap Rendering – OpenTrackMap Experience

    Directory of Open Access Journals (Sweden)

    Radek Bartoň

    2010-02-01

    Full Text Available After 5 years of its existence, the OpenSteetMap [1] is becoming to be an important and valuable source of a geographic data for all people on the world. Although initially targeted to provide a map of cities for routing services, it can be exploited to other and often unexpected purposes. Such an utilization is an effort to map a network of hiking tracks of the Czech Tourist Club [2].  To support and apply this endeavour, the OpenTrackMap [3] project was started. Its aim is to primarily provide a customized rendering style for Mapnik renderer which emphasizes map features important to tourists and displays a layer with hiking tracks. This article presents obstacles which such project must face and it can be used as a tutorial for other projects of similar type.

  8. Evaluation of obstructive airway lesions in complex congenital heart disease using composite volume-rendered images from multislice CT

    International Nuclear Information System (INIS)

    Choo, Ki Seok; Kim, Chang Won; Lee, Tae Hong; Kim, Suk; Kim, Kun Il; Lee, Hyoung Doo; Ban, Ji Eun; Sung, Si Chan; Chang, Yun Hee

    2006-01-01

    Multislice CT (MSCT) allows high-quality volume-rendered (VR) and composite volume-rendered images. To investigate the clinical usefulness of composite VR images in the evaluation of the relationship between cardiovascular structures and the airway in children with complex congenital heart disease (CHD). Four- or 16-slice MSCT scanning was performed consecutively in 77 children (mean age 6.4 months) with CHD and respiratory symptoms, a chest radiographic abnormality, or abnormal course of the pulmonary artery on ECHO. MSCT scanning was performed during breathing or after sedation. Contrast medium (2 ml/kg) was administered through a pedal venous route or arm vein in all patients. The VR technique was used to reconstruct the cardiovascular structures and airway, and then both VR images were composed using the commercial software (VoxelPlus 2 ; Daejeon, Korea). Stenoses were seen in the trachea in 1 patient and in the bronchi in 14 patients (19%). Other patients with complex CHD did not have significant airway stenoses. Composite VR images with MSCT can provide more exact airway images in relationship to the surrounding cardiovascular structures and thus help in optimizing management strategies in treating CHD. (orig.)

  9. 3D-shaded surface rendering of gadolinium-enhanced MR angiography in congenital heart disease

    International Nuclear Information System (INIS)

    Okuda, S.; Kikinis, R.; Dumanli, H.; Geva, T.; Powell, A.J.; Chung, T.

    2000-01-01

    Background. Gadolinium-enhanced three-dimensional (3D) MR angiography is a useful imaging technique for patients with congenital heart disease. Objective. This study sought to determine the added value of creating 3D shaded surface displays compared to standard maximal intensity projection (MIP) and multiplanar reformatting (MPR) techniques when analyzing 3D MR angiography data. Materials and methods. Seventeen patients (range, 3 months to 51 years old) with a variety of congenital cardiovascular defects underwent gadolinium-enhanced 3D MR angiography of the thorax. Color-coded 3D shaded surface models were rendered from the image data using manual segmentation and computer-based algorithms. Models could be rotated, translocated, or zoomed interactively by the viewer. Information available from the 3D models was compared to analysis based on viewing standard MIP/MPR displays. Results. Median postprocessing time for the 3D models was 6 h (range, 3-25 h) compared to approximately 20 min for MIP/MPR viewing. No additional diagnostic information was gained from 3D model analysis. All major findings with MIP/MPR postprocessing were also apparent on the 3D models. Qualitatively, the 3D models were more easily interpreted and enabled adjacent vessels to be distinguished more readily. Conclusion. Routine use of 3D shaded surface reconstructions for visualization of contrast enhanced MR angiography in congenital heart disease cannot be recommended. 3D surface rendering may be more useful for presenting complex anatomy to an audience unfamiliar with congenital heart disease and as an educational tool. (orig.)

  10. Earthscape, a Multi-Purpose Interactive 3d Globe Viewer for Hybrid Data Visualization and Analysis

    Science.gov (United States)

    Sarthou, A.; Mas, S.; Jacquin, M.; Moreno, N.; Salamon, A.

    2015-08-01

    The hybrid visualization and interaction tool EarthScape is presented here. The software is able to display simultaneously LiDAR point clouds, draped videos with moving footprint, volume scientific data (using volume rendering, isosurface and slice plane), raster data such as still satellite images, vector data and 3D models such as buildings or vehicles. The application runs on touch screen devices such as tablets. The software is based on open source libraries, such as OpenSceneGraph, osgEarth and OpenCV, and shader programming is used to implement volume rendering of scientific data. The next goal of EarthScape is to perform data analysis using ENVI Services Engine, a cloud data analysis solution. EarthScape is also designed to be a client of Jagwire which provides multisource geo-referenced video fluxes. When all these components will be included, EarthScape will be a multi-purpose platform that will provide at the same time data analysis, hybrid visualization and complex interactions. The software is available on demand for free at france@exelisvis.com.

  11. EARTHSCAPE, A MULTI-PURPOSE INTERACTIVE 3D GLOBE VIEWER FOR HYBRID DATA VISUALIZATION AND ANALYSIS

    Directory of Open Access Journals (Sweden)

    A. Sarthou

    2015-08-01

    Full Text Available The hybrid visualization and interaction tool EarthScape is presented here. The software is able to display simultaneously LiDAR point clouds, draped videos with moving footprint, volume scientific data (using volume rendering, isosurface and slice plane, raster data such as still satellite images, vector data and 3D models such as buildings or vehicles. The application runs on touch screen devices such as tablets. The software is based on open source libraries, such as OpenSceneGraph, osgEarth and OpenCV, and shader programming is used to implement volume rendering of scientific data. The next goal of EarthScape is to perform data analysis using ENVI Services Engine, a cloud data analysis solution. EarthScape is also designed to be a client of Jagwire which provides multisource geo-referenced video fluxes. When all these components will be included, EarthScape will be a multi-purpose platform that will provide at the same time data analysis, hybrid visualization and complex interactions. The software is available on demand for free at france@exelisvis.com.

  12. Smart swarms of bacteria-inspired agents with performance adaptable interactions.

    Directory of Open Access Journals (Sweden)

    Adi Shklarsh

    2011-09-01

    Full Text Available Collective navigation and swarming have been studied in animal groups, such as fish schools, bird flocks, bacteria, and slime molds. Computer modeling has shown that collective behavior of simple agents can result from simple interactions between the agents, which include short range repulsion, intermediate range alignment, and long range attraction. Here we study collective navigation of bacteria-inspired smart agents in complex terrains, with adaptive interactions that depend on performance. More specifically, each agent adjusts its interactions with the other agents according to its local environment--by decreasing the peers' influence while navigating in a beneficial direction, and increasing it otherwise. We show that inclusion of such performance dependent adaptable interactions significantly improves the collective swarming performance, leading to highly efficient navigation, especially in complex terrains. Notably, to afford such adaptable interactions, each modeled agent requires only simple computational capabilities with short-term memory, which can easily be implemented in simple swarming robots.

  13. Smart swarms of bacteria-inspired agents with performance adaptable interactions.

    Science.gov (United States)

    Shklarsh, Adi; Ariel, Gil; Schneidman, Elad; Ben-Jacob, Eshel

    2011-09-01

    Collective navigation and swarming have been studied in animal groups, such as fish schools, bird flocks, bacteria, and slime molds. Computer modeling has shown that collective behavior of simple agents can result from simple interactions between the agents, which include short range repulsion, intermediate range alignment, and long range attraction. Here we study collective navigation of bacteria-inspired smart agents in complex terrains, with adaptive interactions that depend on performance. More specifically, each agent adjusts its interactions with the other agents according to its local environment--by decreasing the peers' influence while navigating in a beneficial direction, and increasing it otherwise. We show that inclusion of such performance dependent adaptable interactions significantly improves the collective swarming performance, leading to highly efficient navigation, especially in complex terrains. Notably, to afford such adaptable interactions, each modeled agent requires only simple computational capabilities with short-term memory, which can easily be implemented in simple swarming robots.

  14. VIDEO ANIMASI 3D PENGENALAN RUMAH ADAT DAN ALAT MUSIK KEPRI DENGAN MENGUNAKAN TEKNIK RENDER CEL-SHADING

    OpenAIRE

    Jianfranco Irfian Asnawi; Afdhol Dzikri

    2016-01-01

    Animasi ini berjudul "video animasi 3D rumah adat dan alat musik Kepulauan Riau dengan menggunakan teknik render cel-shading" merupakan video yang bertujuan memperkenalkan alat-alat musik yang berasal dari kepulauan riau, Animasi ini akan diterapkan dengan menggunakan teknik render cel-shading. Cel-shading adalah teknik render yang menampilkan grafik 3D yang menyerupai gambar tangan, seperti gambar komik dan kartun. Teknik ini juga sudah di terapkan dalam game 3D yang ternyata menarik banyak ...

  15. Simulation and training of lumbar punctures using haptic volume rendering and a 6DOF haptic device

    Science.gov (United States)

    Färber, Matthias; Heller, Julika; Handels, Heinz

    2007-03-01

    The lumbar puncture is performed by inserting a needle into the spinal chord of the patient to inject medicaments or to extract liquor. The training of this procedure is usually done on the patient guided by experienced supervisors. A virtual reality lumbar puncture simulator has been developed in order to minimize the training costs and the patient's risk. We use a haptic device with six degrees of freedom (6DOF) to feedback forces that resist needle insertion and rotation. An improved haptic volume rendering approach is used to calculate the forces. This approach makes use of label data of relevant structures like skin, bone, muscles or fat and original CT data that contributes information about image structures that can not be segmented. A real-time 3D visualization with optional stereo view shows the punctured region. 2D visualizations of orthogonal slices enable a detailed impression of the anatomical context. The input data consisting of CT and label data and surface models of relevant structures is defined in an XML file together with haptic rendering and visualization parameters. In a first evaluation the visible human male data has been used to generate a virtual training body. Several users with different medical experience tested the lumbar puncture trainer. The simulator gives a good haptic and visual impression of the needle insertion and the haptic volume rendering technique enables the feeling of unsegmented structures. Especially, the restriction of transversal needle movement together with rotation constraints enabled by the 6DOF device facilitate a realistic puncture simulation.

  16. Subsurface Scattering-Based Object Rendering Techniques for Real-Time Smartphone Games

    Directory of Open Access Journals (Sweden)

    Won-Sun Lee

    2014-01-01

    Full Text Available Subsurface scattering that simulates the path of a light through the material in a scene is one of the advanced rendering techniques in the field of computer graphics society. Since it takes a number of long operations, it cannot be easily implemented in real-time smartphone games. In this paper, we propose a subsurface scattering-based object rendering technique that is optimized for smartphone games. We employ our subsurface scattering method that is utilized for a real-time smartphone game. And an example game is designed to validate how the proposed method can be operated seamlessly in real time. Finally, we show the comparison results between bidirectional reflectance distribution function, bidirectional scattering distribution function, and our proposed subsurface scattering method on a smartphone game.

  17. Hybrid fur rendering: combining volumetric fur with explicit hair strands

    DEFF Research Database (Denmark)

    Andersen, Tobias Grønbeck; Falster, Viggo; Frisvad, Jeppe Revall

    2016-01-01

    Hair is typically modeled and rendered using either explicitly defined hair strand geometry or a volume texture of hair densities. Taken each on their own, these two hair representations have difficulties in the case of animal fur as it consists of very dense and thin undercoat hairs in combination...... with coarse guard hairs. Explicit hair strand geometry is not well-suited for the undercoat hairs, while volume textures are not well-suited for the guard hairs. To efficiently model and render both guard hairs and undercoat hairs, we present a hybrid technique that combines rasterization of explicitly...... defined guard hairs with ray marching of a prismatic shell volume with dynamic resolution. The latter is the key to practical combination of the two techniques, and it also enables a high degree of detail in the undercoat. We demonstrate that our hybrid technique creates a more detailed and soft fur...

  18. Effects of Impeller-Diffuser Interaction on Centrifugal Compressor Performance

    Science.gov (United States)

    Tan, Choon S.

    2003-01-01

    This research program focuses on characterizing the effect of impeller-diffuser interactions in a centrifugal compressor stage on its performance using unsteady threedimensional Reynolds-averaged Navier-Stokes simulations. The computed results show that the interaction between the downstream diffuser pressure field and the impeller tip clearance flow can account for performance changes in the impeller. The magnitude of performance change due to this interaction was examined for an impeller with varying tip clearance followed by a vaned or vaneless diffuser. The impact of unsteady impeller-diffuser interaction, primarily through the impeller tip clearance flow, is reflected through a time-averaged change in impeller loss, blockage and slip. The results show that there exists a tip clearance where the beneficial effect of the impeller-diffuser interaction on the impeller performance is at a maximum. A flow feature that consists of tip flow back leakage was shown to occur at design speed for the centrifugal compressor stage. This flow phenomenon is described as tip flow that originates in one passage, flows downstream of the impeller trailing edge and then returns to upstream of the impeller trailing edge of a neighboring passage. Such a flow feature is a source of loss in the impeller. A hypothesis is put forth to show that changing the diffuser vane count and changing impeller-diffuser gap has an analogous effect on the impeller performance. The centrifugal compressor stage was analyzed using diffusers of different vane counts, producing an impeller performance trend similar to that when the impeller-diffuser gap was varied, thus supporting the hypothesis made. This has the implication that the effect impeller performance associated with changing the impeller-diffuser gap and changing diffuser vane count can be described by the non-dimensional ratio of impeller-diffuser gap to diffuser vane pitch. A procedure is proposed and developed for isolating impeller passage

  19. Style grammars for interactive visualization of architecture.

    Science.gov (United States)

    Aliaga, Daniel G; Rosen, Paul A; Bekins, Daniel R

    2007-01-01

    Interactive visualization of architecture provides a way to quickly visualize existing or novel buildings and structures. Such applications require both fast rendering and an effortless input regimen for creating and changing architecture using high-level editing operations that automatically fill in the necessary details. Procedural modeling and synthesis is a powerful paradigm that yields high data amplification and can be coupled with fast-rendering techniques to quickly generate plausible details of a scene without much or any user interaction. Previously, forward generating procedural methods have been proposed where a procedure is explicitly created to generate particular content. In this paper, we present our work in inverse procedural modeling of buildings and describe how to use an extracted repertoire of building grammars to facilitate the visualization and quick modification of architectural structures and buildings. We demonstrate an interactive application where the user draws simple building blocks and, using our system, can automatically complete the building "in the style of" other buildings using view-dependent texture mapping or nonphotorealistic rendering techniques. Our system supports an arbitrary number of building grammars created from user subdivided building models and captured photographs. Using only edit, copy, and paste metaphors, the entire building styles can be altered and transferred from one building to another in a few operations, enhancing the ability to modify an existing architectural structure or to visualize a novel building in the style of the others.

  20. Interactive Performance as a Means of Civic Dialogue

    DEFF Research Database (Denmark)

    Rossitto, Chiara; Normark, Maria; Barkhuus, Louise

    2017-01-01

    This paper presents a case study of an interactive performance that was produced and designed to encourage civic engagement and reflection in relation to the social tensions in a low-income suburb, mostly inhabited by people with immigrant backgrounds. The technological setup in the performance...

  1. SparseLeap: Efficient Empty Space Skipping for Large-Scale Volume Rendering

    KAUST Repository

    Hadwiger, Markus; Al-Awami, Ali K.; Beyer, Johanna; Agus, Marco; Pfister, Hanspeter

    2017-01-01

    Recent advances in data acquisition produce volume data of very high resolution and large size, such as terabyte-sized microscopy volumes. These data often contain many fine and intricate structures, which pose huge challenges for volume rendering, and make it particularly important to efficiently skip empty space. This paper addresses two major challenges: (1) The complexity of large volumes containing fine structures often leads to highly fragmented space subdivisions that make empty regions hard to skip efficiently. (2) The classification of space into empty and non-empty regions changes frequently, because the user or the evaluation of an interactive query activate a different set of objects, which makes it unfeasible to pre-compute a well-adapted space subdivision. We describe the novel SparseLeap method for efficient empty space skipping in very large volumes, even around fine structures. The main performance characteristic of SparseLeap is that it moves the major cost of empty space skipping out of the ray-casting stage. We achieve this via a hybrid strategy that balances the computational load between determining empty ray segments in a rasterization (object-order) stage, and sampling non-empty volume data in the ray-casting (image-order) stage. Before ray-casting, we exploit the fast hardware rasterization of GPUs to create a ray segment list for each pixel, which identifies non-empty regions along the ray. The ray-casting stage then leaps over empty space without hierarchy traversal. Ray segment lists are created by rasterizing a set of fine-grained, view-independent bounding boxes. Frame coherence is exploited by re-using the same bounding boxes unless the set of active objects changes. We show that SparseLeap scales better to large, sparse data than standard octree empty space skipping.

  2. SparseLeap: Efficient Empty Space Skipping for Large-Scale Volume Rendering

    KAUST Repository

    Hadwiger, Markus

    2017-08-28

    Recent advances in data acquisition produce volume data of very high resolution and large size, such as terabyte-sized microscopy volumes. These data often contain many fine and intricate structures, which pose huge challenges for volume rendering, and make it particularly important to efficiently skip empty space. This paper addresses two major challenges: (1) The complexity of large volumes containing fine structures often leads to highly fragmented space subdivisions that make empty regions hard to skip efficiently. (2) The classification of space into empty and non-empty regions changes frequently, because the user or the evaluation of an interactive query activate a different set of objects, which makes it unfeasible to pre-compute a well-adapted space subdivision. We describe the novel SparseLeap method for efficient empty space skipping in very large volumes, even around fine structures. The main performance characteristic of SparseLeap is that it moves the major cost of empty space skipping out of the ray-casting stage. We achieve this via a hybrid strategy that balances the computational load between determining empty ray segments in a rasterization (object-order) stage, and sampling non-empty volume data in the ray-casting (image-order) stage. Before ray-casting, we exploit the fast hardware rasterization of GPUs to create a ray segment list for each pixel, which identifies non-empty regions along the ray. The ray-casting stage then leaps over empty space without hierarchy traversal. Ray segment lists are created by rasterizing a set of fine-grained, view-independent bounding boxes. Frame coherence is exploited by re-using the same bounding boxes unless the set of active objects changes. We show that SparseLeap scales better to large, sparse data than standard octree empty space skipping.

  3. The efficacy of Aspergillus niger phytase in rendering phytate phosphorus available for absorption in pigs is influenced by pig physiological status

    NARCIS (Netherlands)

    Kemme, P.A.; Jongbloed, A.W.; Mroz, Z.; Beynen, A.C.

    1997-01-01

    We performed an experiment with 112 piglets, 32 growing-finishing pigs, and 12 sows during pregnancy and lactation to test the hypotheses that apparent total tract digestibilities of P and Ca as well as the efficacy of Aspergillus niger phytase in rendering phytate P available in pigs depend on pig

  4. PROVOCATIVE PERFORMANCE, PROVOCATIVE THEATER: AESTHETIC INTERACTION

    Directory of Open Access Journals (Sweden)

    ROŞCA ANGELINA

    2017-12-01

    Full Text Available The author directs her attention to an yet-understudied area of theatre science, namely the aesthetic interaction between the provocative performance and the provocative theatre. The article sheds light on the conceptual coordinates of the performance placed among such artistic trends as Actionism, Conceptualism, Fluxus and Happening. Elements of performing arts infiltrated into the theatre long ago. And it is not just a co-occurrence within an artistic act, but an interference indeed. The provocative performance dispossesses the alternative arts of their distinct codes. First in the USA, then in Europe and eventually in the former Socialist Camp and the territory of the ex-USSR, the performance conquered the theatrical territory. This process has been accelerating since the dramatic theatre began to yield its positions to the post-dramatic one. Some of the overlapping points, which unite the performance with the spectacle in contemporary art, are followed in: the strategy of idiocy in provocative practices; the ready made; the corporeality; the pictorial.

  5. Rendering LGBTQ+ Visible in Nursing: Embodying the Philosophy of Caring Science.

    Science.gov (United States)

    Goldberg, Lisa; Rosenburg, Neal; Watson, Jean

    2017-06-01

    Although health care institutions continue to address the importance of diversity initiatives, the standard(s) for treatment remain historically and institutionally grounded in a sociocultural privileging of heterosexuality. As a result, lesbian, gay, bisexual, transgender, and queer (LGBTQ+) communities in health care remain largely invisible. This marked invisibility serves as a call to action, a renaissance of thinking within redefined boundaries and limitations. We must therefore refocus our habits of attention on the wholeness of persons and the diversity of their storied experiences as embodied through contemporary society. By rethinking current understandings of LGBTQ+ identities through innovative representation(s) of the media, music industry, and pop culture within a caring science philosophy, nurses have a transformative opportunity to render LGBTQ+ visible and in turn render a transformative opportunity for themselves.

  6. The Peshitta Rendering of Psalm 25: Spelling, Synonyms, and Syntax’

    NARCIS (Netherlands)

    Dyk, J.W.; Loopstra, J.; Sokoloff, M.

    2013-01-01

    The very act of making a translation implies that the rendered text will differ from the source text. The underlying presupposition is that the grammar, syntax, and semantics of the source and target languages are sufficiently divergent as to warrant a translation. Translations differ in how close

  7. An Extension of Fourier-Wavelet Volume Rendering by View Interpolation

    NARCIS (Netherlands)

    Westenberg, Michel A.; Roerdink, Jos B.T.M.

    2001-01-01

    This paper describes an extension to Fourier-wavelet volume rendering (FWVR), which is a Fourier domain implementation of the wavelet X-ray transform. This transform combines integration along the line of sight with a simultaneous 2-D wavelet transform in the view plane perpendicular to this line.

  8. Natural Environment Illumination: Coherent Interactive Augmented Reality for Mobile and Non-Mobile Devices.

    Science.gov (United States)

    Rohmer, Kai; Jendersie, Johannes; Grosch, Thorsten

    2017-11-01

    Augmented Reality offers many applications today, especially on mobile devices. Due to the lack of mobile hardware for illumination measurements, photorealistic rendering with consistent appearance of virtual objects is still an area of active research. In this paper, we present a full two-stage pipeline for environment acquisition and augmentation of live camera images using a mobile device with a depth sensor. We show how to directly work on a recorded 3D point cloud of the real environment containing high dynamic range color values. For unknown and automatically changing camera settings, a color compensation method is introduced. Based on this, we show photorealistic augmentations using variants of differential light simulation techniques. The presented methods are tailored for mobile devices and run at interactive frame rates. However, our methods are scalable to trade performance for quality and can produce quality renderings on desktop hardware.

  9. D.Vanwijnsberghe, Autour de la Madeleine Renders

    Directory of Open Access Journals (Sweden)

    Muriel Verbeeck-Boutin

    2008-10-01

    Full Text Available Institution fédérale belge de réputation internationale, l’Institut royal du Patrimoine artistique, à Bruxelles,  célèbre cette année son soixantième anniversaire: c’est l’occasion de rappeler le prestige dont jouit depuis des décennies cet institut de recherche, de formation et de diffusion du savoir. Pour souligner l’événement, l’IRPA publie le quatrième volume de la collection Scientia Artis. Il présente sous le titre Autour de la Madeleine Renders un ensemble de recherches qui documentent...

  10. 3-D volume rendering visualization for calculated distributions of diesel spray; Diesel funmu kyodo suchi keisan kekka no sanjigen volume rendering hyoji

    Energy Technology Data Exchange (ETDEWEB)

    Yoshizaki, T; Imanishi, H; Nishida, K; Yamashita, H; Hiroyasu, H; Kaneda, K [Hiroshima University, Hiroshima (Japan)

    1997-10-01

    Three dimensional visualization technique based on volume rendering method has been developed in order to translate calculated results of diesel combustion simulation into realistically spray and flame images. This paper presents an overview of diesel combustion model which has been developed at Hiroshima University, a description of the three dimensional visualization technique, and some examples of spray and flame image generated by this visualization technique. 8 refs., 8 figs., 1 tab.

  11. Physically Based Rendering in the Nightshade NG Visualization Platform

    Science.gov (United States)

    Berglund, Karrie; Larey-Williams, Trystan; Spearman, Rob; Bogard, Arthur

    2015-01-01

    This poster describes our work on creating a physically based rendering model in Nightshade NG planetarium simulation and visualization software (project website: NightshadeSoftware.org). We discuss techniques used for rendering realistic scenes in the universe and dealing with astronomical distances in real time on consumer hardware. We also discuss some of the challenges of rewriting the software from scratch, a project which began in 2011.Nightshade NG can be a powerful tool for sharing data and visualizations. The desktop version of the software is free for anyone to download, use, and modify; it runs on Windows and Linux (and eventually Mac). If you are looking to disseminate your data or models, please stop by to discuss how we can work together.Nightshade software is used in literally hundreds of digital planetarium systems worldwide. Countless teachers and astronomy education groups run the software on flat screens. This wide use makes Nightshade an effective tool for dissemination to educators and the public.Nightshade NG is an especially powerful visualization tool when projected on a dome. We invite everyone to enter our inflatable dome in the exhibit hall to see this software in a 3D environment.

  12. Digital representations of the real world how to capture, model, and render visual reality

    CERN Document Server

    Magnor, Marcus A; Sorkine-Hornung, Olga; Theobalt, Christian

    2015-01-01

    Create Genuine Visual Realism in Computer Graphics Digital Representations of the Real World: How to Capture, Model, and Render Visual Reality explains how to portray visual worlds with a high degree of realism using the latest video acquisition technology, computer graphics methods, and computer vision algorithms. It explores the integration of new capture modalities, reconstruction approaches, and visual perception into the computer graphics pipeline.Understand the Entire Pipeline from Acquisition, Reconstruction, and Modeling to Realistic Rendering and ApplicationsThe book covers sensors fo

  13. Towards the Availability of the Distributed Cluster Rendering System: Automatic Modeling and Verification

    DEFF Research Database (Denmark)

    Wang, Kemin; Jiang, Zhengtao; Wang, Yongbin

    2012-01-01

    , whenever the number of node-n and related parameters vary, we can create the PRISM model file rapidly and then we can use PRISM model checker to verify ralated system properties. At the end of this study, we analyzed and verified the availability distributions of the Distributed Cluster Rendering System......In this study, we proposed a Continuous Time Markov Chain Model towards the availability of n-node clusters of Distributed Rendering System. It's an infinite one, we formalized it, based on the model, we implemented a software, which can automatically model with PRISM language. With the tool...

  14. Flight-appropriate 3D Terrain-rendering Toolkit for Synthetic Vision, Phase II

    Data.gov (United States)

    National Aeronautics and Space Administration — The TerraBlocksTM 3D terrain data format and terrain-block-rendering methodology provides an enabling basis for successful commercial deployment of...

  15. Skype me! Socially Contingent Interactions Help Toddlers Learn Language

    OpenAIRE

    Roseberry, Sarah; Hirsh-Pasek, Kathy; Golinkoff, Roberta Michnick

    2013-01-01

    Language learning takes place in the context of social interactions, yet the mechanisms that render social interactions useful for learning language remain unclear. This paper focuses on whether social contingency might support word learning. Toddlers aged 24- to 30-months (N=36) were exposed to novel verbs in one of three conditions: live interaction training, socially contingent video training over video chat, and non-contingent video training (yoked video). Results sugges...

  16. Deep Exemplar 2D-3D Detection by Adapting from Real to Rendered Views

    OpenAIRE

    Massa, Francisco; Russell, Bryan; Aubry, Mathieu

    2015-01-01

    This paper presents an end-to-end convolutional neural network (CNN) for 2D-3D exemplar detection. We demonstrate that the ability to adapt the features of natural images to better align with those of CAD rendered views is critical to the success of our technique. We show that the adaptation can be learned by compositing rendered views of textured object models on natural images. Our approach can be naturally incorporated into a CNN detection pipeline and extends the accuracy and speed benefi...

  17. Performance-based Reward Administration Enhancing Employees’ Feelings of Interactional Justice

    Directory of Open Access Journals (Sweden)

    Azman Ismail

    2017-04-01

    Full Text Available The transformation in international business landscape has changed organizational management especially reward administration. This is done in order to maintain the organization’s competitiveness in global market place. In the field of reward administration, an emerging trend can be observed whereby most organizations are moving toward the application of psychological elements in administering organizational reward system. The ultimate objective of this study is to investigate the association between performance-based reward administration and interactional justice. The proposed model was empirically tested using a sample of 113 employees from fire and rescue agency in Peninsular Malaysia. This study found an evidence that performance-based reward administration (i.e., communication, participation and performance appraisal is positively and significantly associated with interactional justice. This findings proves that the ability of administrators to appropriately implement communication openness, inspire participative decision-making and organize fairness performance appraisal in administering performance-based reward have significantly evoked the feeling of interactional justice when employees perceived that they are being fairly treated in the reward system.

  18. Shape Displays: Spatial Interaction with Dynamic Physical Form.

    Science.gov (United States)

    Leithinger, Daniel; Follmer, Sean; Olwal, Alex; Ishii, Hiroshi

    2015-01-01

    Shape displays are an emerging class of devices that emphasize actuation to enable rich physical interaction, complementing concepts in virtual and augmented reality. The ability to render form introduces new opportunities to touch, grasp, and manipulate dynamic physical content and tangible objects, in both nearby and remote environments. This article presents novel hardware, interaction techniques, and applications, which point to the potential for extending the ways that we traditionally interact with the physical world, empowered by digital computation.

  19. Rendering of HDR content on LDR displays: an objective approach

    Science.gov (United States)

    Krasula, Lukáš; Narwaria, Manish; Fliegel, Karel; Le Callet, Patrick

    2015-09-01

    Dynamic range compression (or tone mapping) of HDR content is an essential step towards rendering it on traditional LDR displays in a meaningful way. This is however non-trivial and one of the reasons is that tone mapping operators (TMOs) usually need content-specific parameters to achieve the said goal. While subjective TMO parameter adjustment is the most accurate, it may not be easily deployable in many practical applications. Its subjective nature can also influence the comparison of different operators. Thus, there is a need for objective TMO parameter selection to automate the rendering process. To that end, we investigate into a new objective method for TMO parameters optimization. Our method is based on quantification of contrast reversal and naturalness. As an important advantage, it does not require any prior knowledge about the input HDR image and works independently on the used TMO. Experimental results using a variety of HDR images and several popular TMOs demonstrate the value of our method in comparison to default TMO parameter settings.

  20. Unconscious neural processing differs with method used to render stimuli invisible

    Directory of Open Access Journals (Sweden)

    Sergey Victor Fogelson

    2014-06-01

    Full Text Available Visual stimuli can be kept from awareness using various methods. The extent of processing that a given stimulus receives in the absence of awareness is typically used to make claims about the role of consciousness more generally. The neural processing elicited by a stimulus, however, may also depend on the method used to keep it from awareness, and not only on whether the stimulus reaches awareness. Here we report that the method used to render an image invisible has a dramatic effect on how category information about the unseen stimulus is encoded across the human brain. We collected fMRI data while subjects viewed images of faces and tools, that were rendered invisible using either continuous flash suppression (CFS or chromatic flicker fusion (CFF. In a third condition, we presented the same images under normal fully visible viewing conditions. We found that category information about visible images could be extracted from patterns of fMRI responses throughout areas of neocortex known to be involved in face or tool processing. However, category information about stimuli kept from awareness using CFS could be recovered exclusively within occipital cortex, whereas information about stimuli kept from awareness using CFF was also decodable within temporal and frontal regions. We conclude that unconsciously presented objects are processed differently depending on how they are rendered subjectively invisible. Caution should therefore be used in making generalizations on the basis of any one method about the neural basis of consciousness or the extent of information processing without consciousness.

  1. Unconscious neural processing differs with method used to render stimuli invisible.

    Science.gov (United States)

    Fogelson, Sergey V; Kohler, Peter J; Miller, Kevin J; Granger, Richard; Tse, Peter U

    2014-01-01

    Visual stimuli can be kept from awareness using various methods. The extent of processing that a given stimulus receives in the absence of awareness is typically used to make claims about the role of consciousness more generally. The neural processing elicited by a stimulus, however, may also depend on the method used to keep it from awareness, and not only on whether the stimulus reaches awareness. Here we report that the method used to render an image invisible has a dramatic effect on how category information about the unseen stimulus is encoded across the human brain. We collected fMRI data while subjects viewed images of faces and tools, that were rendered invisible using either continuous flash suppression (CFS) or chromatic flicker fusion (CFF). In a third condition, we presented the same images under normal fully visible viewing conditions. We found that category information about visible images could be extracted from patterns of fMRI responses throughout areas of neocortex known to be involved in face or tool processing. However, category information about stimuli kept from awareness using CFS could be recovered exclusively within occipital cortex, whereas information about stimuli kept from awareness using CFF was also decodable within temporal and frontal regions. We conclude that unconsciously presented objects are processed differently depending on how they are rendered subjectively invisible. Caution should therefore be used in making generalizations on the basis of any one method about the neural basis of consciousness or the extent of information processing without consciousness.

  2. Sonic Interactions in Virtual Reality: State of the Art, Current Challenges, and Future Directions.

    Science.gov (United States)

    Serafin, Stefania; Geronazzo, Michele; Erkut, Cumhur; Nilsson, Niels C; Nordahl, Rolf

    2018-03-01

    A high-fidelity but efficient sound simulation is an essential element of any VR experience. Many of the techniques used in virtual acoustics are graphical rendering techniques suitably modified to account for sound generation and propagation. In recent years, several advances in hardware and software technologies have been facilitating the development of immersive interactive sound-rendering experiences. In this article, we present a review of the state of the art of such simulations, with a focus on the different elements that, combined, provide a complete interactive sonic experience. This includes physics-based simulation of sound effects and their propagation in space together with binaural rendering to simulate the position of sound sources. We present how these different elements of the sound design pipeline have been addressed in the literature, trying to find the trade-off between accuracy and plausibility. Recent applications and current challenges are also presented.

  3. Wobbled splatting-a fast perspective volume rendering method for simulation of x-ray images from CT

    International Nuclear Information System (INIS)

    Birkfellner, Wolfgang; Seemann, Rudolf; Figl, Michael; Hummel, Johann; Ede, Christopher; Homolka, Peter; Yang Xinhui; Niederer, Peter; Bergmann, Helmar

    2005-01-01

    3D/2D registration, the automatic assignment of a global rigid-body transformation matching the coordinate systems of patient and preoperative volume scan using projection images, is an important topic in image-guided therapy and radiation oncology. A crucial part of most 3D/2D registration algorithms is the fast computation of digitally rendered radiographs (DRRs) to be compared iteratively to radiographs or portal images. Since registration is an iterative process, fast generation of DRRs-which are perspective summed voxel renderings-is desired. In this note, we present a simple and rapid method for generation of DRRs based on splat rendering. As opposed to conventional splatting, antialiasing of the resulting images is not achieved by means of computing a discrete point spread function (a so-called footprint), but by stochastic distortion of either the voxel positions in the volume scan or by the simulation of a focal spot of the x-ray tube with non-zero diameter. Our method generates slightly blurred DRRs suitable for registration purposes at framerates of approximately 10 Hz when rendering volume images with a size of 30 MB. (note)

  4. Software System for Vocal Rendering of Printed Documents

    Directory of Open Access Journals (Sweden)

    Marian DARDALA

    2008-01-01

    Full Text Available The objective of this paper is to present a software system architecture developed to render the printed documents in a vocal form. On the other hand, in the paper are described the software solutions that exist as software components and are necessary for documents processing as well as for multimedia device controlling used by the system. The usefulness of this system is for people with visual disabilities that can access the contents of documents without that they be printed in Braille system or to exist in an audio form.

  5. Flight-appropriate 3D Terrain-rendering Toolkit for Synthetic Vision, Phase I

    Data.gov (United States)

    National Aeronautics and Space Administration — TerraMetrics proposes an SBIR Phase I R/R&D effort to develop a key 3D terrain-rendering technology that provides the basis for successful commercial deployment...

  6. Two is better than one: Physical interactions improve motor performance in humans

    Science.gov (United States)

    Ganesh, G.; Takagi, A.; Osu, R.; Yoshioka, T.; Kawato, M.; Burdet, E.

    2014-01-01

    How do physical interactions with others change our own motor behavior? Utilizing a novel motor learning paradigm in which the hands of two - individuals are physically connected without their conscious awareness, we investigated how the interaction forces from a partner adapt the motor behavior in physically interacting humans. We observed the motor adaptations during physical interactions to be mutually beneficial such that both the worse and better of the interacting partners improve motor performance during and after interactive practice. We show that these benefits cannot be explained by multi-sensory integration by an individual, but require physical interaction with a reactive partner. Furthermore, the benefits are determined by both the interacting partner's performance and similarity of the partner's behavior to one's own. Our results demonstrate the fundamental neural processes underlying human physical interactions and suggest advantages of interactive paradigms for sport-training and physical rehabilitation.

  7. Performance Effects of Stakeholder Interaction in Emerging Economies: Evidence from Brazil

    Directory of Open Access Journals (Sweden)

    Rodrigo Bandeira-de-Mello

    2011-07-01

    Full Text Available Firm survival in emerging economies is often related to having access to valuable resources that are in stakeholders‟ hands. However, the literature on strategy in emerging economies provides scant information on the efficiency of acquiring stakeholder resources and its effect on firm performance. We investigated the stakeholder interaction effects on performance of domestic firms competing in an emerging market (Wright, Filatotchev, Hoskisson, & Peng, 2005 from a contractual perspective (Williamson, 1985. We argue that interacting stakeholders in a contractual set yield synergistic governance structures that allow firms more efficient access to external resources. Using a sample of 267 firms in Brazil (secondary data, we explored different patterns in stakeholder contracting with community, government, top management, and employees. A three-stage analysis process was devised: cluster analysis, general linear model estimation and verification tests. Results suggest that stakeholder interaction has a positive impact on firm performance. The conjoint effect of government and community contracts was found to yield superior firm performance as they provide a basic structure for contracting with other interacting stakeholders.

  8. Investigating conversational dynamics: Interactive alignment, Interpersonal synergy, and collective task performance

    DEFF Research Database (Denmark)

    Fusaroli, Riccardo; Tylén, Kristian

    2016-01-01

    This study investigates interpersonal processes underlying dialog by comparing two approaches, interactive alignment and interpersonal synergy, and assesses how they predict collective performance in a joint task. While the interactive alignment approach highlights imitative patterns between...... and their impact on collective performance in a corpus of task-oriented conversations. The results show statistical presence of patterns relevant for both approaches. However, synergetic aspects of dialog provide the best statistical predictors of collective performance and adding aspects of the alignment approach...... does not improve the model. This suggests that structural organization at the level of the interaction plays a crucial role in task-oriented conversations, possibly constraining and integrating processes related to alignment....

  9. Photometric and Colorimeric Comparison of HDR and Spctrally Resolved Rendering Images

    DEFF Research Database (Denmark)

    Amdemeskel, Mekbib Wubishet; Soreze, Thierry Silvio Claude; Thorseth, Anders

    2017-01-01

    In this paper, we will demonstrate a comparison between measured colorimetric images, and simulated images from a physics based rendering engine. The colorimetric images are high dynamic range (HDR) and taken with a luminance and colour camera mounted on a goniometer. For the comparison, we have ...

  10. 3D-TV Rendering on a Multiprocessor System on a Chip

    NARCIS (Netherlands)

    Van Eijndhoven, J.T.J.; Li, X.

    2006-01-01

    This thesis focuses on the issue of mapping 3D-TV rendering applications to a multiprocessor platform. The target platform aims to address tomorrow's multi-media consumer market. The prototype chip, called Wasabi, contains a set of TriMedia processors that communicate viaa shared memory, fast

  11. Immersive volume rendering of blood vessels

    Science.gov (United States)

    Long, Gregory; Kim, Han Suk; Marsden, Alison; Bazilevs, Yuri; Schulze, Jürgen P.

    2012-03-01

    In this paper, we present a novel method of visualizing flow in blood vessels. Our approach reads unstructured tetrahedral data, resamples it, and uses slice based 3D texture volume rendering. Due to the sparse structure of blood vessels, we utilize an octree to efficiently store the resampled data by discarding empty regions of the volume. We use animation to convey time series data, wireframe surface to give structure, and utilize the StarCAVE, a 3D virtual reality environment, to add a fully immersive element to the visualization. Our tool has great value in interdisciplinary work, helping scientists collaborate with clinicians, by improving the understanding of blood flow simulations. Full immersion in the flow field allows for a more intuitive understanding of the flow phenomena, and can be a great help to medical experts for treatment planning.

  12. Customization, control, and characterization of a commercial haptic device for high-fidelity rendering of weak forces.

    Science.gov (United States)

    Gurari, Netta; Baud-Bovy, Gabriel

    2014-09-30

    The emergence of commercial haptic devices offers new research opportunities to enhance our understanding of the human sensory-motor system. Yet, commercial device capabilities have limitations which need to be addressed. This paper describes the customization of a commercial force feedback device for displaying forces with a precision that exceeds the human force perception threshold. The device was outfitted with a multi-axis force sensor and closed-loop controlled to improve its transparency. Additionally, two force sensing resistors were attached to the device to measure grip force. Force errors were modeled in the frequency- and time-domain to identify contributions from the mass, viscous friction, and Coulomb friction during open- and closed-loop control. The effect of user interaction on system stability was assessed in the context of a user study which aimed to measure force perceptual thresholds. Findings based on 15 participants demonstrate that the system maintains stability when rendering forces ranging from 0-0.20 N, with an average maximum absolute force error of 0.041 ± 0.013 N. Modeling the force errors revealed that Coulomb friction and inertia were the main contributors to force distortions during respectively slow and fast motions. Existing commercial force feedback devices cannot render forces with the required precision for certain testing scenarios. Building on existing robotics work, this paper shows how a device can be customized to make it reliable for studying the perception of weak forces. The customized and closed-loop controlled device is suitable for measuring force perceptual thresholds. Copyright © 2014 Elsevier B.V. All rights reserved.

  13. USER EVALUATION OF EIGHT LED LIGHT SOURCES WITH DIFFERENTSPECIAL COLOUR RENDERING INDICES R9

    DEFF Research Database (Denmark)

    Markvart, Jakob; Iversen, Anne; Logadóttir, Ásta

    2013-01-01

    In this study we evaluated the influence of the special colour rendering index R9 on subjective red colour perception and Caucasian skin appearance among untrained test subjects. The light sources tested are commercially available LED based light sources with similar correlated colour temperature...... and general colour rendering index, but with varying R9. It was found that the test subjects in general are more positive towards light sources with higher R9. The shift from a majority of negative responses to a majority of positive responses is found to occur at R9 values of ~20....

  14. 29 CFR 784.151 - Operations performed after product is rendered nonperishable.

    Science.gov (United States)

    2010-07-01

    ... is performed as an integrated part of the operations named in the exemption which are performed by an... employment of his employees in the storing, marketing, packing for shipment, or distributing of nonperishable... weeks or seasons) will be considered to be an integrated part of his operations on the perishable...

  15. Conservation of the historical render in the Church of Nossa Senhora da Assunção in Elvas

    Directory of Open Access Journals (Sweden)

    Sofia Salema

    2008-01-01

    Full Text Available In this paper we present a practical case of conservation of the historical renders in the pyramidal tower of the Church of Nossa Senhora da Assunção in Elvas (Portugal, carried out by the former IPPAR (Portuguese Institute of Architectonic Heritage, now Regional Direction of Culture of Alentejo. Awareness of the value and of the risks facing these renders points towards the necessity to safeguard their material authenticity. During the works of conservation of the main façade, under the layers of non decorated recovering render, a previous decorated render, simulating stone masonry, with raised joints reproducing stone divisions and the internal structure in solid brick, was discovered. After material and historical analysis we came to the conclusion that it was highly probable that this render was contemporary to the construction of the Church and, as such, it seemed essential to conserve and restore this covering as historical evidence and cultural heritage. Treatment of the pyramidal tower render included removal of the non original recover mortars, survey of ancient materials, execution of technical and decorative scheme, surfaces' cleaning and consolidation of the weaker original old mortars. In order to fill the gaps in the original surface, specific lime mortars, prepared with washed sand and standard grain size, were used. Restoration techniques were used to reconstitute and integrate the lacunas. These actions not only conserved the workmanship, but also reconstructed the decorative structure and a reading clarity, allowing the identification of restoration without the connotation of a mimetic integration. This joint action, only possible with the help of the conservation and restoration team, puts into evidence the possibility of continuous evaluation and learning. It is clear that, in cases where there are unknown, unpredictable factors, due to the specific work and value of the materials, it is possible to change the course

  16. A two-metric proposal to specify the color-rendering properties of light sources for retail lighting

    Science.gov (United States)

    Freyssinier, Jean Paul; Rea, Mark

    2010-08-01

    Lighting plays an important role in supporting retail operations, from attracting customers, to enabling the evaluation of merchandise, to facilitating the completion of the sale. Lighting also contributes to the identity, comfort, and visual quality of a retail store. With the increasing availability and quality of white LEDs, retail lighting specifiers are now considering LED lighting in stores. The color rendering of light sources is a key factor in supporting retail lighting goals and thus influences a light source's acceptance by users and specifiers. However, there is limited information on what consumers' color preferences are, and metrics used to describe the color properties of light sources often are equivocal and fail to predict preference. The color rendering of light sources is described in the industry solely by the color rendering index (CRI), which is only indirectly related to human perception. CRI is intended to characterize the appearance of objects illuminated by the source and is increasingly being challenged because new sources are being developed with increasingly exotic spectral power distributions. This paper discusses how CRI might be augmented to better use it in support of the design objectives for retail merchandising. The proposed guidelines include the use of gamut area index as a complementary metric to CRI for assuring good color rendering.

  17. Diagnostic Accuracy of the Volume Rendering Images of Multi-Detector CT for the Detection of Lumbar Transverse Process Fractures

    Energy Technology Data Exchange (ETDEWEB)

    Lee, Yun Hak; Chun, Tong Jin [Dept. of Radiology, Eulji University Hospital, Daejeon (Korea, Republic of)

    2012-01-15

    To compare the accuracy of three-dimensional computed tomographic (3D CT) volume rendering techniques with axial images of multi-detector row computed tomography to identify lumbar transverse process (LTP) fractures in trauma patients. We retrospectively evaluated 42 patients with back pain as a result of blunt trauma between January and June of 2010. Two radiologists examined the 3D CT volume rendering images independently. The confirmation of a LTP fracture was based on the consensus of the axial images by the two radiologists. The results of 3D CT volume rendering images were compared with the axial images and the diagnostic powers (sensitivity, specificity, and accuracy) were calculated. Seven of the 42 patients had twenty five lumbar transverse process fractures. The diagnostic power of the 3D CT volume rendering technique is as accurate as axial images. Reader 1, sensitivity 96%, specificity 100%, accuracy 99.9%; and Reader 2 sensitivity 100%, specificity 99.8%, accuracy 99.8%. The accordance of the two radiologists was 99.8%. 3D CT volume rendering images can alternate axial images to detect lumbar transverse process fractures with good image quality.

  18. Tomographic image reconstruction and rendering with texture-mapping hardware

    International Nuclear Information System (INIS)

    Azevedo, S.G.; Cabral, B.K.; Foran, J.

    1994-07-01

    The image reconstruction problem, also known as the inverse Radon transform, for x-ray computed tomography (CT) is found in numerous applications in medicine and industry. The most common algorithm used in these cases is filtered backprojection (FBP), which, while a simple procedure, is time-consuming for large images on any type of computational engine. Specially-designed, dedicated parallel processors are commonly used in medical CT scanners, whose results are then passed to graphics workstation for rendering and analysis. However, a fast direct FBP algorithm can be implemented on modern texture-mapping hardware in current high-end workstation platforms. This is done by casting the FBP algorithm as an image warping operation with summing. Texture-mapping hardware, such as that on the Silicon Graphics Reality Engine (TM), shows around 600 times speedup of backprojection over a CPU-based implementation (a 100 Mhz R4400 in this case). This technique has the further advantages of flexibility and rapid programming. In addition, the same hardware can be used for both image reconstruction and for volumetric rendering. The techniques can also be used to accelerate iterative reconstruction algorithms. The hardware architecture also allows more complex operations than straight-ray backprojection if they are required, including fan-beam, cone-beam, and curved ray paths, with little or no speed penalties

  19. Photon Differential Splatting for Rendering Caustics

    DEFF Research Database (Denmark)

    Frisvad, Jeppe Revall; Schjøth, Lars; Erleben, Kenny

    2014-01-01

    We present a photon splatting technique which reduces noise and blur in the rendering of caustics. Blurring of illumination edges is an inherent problem in photon splatting, as each photon is unaware of its neighbours when being splatted. This means that the splat size is usually based...... on heuristics rather than knowledge of the local flux density. We use photon differentials to determine the size and shape of the splats such that we achieve adaptive anisotropic flux density estimation in photon splatting. As compared to previous work that uses photon differentials, we present the first method...... where no photons or beams or differentials need to be stored in a map. We also present improvements in the theory of photon differentials, which give more accurate results and a faster implementation. Our technique has good potential for GPU acceleration, and we limit the number of parameters requiring...

  20. A novel interaction fingerprint derived from per atom score contributions: exhaustive evaluation of interaction fingerprint performance in docking based virtual screening.

    Science.gov (United States)

    Jasper, Julia B; Humbeck, Lina; Brinkjost, Tobias; Koch, Oliver

    2018-03-16

    Protein ligand interaction fingerprints are a powerful approach for the analysis and assessment of docking poses to improve docking performance in virtual screening. In this study, a novel interaction fingerprint approach (PADIF, protein per atom score contributions derived interaction fingerprint) is presented which was specifically designed for utilising the GOLD scoring functions' atom contributions together with a specific scoring scheme. This allows the incorporation of known protein-ligand complex structures for a target-specific scoring. Unlike many other methods, this approach uses weighting factors reflecting the relative frequency of a specific interaction in the references and penalizes destabilizing interactions. In addition, and for the first time, an exhaustive validation study was performed that assesses the performance of PADIF and two other interaction fingerprints in virtual screening. Here, PADIF shows superior results, and some rules of thumb for a successful use of interaction fingerprints could be identified.

  1. Gesture Interaction Browser-Based 3D Molecular Viewer.

    Science.gov (United States)

    Virag, Ioan; Stoicu-Tivadar, Lăcrămioara; Crişan-Vida, Mihaela

    2016-01-01

    The paper presents an open source system that allows the user to interact with a 3D molecular viewer using associated hand gestures for rotating, scaling and panning the rendered model. The novelty of this approach is that the entire application is browser-based and doesn't require installation of third party plug-ins or additional software components in order to visualize the supported chemical file formats. This kind of solution is suitable for instruction of users in less IT oriented environments, like medicine or chemistry. For rendering various molecular geometries our team used GLmol (a molecular viewer written in JavaScript). The interaction with the 3D models is made with Leap Motion controller that allows real-time tracking of the user's hand gestures. The first results confirmed that the resulting application leads to a better way of understanding various types of translational bioinformatics related problems in both biomedical research and education.

  2. Games Con Men Play: The Semiosis of Deceptive Interaction.

    Science.gov (United States)

    Hankiss, Agnes

    1980-01-01

    Analyzes some of the most frequent deceptive interactions as rendered through case histories of male con artists and their victims taken from police records. Discusses the recurrent elements in both the con-games strategies and victims' way of interpreting those strategies. (JMF)

  3. Local intelligent electronic device (IED) rendering templates over limited bandwidth communication link to manage remote IED

    Science.gov (United States)

    Bradetich, Ryan; Dearien, Jason A; Grussling, Barry Jakob; Remaley, Gavin

    2013-11-05

    The present disclosure provides systems and methods for remote device management. According to various embodiments, a local intelligent electronic device (IED) may be in communication with a remote IED via a limited bandwidth communication link, such as a serial link. The limited bandwidth communication link may not support traditional remote management interfaces. According to one embodiment, a local IED may present an operator with a management interface for a remote IED by rendering locally stored templates. The local IED may render the locally stored templates using sparse data obtained from the remote IED. According to various embodiments, the management interface may be a web client interface and/or an HTML interface. The bandwidth required to present a remote management interface may be significantly reduced by rendering locally stored templates rather than requesting an entire management interface from the remote IED. According to various embodiments, an IED may comprise an encryption transceiver.

  4. Interactive WebGL-based 3D visualizations for EAST experiment

    International Nuclear Information System (INIS)

    Xia, J.Y.; Xiao, B.J.; Li, Dan; Wang, K.R.

    2016-01-01

    Highlights: • Developing a user-friendly interface to visualize the EAST experimental data and the device is important to scientists and engineers. • The Web3D visualization system is based on HTML5 and WebGL, which runs without the need for plug-ins or third party components. • The interactive WebGL-based 3D visualization system is a web-portal integrating EAST 3D models, experimental data and plasma videos. • The original CAD model was discretized into different layers with different simplification to enable realistic rendering and improve performance. - Abstract: In recent years EAST (Experimental Advanced Superconducting Tokamak) experimental data are being shared and analyzed by an increasing number of international collaborators. Developing a user-friendly interface to visualize the data, meta data and the relevant parts of the device is becoming more and more important to aid scientists and engineers. Compared with the previous virtual EAST system based on VRML/Java3D [1] (Li et al., 2014), a new technology is being adopted to create a 3D visualization system based on HTML5 and WebGL, which runs without the need for plug-ins or third party components. The interactive WebGL-based 3D visualization system is a web-portal integrating EAST 3D models, experimental data and plasma videos. It offers a highly interactive interface allowing scientists to roam inside EAST device and view the complex 3-D structure of the machine. It includes technical details of the device and various diagnostic components, and provides visualization of diagnostic metadata with a direct link to each signal name and its stored data. In order for the quick access to the device 3D model, the original CAD model was discretized into different layers with different simplification. It allows users to search for plasma videos in any experiment and analyze the video frame by frame. In this paper, we present the implementation details to enable realistic rendering and improve performance.

  5. Interactive WebGL-based 3D visualizations for EAST experiment

    Energy Technology Data Exchange (ETDEWEB)

    Xia, J.Y., E-mail: jyxia@ipp.ac.cn [Institute of Plasma Physics, Chinese Academy of Sciences, Hefei, Anhui (China); University of Science and Technology of China, Hefei, Anhui (China); Xiao, B.J. [Institute of Plasma Physics, Chinese Academy of Sciences, Hefei, Anhui (China); University of Science and Technology of China, Hefei, Anhui (China); Li, Dan [Institute of Plasma Physics, Chinese Academy of Sciences, Hefei, Anhui (China); Wang, K.R. [Institute of Plasma Physics, Chinese Academy of Sciences, Hefei, Anhui (China); University of Science and Technology of China, Hefei, Anhui (China)

    2016-11-15

    Highlights: • Developing a user-friendly interface to visualize the EAST experimental data and the device is important to scientists and engineers. • The Web3D visualization system is based on HTML5 and WebGL, which runs without the need for plug-ins or third party components. • The interactive WebGL-based 3D visualization system is a web-portal integrating EAST 3D models, experimental data and plasma videos. • The original CAD model was discretized into different layers with different simplification to enable realistic rendering and improve performance. - Abstract: In recent years EAST (Experimental Advanced Superconducting Tokamak) experimental data are being shared and analyzed by an increasing number of international collaborators. Developing a user-friendly interface to visualize the data, meta data and the relevant parts of the device is becoming more and more important to aid scientists and engineers. Compared with the previous virtual EAST system based on VRML/Java3D [1] (Li et al., 2014), a new technology is being adopted to create a 3D visualization system based on HTML5 and WebGL, which runs without the need for plug-ins or third party components. The interactive WebGL-based 3D visualization system is a web-portal integrating EAST 3D models, experimental data and plasma videos. It offers a highly interactive interface allowing scientists to roam inside EAST device and view the complex 3-D structure of the machine. It includes technical details of the device and various diagnostic components, and provides visualization of diagnostic metadata with a direct link to each signal name and its stored data. In order for the quick access to the device 3D model, the original CAD model was discretized into different layers with different simplification. It allows users to search for plasma videos in any experiment and analyze the video frame by frame. In this paper, we present the implementation details to enable realistic rendering and improve performance.

  6. Signal Processing Implementation and Comparison of Automotive Spatial Sound Rendering Strategies

    Directory of Open Access Journals (Sweden)

    Bai MingsianR

    2009-01-01

    Full Text Available Design and implementation strategies of spatial sound rendering are investigated in this paper for automotive scenarios. Six design methods are implemented for various rendering modes with different number of passengers. Specifically, the downmixing algorithms aimed at balancing the front and back reproductions are developed for the 5.1-channel input. Other five algorithms based on inverse filtering are implemented in two approaches. The first approach utilizes binaural (Head-Related Transfer Functions HRTFs measured in the car interior, whereas the second approach named the point-receiver model targets a point receiver positioned at the center of the passenger's head. The proposed processing algorithms were compared via objective and subjective experiments under various listening conditions. Test data were processed by the multivariate analysis of variance (MANOVA method and the least significant difference (Fisher's LSD method as a post hoc test to justify the statistical significance of the experimental data. The results indicate that inverse filtering algorithms are preferred for the single passenger mode. For the multipassenger mode, however, downmixing algorithms generally outperformed the other processing techniques.

  7. Interactive virtual simulation using a 3D computer graphics model for microvascular decompression surgery.

    Science.gov (United States)

    Oishi, Makoto; Fukuda, Masafumi; Hiraishi, Tetsuya; Yajima, Naoki; Sato, Yosuke; Fujii, Yukihiko

    2012-09-01

    The purpose of this paper is to report on the authors' advanced presurgical interactive virtual simulation technique using a 3D computer graphics model for microvascular decompression (MVD) surgery. The authors performed interactive virtual simulation prior to surgery in 26 patients with trigeminal neuralgia or hemifacial spasm. The 3D computer graphics models for interactive virtual simulation were composed of the brainstem, cerebellum, cranial nerves, vessels, and skull individually created by the image analysis, including segmentation, surface rendering, and data fusion for data collected by 3-T MRI and 64-row multidetector CT systems. Interactive virtual simulation was performed by employing novel computer-aided design software with manipulation of a haptic device to imitate the surgical procedures of bone drilling and retraction of the cerebellum. The findings were compared with intraoperative findings. In all patients, interactive virtual simulation provided detailed and realistic surgical perspectives, of sufficient quality, representing the lateral suboccipital route. The causes of trigeminal neuralgia or hemifacial spasm determined by observing 3D computer graphics models were concordant with those identified intraoperatively in 25 (96%) of 26 patients, which was a significantly higher rate than the 73% concordance rate (concordance in 19 of 26 patients) obtained by review of 2D images only (p computer graphics model provided a realistic environment for performing virtual simulations prior to MVD surgery and enabled us to ascertain complex microsurgical anatomy.

  8. Moisture transport properties of brick – comparison of exposed, impregnated and rendered brick

    DEFF Research Database (Denmark)

    Hansen, Tessa Kvist; Bjarløv, Søren Peter; Peuhkuri, Ruut

    2016-01-01

    In regards to internal insulation of preservation worthy brick façades, external moisture sources, such as wind-driven rain exposure, inevitably has an impact on moisture conditions within the masonry construction. Surface treatments, such as hydrophobation or render, may remedy the impacts...... of external moisture. In the present paper the surface absorption of liquid water on masonry façades of untreated, hydrophobated and rendered brick, are determined experimentally and compared. The experimental work focuses on methods that can be applied on-site, Karsten tube measurements. These measurements...... are supplemented with results from laboratory measurements of water absorption coefficient by partial immersion. Based on obtained measurement results, simulations are made with external liquid water loads for determination of moisture conditions within the masonry of different surface treatments. Experimental...

  9. Monitoring User-System Performance in Interactive Retrieval Tasks

    NARCIS (Netherlands)

    Boldareva, L.; de Vries, A.P.; Hiemstra, Djoerd

    Monitoring user-system performance in interactive search is a challenging task. Traditional measures of retrieval evaluation, based on recall and precision, are not of any use in real time, for they require a priori knowledge of relevant documents. This paper shows how a Shannon entropy-based

  10. An Innovative Direct-Interaction-Enabled Augmented-Reality 3D System

    Directory of Open Access Journals (Sweden)

    Sheng-Hsiung Chang

    2013-01-01

    Full Text Available Previous augmented-reality (AR applications have required users to observe the integration of real and virtual images on a display. This study proposes a novel concept regarding AR applications. By integrating AR techniques with marker identification, virtual-image output, imaging, and image-interaction processes, this study rendered virtual images that can interact with predefined markers in a real three-dimensional (3D environment.

  11. Apparatus for rendering at least a portion of a device inoperable and related methods

    Energy Technology Data Exchange (ETDEWEB)

    Daniels, Michael A.; Steffler, Eric D.; Hartenstein, Steven D.; Wallace, Ronald S.

    2016-11-08

    Apparatus for rendering at least a portion of a device inoperable may include a containment structure having a first compartment that is configured to receive a device therein and a movable member configured to receive a cartridge having reactant material therein. The movable member is configured to be inserted into the first compartment of the containment structure and to ignite the reactant material within the cartridge. Methods of rendering at least a portion of a device inoperable may include disposing the device into the first compartment of the containment structure, inserting the movable member into the first compartment of the containment structure, igniting the reactant material in the cartridge, and expelling molten metal onto the device.

  12. iview: an interactive WebGL visualizer for protein-ligand complex.

    Science.gov (United States)

    Li, Hongjian; Leung, Kwong-Sak; Nakane, Takanori; Wong, Man-Hon

    2014-02-25

    Visualization of protein-ligand complex plays an important role in elaborating protein-ligand interactions and aiding novel drug design. Most existing web visualizers either rely on slow software rendering, or lack virtual reality support. The vital feature of macromolecular surface construction is also unavailable. We have developed iview, an easy-to-use interactive WebGL visualizer of protein-ligand complex. It exploits hardware acceleration rather than software rendering. It features three special effects in virtual reality settings, namely anaglyph, parallax barrier and oculus rift, resulting in visually appealing identification of intermolecular interactions. It supports four surface representations including Van der Waals surface, solvent excluded surface, solvent accessible surface and molecular surface. Moreover, based on the feature-rich version of iview, we have also developed a neat and tailor-made version specifically for our istar web platform for protein-ligand docking purpose. This demonstrates the excellent portability of iview. Using innovative 3D techniques, we provide a user friendly visualizer that is not intended to compete with professional visualizers, but to enable easy accessibility and platform independence.

  13. Investigating Conversational Dynamics: Interactive Alignment, Interpersonal Synergy, and Collective Task Performance

    Science.gov (United States)

    Fusaroli, Riccardo; Tylén, Kristian

    2016-01-01

    This study investigates interpersonal processes underlying dialog by comparing two approaches, "interactive alignment" and "interpersonal synergy", and assesses how they predict collective performance in a joint task. While the interactive alignment approach highlights imitative patterns between interlocutors, the synergy…

  14. Interactive design center.

    Energy Technology Data Exchange (ETDEWEB)

    Pomplun, Alan R. (Sandia National Laboratories, Livermore, CA)

    2005-07-01

    Sandia's advanced computing resources provide researchers, engineers and analysts with the ability to develop and render highly detailed large-scale models and simulations. To take full advantage of these multi-million data point visualizations, display systems with comparable pixel counts are needed. The Interactive Design Center (IDC) is a second generation visualization theater designed to meet this need. The main display integrates twenty-seven projectors in a 9-wide by 3-high array with a total display resolution of more than 35 million pixels. Six individual SmartBoard displays offer interactive capabilities that include on-screen annotation and touch panel control of the facility's display systems. This report details the design, implementation and operation of this innovative facility.

  15. Seeing More by Showing Less: Orientation-Dependent Transparency Rendering for Fiber Tractography Visualization.

    Directory of Open Access Journals (Sweden)

    Chantal M W Tax

    Full Text Available Fiber tractography plays an important role in exploring the architectural organization of fiber trajectories, both in fundamental neuroscience and in clinical applications. With the advent of diffusion MRI (dMRI approaches that can also model "crossing fibers", the complexity of the fiber network as reconstructed with tractography has increased tremendously. Many pathways interdigitate and overlap, which hampers an unequivocal 3D visualization of the network and impedes an efficient study of its organization. We propose a novel fiber tractography visualization approach that interactively and selectively adapts the transparency rendering of fiber trajectories as a function of their orientation to enhance the visibility of the spatial context. More specifically, pathways that are oriented (locally or globally along a user-specified opacity axis can be made more transparent or opaque. This substantially improves the 3D visualization of the fiber network and the exploration of tissue configurations that would otherwise be largely covered by other pathways. We present examples of fiber bundle extraction and neurosurgical planning cases where the added benefit of our new visualization scheme is demonstrated over conventional fiber visualization approaches.

  16. Interaction and framing in the performance “Insideout” by Sasha Waltz

    DEFF Research Database (Denmark)

    Thygesen, Mads

    2010-01-01

    This paper examines how Waltz’ performance "Insideout" (2003) on the one hand iterates some relatively stable contextual frames of “sameness” (its mise en scène), but on the other, more radically plays with different and alternating discursive framings or contexts, e.g. “this is theatre” or “this...... is a social or political situation”, in order to create a space of interaction between actors and spectators. This challenges a more traditional notion of the theatrical frame (Goffmann): given that the dividing line between performer and audience is blurred, the audience becomes involved in the production...... perspectives that can help shed new light on the aesthetics of performance art. The full scope of Waltz’s performance, however, is not grasped if we follow that aspect of Fischer-Lichte’s theory which reduces a performance to the question of co-presence, role-reversal or interaction. For her, a performance...

  17. National diversity and team performance: the moderating role of interactional justice climate

    NARCIS (Netherlands)

    Buengeler, C.; den Hartog, D.N.

    2015-01-01

    In this team-level study, we present and test a model in which two aspects of interactional justice climate, its level and its strength, interact to moderate the effects of national diversity on team performance. Connecting the literatures on team diversity and (interactional) justice climate, we

  18. Towards Online Visualization and Interactive Monitoring of Real-Time CFD Simulations on Commodity Hardware

    Directory of Open Access Journals (Sweden)

    Nils Koliha

    2015-09-01

    Full Text Available Real-time rendering in the realm of computational fluid dynamics (CFD in particular and scientific high performance computing (HPC in general is a comparably young field of research, as the complexity of most problems with practical relevance is too high for a real-time numerical simulation. However, recent advances in HPC and the development of very efficient numerical techniques allow running first optimized numerical simulations in or near real-time, which in return requires integrated and optimized visualization techniques that do not affect performance. In this contribution, we present concepts, implementation details and several application examples of a minimally-invasive, efficient visualization tool for the interactive monitoring of 2D and 3D turbulent flow simulations on commodity hardware. The numerical simulations are conducted with ELBE, an efficient lattice Boltzmann environment based on NVIDIA CUDA (Compute Unified Device Architecture, which provides optimized numerical kernels for 2D and 3D computational fluid dynamics with fluid-structure interactions and turbulence.

  19. The interactive effects of temperature and moisture on nitrogen fixation in two temperate-arctic mosses

    DEFF Research Database (Denmark)

    Rousk, Kathrin; Pedersen, Pia Agerlund; Dyrnum, Kristine

    2017-01-01

    fixation in mosses under controlled conditions have rarely been investigated separately, rendering the interactive effects of the two climatic factors on N2 fixation unknown. Here, we tested the interactive effects of temperature and moisture on N2 fixation in the two most dominant moss species...

  20. Red carbon dots-based phosphors for white light-emitting diodes with color rendering index of 92.

    Science.gov (United States)

    Zhai, Yuechen; Wang, Yi; Li, Di; Zhou, Ding; Jing, Pengtao; Shen, Dezhen; Qu, Songnan

    2018-05-29

    Exploration of solid-state efficient red emissive carbon dots (CDs) phosphors is strongly desired for the development of high performance CDs-based white light-emitting diodes (WLEDs). In this work, enhanced red emissive CDs-based phosphors with photoluminescence quantum yields (PLQYs) of 25% were prepared by embedding red emissive CDs (PLQYs of 23%) into polyvinyl pyrrolidone (PVP). Because of the protection of PVP, the phosphors could preserve strong luminescence under long-term UV excitation or being mixed with conventional packaging materials. By applying the red emissive phosphors as the color conversion layer, WLEDs with high color rendering index of 92 and color coordinate of (0.33, 0.33) are fabricated. Copyright © 2018 Elsevier Inc. All rights reserved.

  1. On-the-Fly Decompression and Rendering of Multiresolution Terrain

    Energy Technology Data Exchange (ETDEWEB)

    Lindstrom, P; Cohen, J D

    2009-04-02

    We present a streaming geometry compression codec for multiresolution, uniformly-gridded, triangular terrain patches that supports very fast decompression. Our method is based on linear prediction and residual coding for lossless compression of the full-resolution data. As simplified patches on coarser levels in the hierarchy already incur some data loss, we optionally allow further quantization for more lossy compression. The quantization levels are adaptive on a per-patch basis, while still permitting seamless, adaptive tessellations of the terrain. Our geometry compression on such a hierarchy achieves compression ratios of 3:1 to 12:1. Our scheme is not only suitable for fast decompression on the CPU, but also for parallel decoding on the GPU with peak throughput over 2 billion triangles per second. Each terrain patch is independently decompressed on the fly from a variable-rate bitstream by a GPU geometry program with no branches or conditionals. Thus we can store the geometry compressed on the GPU, reducing storage and bandwidth requirements throughout the system. In our rendering approach, only compressed bitstreams and the decoded height values in the view-dependent 'cut' are explicitly stored on the GPU. Normal vectors are computed in a streaming fashion, and remaining geometry and texture coordinates, as well as mesh connectivity, are shared and re-used for all patches. We demonstrate and evaluate our algorithms on a small prototype system in which all compressed geometry fits in the GPU memory and decompression occurs on the fly every rendering frame without any cache maintenance.

  2. Uniform illumination rendering using an array of LEDs: a signal processing perspective

    NARCIS (Netherlands)

    Yang, Hongming; Bergmans, J.W.M.; Schenk, T.C.W.; Linnartz, J.P.M.G.; Rietman, R.

    2009-01-01

    An array of a large number of LEDs will be widely used in future indoor illumination systems. In this paper, we investigate the problem of rendering uniform illumination by a regular LED array on the ceiling of a room. We first present two general results on the scaling property of the basic

  3. An interactive visualization tool for multi-channel confocal microscopy data in neurobiology research

    KAUST Repository

    Yong Wan,

    2009-11-01

    Confocal microscopy is widely used in neurobiology for studying the three-dimensional structure of the nervous system. Confocal image data are often multi-channel, with each channel resulting from a different fluorescent dye or fluorescent protein; one channel may have dense data, while another has sparse; and there are often structures at several spatial scales: subneuronal domains, neurons, and large groups of neurons (brain regions). Even qualitative analysis can therefore require visualization using techniques and parameters fine-tuned to a particular dataset. Despite the plethora of volume rendering techniques that have been available for many years, the techniques standardly used in neurobiological research are somewhat rudimentary, such as looking at image slices or maximal intensity projections. Thus there is a real demand from neurobiologists, and biologists in general, for a flexible visualization tool that allows interactive visualization of multi-channel confocal data, with rapid fine-tuning of parameters to reveal the three-dimensional relationships of structures of interest. Together with neurobiologists, we have designed such a tool, choosing visualization methods to suit the characteristics of confocal data and a typical biologist\\'s workflow. We use interactive volume rendering with intuitive settings for multidimensional transfer functions, multiple render modes and multi-views for multi-channel volume data, and embedding of polygon data into volume data for rendering and editing. As an example, we apply this tool to visualize confocal microscopy datasets of the developing zebrafish visual system.

  4. Enabling Real-Time Volume Rendering of Functional Magnetic Resonance Imaging on an iOS Device.

    Science.gov (United States)

    Holub, Joseph; Winer, Eliot

    2017-12-01

    Powerful non-invasive imaging technologies like computed tomography (CT), ultrasound, and magnetic resonance imaging (MRI) are used daily by medical professionals to diagnose and treat patients. While 2D slice viewers have long been the standard, many tools allowing 3D representations of digital medical data are now available. The newest imaging advancement, functional MRI (fMRI) technology, has changed medical imaging from viewing static to dynamic physiology (4D) over time, particularly to study brain activity. Add this to the rapid adoption of mobile devices for everyday work and the need to visualize fMRI data on tablets or smartphones arises. However, there are few mobile tools available to visualize 3D MRI data, let alone 4D fMRI data. Building volume rendering tools on mobile devices to visualize 3D and 4D medical data is challenging given the limited computational power of the devices. This paper describes research that explored the feasibility of performing real-time 3D and 4D volume raycasting on a tablet device. The prototype application was tested on a 9.7" iPad Pro using two different fMRI datasets of brain activity. The results show that mobile raycasting is able to achieve between 20 and 40 frames per second for traditional 3D datasets, depending on the sampling interval, and up to 9 frames per second for 4D data. While the prototype application did not always achieve true real-time interaction, these results clearly demonstrated that visualizing 3D and 4D digital medical data is feasible with a properly constructed software framework.

  5. Detection of Prion Proteins and TSE Infectivity in the Rendering and Biodiesel Manufacture Processes

    Energy Technology Data Exchange (ETDEWEB)

    Brown, R.; Keller, B.; Oleschuk, R. [Queen' s University, Kingston, Ontario (Canada)

    2007-03-15

    This paper addresses emerging issues related to monitoring prion proteins and TSE infectivity in the products and waste streams of rendering and biodiesel manufacture processes. Monitoring is critical to addressing the knowledge gaps identified in 'Biodiesel from Specified Risk Material Tallow: An Appraisal of TSE Risks and their Reduction' (IEA's AMF Annex XXX, 2006) that prevent comprehensive risk assessment of TSE infectivity in products and waste. The most important challenge for monitoring TSE risk is the wide variety of sample types, which are generated at different points in the rendering/biodiesel production continuum. Conventional transmissible spongiform encephalopathy (TSE) assays were developed for specified risk material (SRM) and other biological tissues. These, however, are insufficient to address the diverse sample matrices produced in rendering and biodiesel manufacture. This paper examines the sample types expected in rendering and biodiesel manufacture and the implications of applying TSE assay methods to them. The authors then discuss a sample preparation filtration, which has not yet been applied to these sample types, but which has the potential to provide or significantly improve TSE monitoring. The main improvement will come from transfer of the prion proteins from the sample matrix to a matrix compatible with conventional and emerging bioassays. A second improvement will come from preconcentrating the prion proteins, which means transferring proteins from a larger sample volume into a smaller volume for analysis to provide greater detection sensitivity. This filtration method may also be useful for monitoring other samples, including wash waters and other waste streams, which may contain SRM, including those from abattoirs and on-farm operations. Finally, there is a discussion of emerging mass spectrometric methods, which Prusiner and others have shown to be suitable for detection and characterisation of prion proteins (Stahl

  6. An economic analysis of localized pollution: rendering emissions in a residential setting

    Science.gov (United States)

    J. Michael Bowker; H.F. MacDonald

    1991-01-01

    The contingent value method is employed to estimate economic damages to households resulting from rendering plant emissions in a small town. Household willingness to accept (WTA) and willingness to pay (WTP) are estimated individually and in aggregate. The influence of household characteristics on WTP and WTA is examined via regression models. The perception of health...

  7. Thermal conductivity and magnon-phonon resonant interaction in antiferromagnetic ferrous chloride

    International Nuclear Information System (INIS)

    Laurence, Guy

    1973-01-01

    An apparatus has been studied and built to measure thermal conductivity between 0,3 K and 80 K. The thermal conductivity in the c plane and along the c axis have been measured in FeCl 2 . These results show an anomalous behaviour of the thermal conductivity below the Neel temperature. A calculation of the thermal conductivity of magneto-elastic modes arising from a magnon-phonon resonant interaction renders an account of this behaviour. From the present results, the magneto-elastic coupling constant G 44 is found to be 3,5 meV. Finally, an experimental study of the thermal conductivity magnetic field dependence of FeCl 2 was performed.(author) [fr

  8. Mesophilic and thermophilic anaerobic co-digestion of rendering plant and slaughterhouse wastes.

    Science.gov (United States)

    Bayr, Suvi; Rantanen, Marianne; Kaparaju, Prasad; Rintala, Jukka

    2012-01-01

    Co-digestion of rendering and slaughterhouse wastes was studied in laboratory scale semi-continuously fed continuously stirred tank reactors (CSTRs) at 35 and 55 °C. All in all, 10 different rendering plant and slaughterhouse waste fractions were characterised showing high contents of lipids and proteins, and methane potentials of 262-572 dm(3)CH(4)/kg volatile solids(VS)(added). In mesophilic CSTR methane yields of ca 720 dm(3) CH(4)/kg VS(fed) were obtained with organic loading rates (OLR) of 1.0 and 1.5 kg VS/m(3) d, and hydraulic retention time (HRT) of 50 d. For thermophilic process, the lowest studied OLR of 1.5 kg VS/m(3) d, turned to be unstable after operation of 1.5 HRT, due to accumulating ammonia, volatile fatty acids (VFAs) and probably also long chain fatty acids (LCFAs). In conclusion, mesophilic process was found to be more feasible for co-digestion than thermophilic process, methane yields being higher and process more stable in mesophilic conditions. Copyright © 2011 Elsevier Ltd. All rights reserved.

  9. Rendering Large-Scale Terrain Models and Positioning Objects in Relation to 3D Terrain

    National Research Council Canada - National Science Library

    Hittner, Brian

    2003-01-01

    .... Rendering large scale landscapes based on 3D geometry generally did not occur because the scenes generated tended to use up too much system memory and overburden 3D graphics cards with too many polygons...

  10. WAVE: Interactive Wave-based Sound Propagation for Virtual Environments.

    Science.gov (United States)

    Mehra, Ravish; Rungta, Atul; Golas, Abhinav; Ming Lin; Manocha, Dinesh

    2015-04-01

    We present an interactive wave-based sound propagation system that generates accurate, realistic sound in virtual environments for dynamic (moving) sources and listeners. We propose a novel algorithm to accurately solve the wave equation for dynamic sources and listeners using a combination of precomputation techniques and GPU-based runtime evaluation. Our system can handle large environments typically used in VR applications, compute spatial sound corresponding to listener's motion (including head tracking) and handle both omnidirectional and directional sources, all at interactive rates. As compared to prior wave-based techniques applied to large scenes with moving sources, we observe significant improvement in runtime memory. The overall sound-propagation and rendering system has been integrated with the Half-Life 2 game engine, Oculus-Rift head-mounted display, and the Xbox game controller to enable users to experience high-quality acoustic effects (e.g., amplification, diffraction low-passing, high-order scattering) and spatial audio, based on their interactions in the VR application. We provide the results of preliminary user evaluations, conducted to study the impact of wave-based acoustic effects and spatial audio on users' navigation performance in virtual environments.

  11. Skype me! Socially Contingent Interactions Help Toddlers Learn Language

    Science.gov (United States)

    Roseberry, Sarah; Hirsh-Pasek, Kathy; Golinkoff, Roberta Michnick

    2013-01-01

    Language learning takes place in the context of social interactions, yet the mechanisms that render social interactions useful for learning language remain unclear. This paper focuses on whether social contingency might support word learning. Toddlers aged 24- to 30-months (N=36) were exposed to novel verbs in one of three conditions: live interaction training, socially contingent video training over video chat, and non-contingent video training (yoked video). Results suggest that children only learned novel verbs in socially contingent interactions (live interactions and video chat). The current study highlights the importance of social contingency in interactions for language learning and informs the literature on learning through screen media as the first study to examine word learning through video chat technology. PMID:24112079

  12. 3D-TV System with Depth-Image-Based Rendering Architectures, Techniques and Challenges

    CERN Document Server

    Zhao, Yin; Yu, Lu; Tanimoto, Masayuki

    2013-01-01

    Riding on the success of 3D cinema blockbusters and advances in stereoscopic display technology, 3D video applications have gathered momentum in recent years. 3D-TV System with Depth-Image-Based Rendering: Architectures, Techniques and Challenges surveys depth-image-based 3D-TV systems, which are expected to be put into applications in the near future. Depth-image-based rendering (DIBR) significantly enhances the 3D visual experience compared to stereoscopic systems currently in use. DIBR techniques make it possible to generate additional viewpoints using 3D warping techniques to adjust the perceived depth of stereoscopic videos and provide for auto-stereoscopic displays that do not require glasses for viewing the 3D image.   The material includes a technical review and literature survey of components and complete systems, solutions for technical issues, and implementation of prototypes. The book is organized into four sections: System Overview, Content Generation, Data Compression and Transmission, and 3D V...

  13. A Practical Framework for Sharing and Rendering Real-World Bidirectional Scattering Distribution Functions

    Energy Technology Data Exchange (ETDEWEB)

    Ward, Greg [Anywhere Software, Albany, CA (United States); Kurt, Murat [International Computer Institute, Ege University (Turkey); Bonneel, Nicolas [Harvard Univ., Cambridge, MA (United States)

    2012-09-30

    The utilization of real-world materials has been hindered by a lack of standards for sharing and interpreting measured data. This paper presents an XML representation and an Open Source C library to support bidirectional scattering distribution functions (BSDFs) in data-driven lighting simulation and rendering applications.The library provides for the efficient representation, query, and Monte Carlo sampling of arbitrary BSDFs in amodel-free framework. Currently, we support two BSDF data representations: one using a fixed subdivision of thehemisphere, and one with adaptive density. The fixed type has advantages for certain matrix operations, while theadaptive type can more accurately represent highly peaked data. We discuss advanced methods for data-drivenBSDF rendering for both types, including the proxy of detailed geometry to enhance appearance and accuracy.We also present an advanced interpolation method to reduce measured data into these standard representations.We end with our plan for future extensions and sharing of BSDF data.

  14. A Screen Space GPGPU Surface LIC Algorithm for Distributed Memory Data Parallel Sort Last Rendering Infrastructures

    Energy Technology Data Exchange (ETDEWEB)

    Loring, Burlen; Karimabadi, Homa; Rortershteyn, Vadim

    2014-07-01

    The surface line integral convolution(LIC) visualization technique produces dense visualization of vector fields on arbitrary surfaces. We present a screen space surface LIC algorithm for use in distributed memory data parallel sort last rendering infrastructures. The motivations for our work are to support analysis of datasets that are too large to fit in the main memory of a single computer and compatibility with prevalent parallel scientific visualization tools such as ParaView and VisIt. By working in screen space using OpenGL we can leverage the computational power of GPUs when they are available and run without them when they are not. We address efficiency and performance issues that arise from the transformation of data from physical to screen space by selecting an alternate screen space domain decomposition. We analyze the algorithm's scaling behavior with and without GPUs on two high performance computing systems using data from turbulent plasma simulations.

  15. Warning Signals for Poor Performance Improve Human-Robot Interaction

    NARCIS (Netherlands)

    van den Brule, Rik; Bijlstra, Gijsbert; Dotsch, Ron; Haselager, Pim; Wigboldus, Daniel HJ

    2016-01-01

    The present research was aimed at investigating whether human-robot interaction (HRI) can be improved by a robot’s nonverbal warning signals. Ideally, when a robot signals that it cannot guarantee good performance, people could take preventive actions to ensure the successful completion of the

  16. The Neglected Situation: Assessment Performance and Interaction in Context

    Science.gov (United States)

    Maddox, Bryan

    2015-01-01

    Informed by Goffman's influential essay on "The neglected situation" this paper examines the contextual and interactive dimensions of performance in large-scale educational assessments. The paper applies Goffman's participation framework and associated theory in linguistic anthropology to examine how testing situations are framed and…

  17. Heterogeneous Deformable Modeling of Bio-Tissues and Haptic Force Rendering for Bio-Object Modeling

    Science.gov (United States)

    Lin, Shiyong; Lee, Yuan-Shin; Narayan, Roger J.

    This paper presents a novel technique for modeling soft biological tissues as well as the development of an innovative interface for bio-manufacturing and medical applications. Heterogeneous deformable models may be used to represent the actual internal structures of deformable biological objects, which possess multiple components and nonuniform material properties. Both heterogeneous deformable object modeling and accurate haptic rendering can greatly enhance the realism and fidelity of virtual reality environments. In this paper, a tri-ray node snapping algorithm is proposed to generate a volumetric heterogeneous deformable model from a set of object interface surfaces between different materials. A constrained local static integration method is presented for simulating deformation and accurate force feedback based on the material properties of a heterogeneous structure. Biological soft tissue modeling is used as an example to demonstrate the proposed techniques. By integrating the heterogeneous deformable model into a virtual environment, users can both observe different materials inside a deformable object as well as interact with it by touching the deformable object using a haptic device. The presented techniques can be used for surgical simulation, bio-product design, bio-manufacturing, and medical applications.

  18. Binaural Rendering in MPEG Surround

    Directory of Open Access Journals (Sweden)

    Kristofer Kjörling

    2008-04-01

    Full Text Available This paper describes novel methods for evoking a multichannel audio experience over stereo headphones. In contrast to the conventional convolution-based approach where, for example, five input channels are filtered using ten head-related transfer functions, the current approach is based on a parametric representation of the multichannel signal, along with either a parametric representation of the head-related transfer functions or a reduced set of head-related transfer functions. An audio scene with multiple virtual sound sources is represented by a mono or a stereo downmix signal of all sound source signals, accompanied by certain statistical (spatial properties. These statistical properties of the sound sources are either combined with statistical properties of head-related transfer functions to estimate “binaural parameters” that represent the perceptually relevant aspects of the auditory scene or used to create a limited set of combined head-related transfer functions that can be applied directly on the downmix signal. Subsequently, a binaural rendering stage reinstates the statistical properties of the sound sources by applying the estimated binaural parameters or the reduced set of combined head-related transfer functions directly on the downmix. If combined with parametric multichannel audio coders such as MPEG Surround, the proposed methods are advantageous over conventional methods in terms of perceived quality and computational complexity.

  19. Forensic 3D Visualization of CT Data Using Cinematic Volume Rendering: A Preliminary Study.

    Science.gov (United States)

    Ebert, Lars C; Schweitzer, Wolf; Gascho, Dominic; Ruder, Thomas D; Flach, Patricia M; Thali, Michael J; Ampanozi, Garyfalia

    2017-02-01

    The 3D volume-rendering technique (VRT) is commonly used in forensic radiology. Its main function is to explain medical findings to state attorneys, judges, or police representatives. New visualization algorithms permit the generation of almost photorealistic volume renderings of CT datasets. The objective of this study is to present and compare a variety of radiologic findings to illustrate the differences between and the advantages and limitations of the current VRT and the physically based cinematic rendering technique (CRT). Seventy volunteers were shown VRT and CRT reconstructions of 10 different cases. They were asked to mark the findings on the images and rate them in terms of realism and understandability. A total of 48 of the 70 questionnaires were returned and included in the analysis. On the basis of most of the findings presented, CRT appears to be equal or superior to VRT with respect to the realism and understandability of the visualized findings. Overall, in terms of realism, the difference between the techniques was statistically significant (p 0.05). CRT, which is similar to conventional VRT, is not primarily intended for diagnostic radiologic image analysis, and therefore it should be used primarily as a tool to deliver visual information in the form of radiologic image reports. Using CRT for forensic visualization might have advantages over using VRT if conveying a high degree of visual realism is of importance. Most of the shortcomings of CRT have to do with the software being an early prototype.

  20. Interactive methods for exploring particle simulation data

    Energy Technology Data Exchange (ETDEWEB)

    Co, Christopher S.; Friedman, Alex; Grote, David P.; Vay, Jean-Luc; Bethel, E. Wes; Joy, Kenneth I.

    2004-05-01

    In this work, we visualize high-dimensional particle simulation data using a suite of scatter plot-based visualizations coupled with interactive selection tools. We use traditional 2D and 3D projection scatter plots as well as a novel oriented disk rendering style to convey various information about the data. Interactive selection tools allow physicists to manually classify ''interesting'' sets of particles that are highlighted across multiple, linked views of the data. The power of our application is the ability to correspond new visual representations of the simulation data with traditional, well understood visualizations. This approach supports the interactive exploration of the high-dimensional space while promoting discovery of new particle behavior.

  1. Major Deficiencies Preventing Auditors From Rendering Audit Opinions on DOD General Fund Financial Statements

    National Research Council Canada - National Science Library

    Rauu, Russell

    1995-01-01

    .... We plan to issue a similar report each year. The audit objective was to identify and summarize the major deficiencies that prevented auditors from rendering audit opinions, other than disclaimers, on Army and Air Force general fund financial...

  2. Celeris: A GPU-accelerated open source software with a Boussinesq-type wave solver for real-time interactive simulation and visualization

    Science.gov (United States)

    Tavakkol, Sasan; Lynett, Patrick

    2017-08-01

    In this paper, we introduce an interactive coastal wave simulation and visualization software, called Celeris. Celeris is an open source software which needs minimum preparation to run on a Windows machine. The software solves the extended Boussinesq equations using a hybrid finite volume-finite difference method and supports moving shoreline boundaries. The simulation and visualization are performed on the GPU using Direct3D libraries, which enables the software to run faster than real-time. Celeris provides a first-of-its-kind interactive modeling platform for coastal wave applications and it supports simultaneous visualization with both photorealistic and colormapped rendering capabilities. We validate our software through comparison with three standard benchmarks for non-breaking and breaking waves.

  3. Pyrite: A blender plugin for visualizing molecular dynamics simulations using industry-standard rendering techniques.

    Science.gov (United States)

    Rajendiran, Nivedita; Durrant, Jacob D

    2018-05-05

    Molecular dynamics (MD) simulations provide critical insights into many biological mechanisms. Programs such as VMD, Chimera, and PyMOL can produce impressive simulation visualizations, but they lack many advanced rendering algorithms common in the film and video-game industries. In contrast, the modeling program Blender includes such algorithms but cannot import MD-simulation data. MD trajectories often require many gigabytes of memory/disk space, complicating Blender import. We present Pyrite, a Blender plugin that overcomes these limitations. Pyrite allows researchers to visualize MD simulations within Blender, with full access to Blender's cutting-edge rendering techniques. We expect Pyrite-generated images to appeal to students and non-specialists alike. A copy of the plugin is available at http://durrantlab.com/pyrite/, released under the terms of the GNU General Public License Version 3. © 2017 Wiley Periodicals, Inc. © 2017 Wiley Periodicals, Inc.

  4. A new strategic neurosurgical planning tool for brainstem cavernous malformations using interactive computer graphics with multimodal fusion images.

    Science.gov (United States)

    Kin, Taichi; Nakatomi, Hirofumi; Shojima, Masaaki; Tanaka, Minoru; Ino, Kenji; Mori, Harushi; Kunimatsu, Akira; Oyama, Hiroshi; Saito, Nobuhito

    2012-07-01

    In this study, the authors used preoperative simulation employing 3D computer graphics (interactive computer graphics) to fuse all imaging data for brainstem cavernous malformations. The authors evaluated whether interactive computer graphics or 2D imaging correlated better with the actual operative field, particularly in identifying a developmental venous anomaly (DVA). The study population consisted of 10 patients scheduled for surgical treatment of brainstem cavernous malformations. Data from preoperative imaging (MRI, CT, and 3D rotational angiography) were automatically fused using a normalized mutual information method, and then reconstructed by a hybrid method combining surface rendering and volume rendering methods. With surface rendering, multimodality and multithreshold techniques for 1 tissue were applied. The completed interactive computer graphics were used for simulation of surgical approaches and assumed surgical fields. Preoperative diagnostic rates for a DVA associated with brainstem cavernous malformation were compared between conventional 2D imaging and interactive computer graphics employing receiver operating characteristic (ROC) analysis. The time required for reconstruction of 3D images was 3-6 hours for interactive computer graphics. Observation in interactive mode required approximately 15 minutes. Detailed anatomical information for operative procedures, from the craniotomy to microsurgical operations, could be visualized and simulated three-dimensionally as 1 computer graphic using interactive computer graphics. Virtual surgical views were consistent with actual operative views. This technique was very useful for examining various surgical approaches. Mean (±SEM) area under the ROC curve for rate of DVA diagnosis was significantly better for interactive computer graphics (1.000±0.000) than for 2D imaging (0.766±0.091; pcomputer graphics than with 2D images. Interactive computer graphics was also useful in helping to plan the surgical

  5. Mental practice with interactive 3D visual aids enhances surgical performance.

    Science.gov (United States)

    Yiasemidou, Marina; Glassman, Daniel; Mushtaq, Faisal; Athanasiou, Christos; Williams, Mark-Mon; Jayne, David; Miskovic, Danilo

    2017-10-01

    Evidence suggests that Mental Practice (MP) could be used to finesse surgical skills. However, MP is cognitively demanding and may be dependent on the ability of individuals to produce mental images. In this study, we hypothesised that the provision of interactive 3D visual aids during MP could facilitate surgical skill performance. 20 surgical trainees were case-matched to one of three different preparation methods prior to performing a simulated Laparoscopic Cholecystectomy (LC). Two intervention groups underwent a 25-minute MP session; one with interactive 3D visual aids depicting the relevant surgical anatomy (3D-MP group, n = 5) and one without (MP-Only, n = 5). A control group (n = 10) watched a didactic video of a real LC. Scores relating to technical performance and safety were recorded by a surgical simulator. The Control group took longer to complete the procedure relative to the 3D&MP condition (p = .002). The number of movements was also statistically different across groups (p = .001), with the 3D&MP group making fewer movements relative to controls (p = .001). Likewise, the control group moved further in comparison to the 3D&MP condition and the MP-Only condition (p = .004). No reliable differences were observed for safety metrics. These data provide evidence for the potential value of MP in improving performance. Furthermore, they suggest that 3D interactive visual aids during MP could potentially enhance performance, beyond the benefits of MP alone. These findings pave the way for future RCTs on surgical preparation and performance.

  6. Cloud-based Monte Carlo modelling of BSSRDF for the rendering of human skin appearance (Conference Presentation)

    Science.gov (United States)

    Doronin, Alexander; Rushmeier, Holly E.; Meglinski, Igor; Bykov, Alexander V.

    2016-03-01

    We present a new Monte Carlo based approach for the modelling of Bidirectional Scattering-Surface Reflectance Distribution Function (BSSRDF) for accurate rendering of human skin appearance. The variations of both skin tissues structure and the major chromophores are taken into account correspondingly to the different ethnic and age groups. The computational solution utilizes HTML5, accelerated by the graphics processing units (GPUs), and therefore is convenient for the practical use at the most of modern computer-based devices and operating systems. The results of imitation of human skin reflectance spectra, corresponding skin colours and examples of 3D faces rendering are presented and compared with the results of phantom studies.

  7. Partitioning of biocides between water and inorganic phases of render

    DEFF Research Database (Denmark)

    Urbanczyk, Michal; Bollmann, Ulla E.; Bester, Kai

    The use of biocides as additives for building materials has gained importance in recent years. These biocides are, e.g., applied to renders and paints to prevent them from microbial spoilage. However, these biocides can leach out into the environment. In order to better understand this leaching...... compared. The partitioning constants for calcium carbonate varied between 0.1 (isoproturon) and 1.1 (iodocarb) and 84.6 (dichlorooctylisothiazolinone), respectively. The results for barite, kaolinite and mica were in a similar range and usually the compounds with high partitioning constants for one mineral...

  8. Predicting the long-term durability of hemp–lime renders in inland and coastal areas using Mediterranean, Tropical and Semi-arid climatic simulations

    International Nuclear Information System (INIS)

    Arizzi, Anna; Viles, Heather; Martín-Sanchez, Inés; Cultrone, Giuseppe

    2016-01-01

    Hemp-based composites are eco-friendly building materials as they improve energy efficiency in buildings and entail low waste production and pollutant emissions during their manufacturing process. Nevertheless, the organic nature of hemp enhances the bio-receptivity of the material, with likely negative consequences for its long-term performance in the building. The main purpose of this study was to study the response at macro- and micro-scale of hemp–lime renders subjected to weathering simulations in an environmental cabinet (one year was condensed in twelve days), so as to predict their long-term durability in coastal and inland areas with Mediterranean, Tropical and Semi-arid climates, also in relation with the lime type used. The simulated climatic conditions caused almost unnoticeable mass, volume and colour changes in hemp–lime renders. No efflorescence or physical breakdown was detected in samples subjected to NaCl, because the salt mainly precipitates on the surface of samples and is washed away by the rain. Although there was no visible microbial colonisation, alkaliphilic fungi (mainly Penicillium and Aspergillus) and bacteria (mainly Bacillus and Micrococcus) were isolated in all samples. Microbial growth and diversification were higher under Tropical climate, due to heavier rainfall. The influence of the bacterial activity on the hardening of samples has also been discussed here and related with the formation and stabilisation of vaterite in hemp–lime mixes. This study has demonstrated that hemp–lime renders show good durability towards a wide range of environmental conditions and factors. However, it might be useful to take some specific preventive and maintenance measures to reduce the bio-receptivity of this material, thus ensuring a longer durability on site. - Highlights: • Realistic simulations in the cabinet of one-year exposure to environmental conditions • Influence of the lime type on the durability of hemp–lime renders

  9. Predicting the long-term durability of hemp–lime renders in inland and coastal areas using Mediterranean, Tropical and Semi-arid climatic simulations

    Energy Technology Data Exchange (ETDEWEB)

    Arizzi, Anna, E-mail: anna.arizzi@ouce.ox.ac.uk [School of Geography and the Environment, University of Oxford, Dyson Perrins Building, South Parks Road, Oxford OX1 3QY (United Kingdom); Viles, Heather [School of Geography and the Environment, University of Oxford, Dyson Perrins Building, South Parks Road, Oxford OX1 3QY (United Kingdom); Martín-Sanchez, Inés [Departamento de Microbiología, Universidad de Granada, Avda. Fuentenueva s/n, 18002 Granada (Spain); Cultrone, Giuseppe [Departamento de Mineralogía y Petrología, Universidad de Granada, Avda. Fuentenueva s/n, 18002 Granada (Spain)

    2016-01-15

    Hemp-based composites are eco-friendly building materials as they improve energy efficiency in buildings and entail low waste production and pollutant emissions during their manufacturing process. Nevertheless, the organic nature of hemp enhances the bio-receptivity of the material, with likely negative consequences for its long-term performance in the building. The main purpose of this study was to study the response at macro- and micro-scale of hemp–lime renders subjected to weathering simulations in an environmental cabinet (one year was condensed in twelve days), so as to predict their long-term durability in coastal and inland areas with Mediterranean, Tropical and Semi-arid climates, also in relation with the lime type used. The simulated climatic conditions caused almost unnoticeable mass, volume and colour changes in hemp–lime renders. No efflorescence or physical breakdown was detected in samples subjected to NaCl, because the salt mainly precipitates on the surface of samples and is washed away by the rain. Although there was no visible microbial colonisation, alkaliphilic fungi (mainly Penicillium and Aspergillus) and bacteria (mainly Bacillus and Micrococcus) were isolated in all samples. Microbial growth and diversification were higher under Tropical climate, due to heavier rainfall. The influence of the bacterial activity on the hardening of samples has also been discussed here and related with the formation and stabilisation of vaterite in hemp–lime mixes. This study has demonstrated that hemp–lime renders show good durability towards a wide range of environmental conditions and factors. However, it might be useful to take some specific preventive and maintenance measures to reduce the bio-receptivity of this material, thus ensuring a longer durability on site. - Highlights: • Realistic simulations in the cabinet of one-year exposure to environmental conditions • Influence of the lime type on the durability of hemp–lime renders

  10. Performance in intercultural interactions at work: cross-cultural differences in response to behavioral mirroring.

    Science.gov (United States)

    Sanchez-Burks, Jeffrey; Bartel, Caroline A; Blount, Sally

    2009-01-01

    This article examines how performance in intercultural workplace interactions can be compromised even in the absence of overt prejudice. The authors show that individuals respond differently to nonverbal behavioral mirroring cues exhibited in workplace interactions, depending on their cultural group membership. In a field study with experienced managers, U.S. Anglos and U.S. Latinos interacted with a confederate who, unbeknownst to the participant, engaged (or not) in behavioral mirroring. Results show that the level of the confederate's mirroring differentially affected Latinos' state anxiety, but not Anglos' state anxiety, as well as actual performance in the interaction. Two additional laboratory experiments provide further evidence of the interactive relationship of behavioral mirroring and cultural group membership on evaluations of workplace interactions. Implications for intercultural interactions and research are discussed. (PsycINFO Database Record (c) 2009 APA, all rights reserved).

  11. Analyzing complex wake-terrain interactions and its implications on wind-farm performance.

    Science.gov (United States)

    Tabib, Mandar; Rasheed, Adil; Fuchs, Franz

    2016-09-01

    Rotating wind turbine blades generate complex wakes involving vortices (helical tip-vortex, root-vortex etc.).These wakes are regions of high velocity deficits and high turbulence intensities and they tend to degrade the performance of down-stream turbines. Hence, a conservative inter-turbine distance of up-to 10 times turbine diameter (10D) is sometimes used in wind-farm layout (particularly in cases of flat terrain). This ensures that wake-effects will not reduce the overall wind-farm performance, but this leads to larger land footprint for establishing a wind-farm. In-case of complex-terrain, within a short distance (say 10D) itself, the nearby terrain can rise in altitude and be high enough to influence the wake dynamics. This wake-terrain interaction can happen either (a) indirectly, through an interaction of wake (both near tip vortex and far wake large-scale vortex) with terrain induced turbulence (especially, smaller eddies generated by small ridges within the terrain) or (b) directly, by obstructing the wake-region partially or fully in its flow-path. Hence, enhanced understanding of wake- development due to wake-terrain interaction will help in wind farm design. To this end the current study involves: (1) understanding the numerics for successful simulation of vortices, (2) understanding fundamental vortex-terrain interaction mechanism through studies devoted to interaction of a single vortex with different terrains, (3) relating influence of vortex-terrain interactions to performance of a wind-farm by studying a multi-turbine wind-farm layout under different terrains. The results on interaction of terrain and vortex has shown a much faster decay of vortex for complex terrain compared to a flatter-terrain. The potential reasons identified explaining the observation are (a) formation of secondary vortices in flow and its interaction with the primary vortex and (b) enhanced vorticity diffusion due to increased terrain-induced turbulence. The implications of

  12. Evaluating Approaches to Rendering Braille Text on a High-Density Pin Display.

    Science.gov (United States)

    Morash, Valerie S; Russomanno, Alexander; Gillespie, R Brent; OModhrain, Sile

    2017-10-13

    Refreshable displays for tactile graphics are typically composed of pins that have smaller diameters and spacing than standard braille dots. We investigated configurations of high-density pins to form braille text on such displays using non-refreshable stimuli produced with a 3D printer. Normal dot braille (diameter 1.5 mm) was compared to high-density dot braille (diameter 0.75 mm) wherein each normal dot was rendered by high-density simulated pins alone or in a cluster of pins configured in a diamond, X, or square; and to "blobs" that could result from covering normal braille and high-density multi-pin configurations with a thin membrane. Twelve blind participants read MNREAD sentences displayed in these conditions. For high-density simulated pins, single pins were as quickly and easily read as normal braille, but diamond, X, and square multi-pin configurations were slower and/or harder to read than normal braille. We therefore conclude that as long as center-to-center dot spacing and dot placement is maintained, the dot diameter may be open to variability for rendering braille on a high density tactile display.

  13. Interactional justice as a mediator of the relationship between pay for performance and job satisfaction

    Directory of Open Access Journals (Sweden)

    Azman Ismail

    2011-11-01

    Full Text Available Purpose: This study was conducted to examine the effect of pay for performance and interactional justice on job satisfaction.Design/methodology/approach: A survey method was used to collect 107 usable questionnaires from employees who work in the US subsidiary manufacturing firm operating in a silicon valley in East Malaysia, Malaysia.Findings: The outcomes showed two important findings: first, relationship between interactional justice and adequacy of pay significantly correlated with job satisfaction. Second, relationship between interactional justice and participation in pay systems significantly correlated with job satisfaction. Statistically, this result confirms that interactional justice does act as a mediating variable in the pay for performance models of the studied organization.Originality/value: Most previous research tested a direct effect of pay for performance on job satisfaction. Unlike such research approach, this study discovers that interactional justice has strengthened the effect of pay for performance on job satisfaction in a compensation system framework.

  14. Skype me! Socially contingent interactions help toddlers learn language.

    Science.gov (United States)

    Roseberry, Sarah; Hirsh-Pasek, Kathy; Golinkoff, Roberta M

    2014-01-01

    Language learning takes place in the context of social interactions, yet the mechanisms that render social interactions useful for learning language remain unclear. This study focuses on whether social contingency might support word learning. Toddlers aged 24-30 months (N = 36) were exposed to novel verbs in one of three conditions: live interaction training, socially contingent video training over video chat, and noncontingent video training (yoked video). Results suggest that children only learned novel verbs in socially contingent interactions (live interactions and video chat). This study highlights the importance of social contingency in interactions for language learning and informs the literature on learning through screen media as the first study to examine word learning through video chat technology. © 2013 The Authors. Child Development © 2013 Society for Research in Child Development, Inc.

  15. Alignment-Annotator web server: rendering and annotating sequence alignments.

    Science.gov (United States)

    Gille, Christoph; Fähling, Michael; Weyand, Birgit; Wieland, Thomas; Gille, Andreas

    2014-07-01

    Alignment-Annotator is a novel web service designed to generate interactive views of annotated nucleotide and amino acid sequence alignments (i) de novo and (ii) embedded in other software. All computations are performed at server side. Interactivity is implemented in HTML5, a language native to web browsers. The alignment is initially displayed using default settings and can be modified with the graphical user interfaces. For example, individual sequences can be reordered or deleted using drag and drop, amino acid color code schemes can be applied and annotations can be added. Annotations can be made manually or imported (BioDAS servers, the UniProt, the Catalytic Site Atlas and the PDB). Some edits take immediate effect while others require server interaction and may take a few seconds to execute. The final alignment document can be downloaded as a zip-archive containing the HTML files. Because of the use of HTML the resulting interactive alignment can be viewed on any platform including Windows, Mac OS X, Linux, Android and iOS in any standard web browser. Importantly, no plugins nor Java are required and therefore Alignment-Anotator represents the first interactive browser-based alignment visualization. http://www.bioinformatics.org/strap/aa/ and http://strap.charite.de/aa/. © The Author(s) 2014. Published by Oxford University Press on behalf of Nucleic Acids Research.

  16. Volumetric ambient occlusion for real-time rendering and games.

    Science.gov (United States)

    Szirmay-Kalos, L; Umenhoffer, T; Toth, B; Szecsi, L; Sbert, M

    2010-01-01

    This new algorithm, based on GPUs, can compute ambient occlusion to inexpensively approximate global-illumination effects in real-time systems and games. The first step in deriving this algorithm is to examine how ambient occlusion relates to the physically founded rendering equation. The correspondence stems from a fuzzy membership function that defines what constitutes nearby occlusions. The next step is to develop a method to calculate ambient occlusion in real time without precomputation. The algorithm is based on a novel interpretation of ambient occlusion that measures the relative volume of the visible part of the surface's tangent sphere. The new formula's integrand has low variation and thus can be estimated accurately with a few samples.

  17. Messaging Performance of FIPA Interaction Protocols in Networked Embedded Controllers

    Directory of Open Access Journals (Sweden)

    García JoséAPérez

    2008-01-01

    Full Text Available Abstract Agent-based technologies in production control systems could facilitate seamless reconfiguration and integration of mechatronic devices/modules into systems. Advances in embedded controllers which are continuously improving computational capabilities allow for software modularization and distribution of decisions. Agent platforms running on embedded controllers could hide the complexity of bootstrap and communication. Therefore, it is important to investigate the messaging performance of the agents whose main motivation is the resource allocation in manufacturing systems (i.e., conveyor system. The tests were implemented using the FIPA-compliant JADE-LEAP agent platform. Agent containers were distributed through networked embedded controllers, and agents were communicating using request and contract-net FIPA interaction protocols. The test scenarios are organized in intercontainer and intracontainer communications. The work shows the messaging performance for the different test scenarios using both interaction protocols.

  18. Messaging Performance of FIPA Interaction Protocols in Networked Embedded Controllers

    Directory of Open Access Journals (Sweden)

    Omar Jehovani López Orozco

    2007-12-01

    Full Text Available Agent-based technologies in production control systems could facilitate seamless reconfiguration and integration of mechatronic devices/modules into systems. Advances in embedded controllers which are continuously improving computational capabilities allow for software modularization and distribution of decisions. Agent platforms running on embedded controllers could hide the complexity of bootstrap and communication. Therefore, it is important to investigate the messaging performance of the agents whose main motivation is the resource allocation in manufacturing systems (i.e., conveyor system. The tests were implemented using the FIPA-compliant JADE-LEAP agent platform. Agent containers were distributed through networked embedded controllers, and agents were communicating using request and contract-net FIPA interaction protocols. The test scenarios are organized in intercontainer and intracontainer communications. The work shows the messaging performance for the different test scenarios using both interaction protocols.

  19. Three-dimensional rendering of otolith growth using phase contrast synchrotron tomography.

    Science.gov (United States)

    Mapp, J J I; Fisher, M H; Atwood, R C; Bell, G D; Greco, M K; Songer, S; Hunter, E

    2016-05-01

    A three-dimensional computer reconstruction of a plaice Pleuronectes platessa otolith is presented from data acquired by the Diamond Light synchrotron, beamline I12, X-ray source, a high energy (53-150 keV) source particularly well suited to the study of dense objects. The data allowed non-destructive rendering of otolith structure, and for the first time allows otolith annuli (internal ring structures) to be analysed in X-ray tomographic images. © 2016 The Fisheries Society of the British Isles.

  20. Age and gender interactions in short distance triathlon performance.

    Science.gov (United States)

    Etter, Franziska; Knechtle, Beat; Bukowski, Arkadiusz; Rüst, Christoph Alexander; Rosemann, Thomas; Lepers, Romuald

    2013-01-01

    This study investigated the participation and performance trends as well as the age and gender interaction at the Olympic distance 'Zürich Triathlon' (1.5 km swim, 40 km cycle and 10 km run) from 2000 to 2010 in 7,939 total finishers (1,666 females and 6,273 males). Female triathletes aged from 40 to 54 years significantly (P distance triathlon performance increased after the age of 35 years, which appeared earlier compared to long distance triathlon as suggested by previous studies. Future investigations should compare gender difference in performance for different endurance events across age to confirm a possible effect of exercise duration on gender difference with advancing age.

  1. Improving aircraft conceptual design - A PHIGS interactive graphics interface for ACSYNT

    Science.gov (United States)

    Wampler, S. G.; Myklebust, A.; Jayaram, S.; Gelhausen, P.

    1988-01-01

    A CAD interface has been created for the 'ACSYNT' aircraft conceptual design code that permits the execution and control of the design process via interactive graphics menus. This CAD interface was coded entirely with the new three-dimensional graphics standard, the Programmer's Hierarchical Interactive Graphics System. The CAD/ACSYNT system is designed for use by state-of-the-art high-speed imaging work stations. Attention is given to the approaches employed in modeling, data storage, and rendering.

  2. Performance of upstream interaction region detectors for the FIRST experiment at GSI

    CERN Document Server

    Abou-Haidar, Z; Alvarez, M A G; Anelli, M; Aumann, T; Battistoni, G; Bocci, A; Bohlen, T T; Boudard, A; Brunetti, A; Carpinelli, M; Cirrone, G A P; Cortes-Giraldo, M A; Cuttone, G; De Napoli, M; Durante, M; Fernandez-Garcia, J P; Finck, C; Gallardo, M I; Golosio, B; Iarocci, E; Iazzi, F; Ickert, G; Introzzi, R; Juliani, D; Krimmer, J; Kurz, N; Labalme, M; Leifels, Y; Le Fevre, A; Leray, S; Marchetto, F; Monaco, V; Morone, M C; Oliva, P; Paoloni, A; Patera, V; Piersanti, L; Pleskac, R; Quesada, J M; Randazzo, N; Romano, F; Rossi, D; Rosso, V; Rousseau, M; Sacchi, R; Sala, P; Sarti, A; Schuy, C; Sciubba, A; Sfienti, C; Simon, H; Sipala, V; Spiriti, E; Stuttge, L; Tropea, S; Younis, H

    2012-01-01

    The FIRST (Fragmentation of Ions Relevant for Space and Therapy) experiment at GSI has been designed to study carbon fragmentation, measuring (12)C double differential cross sections (- (2)I /- - E) for different beam energies between 100 and 1000 MeV/u. The experimental setup integrates newly designed detectors in the, so called, Interaction Region around the graphite target. The Interaction Region upstream detectors are a 250 mum thick scintillator and a drift chamber optimized for a precise measurement of the ions interaction time and position on the target. In this article we review the design of the upstream detectors along with the preliminary results of the data taking performed on August 2011 with 400 MeV/u fully stripped carbon ion beam at GSI. Detectors performances will be reviewed and compared to those obtained during preliminary tests, performed with 500 MeV electrons (at the BTF facility in the INFN Frascati Laboratories) and 80 MeV/u protons and carbon ions (at the INFN LNS Laboratories in Cata...

  3. Waqf as a Tool for Rendering Social Welfare Services in the Social Entrepreneurship Context

    Directory of Open Access Journals (Sweden)

    Md. Mahmudul Alam

    2018-01-01

    Full Text Available The concept of Islamic entrepreneurship centers on ensuring community well-being as the priority, which is one of the important objectives (Maqasid of the Islamic Shari’ah. Historically, waqf played a significant role in the Islamic economic system, particularly in rendering exemplary welfare services in the areas of healthcare, education, social welfare, environmental, and other community-based programs. However, only a few success stories in recent history have institutionally utilized the properties of waqf under proper management to achieve its substantial objectives. This study uses the literature review as basis to analyze the reasons behind the successful utilization of waqf as an effective tool to ensure social welfare services in the past, as well as how this model can be replicated by considering current contexts. This study will assist Islamic valuecentric entrepreneurs, regulatory authorities, investors, and researchers to gain an overall insight into the potentials of waqf as a tool for rendering commendable social welfare services.

  4. Freely-available, true-color volume rendering software and cryohistology data sets for virtual exploration of the temporal bone anatomy.

    Science.gov (United States)

    Kahrs, Lüder Alexander; Labadie, Robert Frederick

    2013-01-01

    Cadaveric dissection of temporal bone anatomy is not always possible or feasible in certain educational environments. Volume rendering using CT and/or MRI helps understanding spatial relationships, but they suffer in nonrealistic depictions especially regarding color of anatomical structures. Freely available, nonstained histological data sets and software which are able to render such data sets in realistic color could overcome this limitation and be a very effective teaching tool. With recent availability of specialized public-domain software, volume rendering of true-color, histological data sets is now possible. We present both feasibility as well as step-by-step instructions to allow processing of publicly available data sets (Visible Female Human and Visible Ear) into easily navigable 3-dimensional models using free software. Example renderings are shown to demonstrate the utility of these free methods in virtual exploration of the complex anatomy of the temporal bone. After exploring the data sets, the Visible Ear appears more natural than the Visible Human. We provide directions for an easy-to-use, open-source software in conjunction with freely available histological data sets. This work facilitates self-education of spatial relationships of anatomical structures inside the human temporal bone as well as it allows exploration of surgical approaches prior to cadaveric testing and/or clinical implementation. Copyright © 2013 S. Karger AG, Basel.

  5. Exploring the Multi-Layered Affordances of Composing and Performing Interactive Music with Responsive Technologies

    Directory of Open Access Journals (Sweden)

    Anna Einarsson

    2017-09-01

    Full Text Available The question motivating the work presented here, starting from a view of music as embodied and situated activity, is how can we account for the complexity of interactive music performance situations. These are situations in which human performers interact with responsive technologies, such as sensor-driven technology or sound synthesis affected by analysis of the performed sound signal. This requires investigating in detail the underlying mechanisms, but also providing a more holistic approach that does not lose track of the complex whole constituted by the interactions and relationships of composers, performers, audience, technologies, etc. The concept of affordances has frequently been invoked in musical research, which has seen a “bodily turn” in recent years, similar to the development of the embodied cognition approach in the cognitive sciences. We therefore begin by broadly delineating its usage in the cognitive sciences in general, and in music research in particular. We argue that what is still missing in the discourse on musical affordances is an encompassing theoretical framework incorporating the sociocultural dimensions that are fundamental to the situatedness and embodiment of interactive music performance and composition. We further argue that the cultural affordances framework, proposed by Rietveld and Kiverstein (2014 and recently articulated further by Ramstead et al. (2016 in this journal, although not previously applied to music, constitutes a promising starting point. It captures and elucidates this complex web of relationships in terms of shared landscapes and individual fields of affordances. We illustrate this with examples foremost from the first author's artistic work as composer and performer of interactive music. This sheds new light on musical composition as a process of construction—and embodied mental simulation—of situations, guiding the performers' and audience's attention in shifting fields of affordances

  6. Exploring the Multi-Layered Affordances of Composing and Performing Interactive Music with Responsive Technologies.

    Science.gov (United States)

    Einarsson, Anna; Ziemke, Tom

    2017-01-01

    The question motivating the work presented here, starting from a view of music as embodied and situated activity, is how can we account for the complexity of interactive music performance situations. These are situations in which human performers interact with responsive technologies, such as sensor-driven technology or sound synthesis affected by analysis of the performed sound signal. This requires investigating in detail the underlying mechanisms, but also providing a more holistic approach that does not lose track of the complex whole constituted by the interactions and relationships of composers, performers, audience, technologies, etc. The concept of affordances has frequently been invoked in musical research, which has seen a " bodily turn " in recent years, similar to the development of the embodied cognition approach in the cognitive sciences. We therefore begin by broadly delineating its usage in the cognitive sciences in general, and in music research in particular. We argue that what is still missing in the discourse on musical affordances is an encompassing theoretical framework incorporating the sociocultural dimensions that are fundamental to the situatedness and embodiment of interactive music performance and composition. We further argue that the cultural affordances framework, proposed by Rietveld and Kiverstein (2014) and recently articulated further by Ramstead et al. (2016) in this journal, although not previously applied to music, constitutes a promising starting point. It captures and elucidates this complex web of relationships in terms of shared landscapes and individual fields of affordances. We illustrate this with examples foremost from the first author's artistic work as composer and performer of interactive music. This sheds new light on musical composition as a process of construction-and embodied mental simulation-of situations, guiding the performers' and audience's attention in shifting fields of affordances. More generally, we

  7. Force Rendering and its Evaluation of a Friction-Based Walking Sensation Display for a Seated User.

    Science.gov (United States)

    Kato, Ginga; Kuroda, Yoshihiro; Kiyokawa, Kiyoshi; Takemura, Haruo

    2018-04-01

    Most existing locomotion devices that represent the sensation of walking target a user who is actually performing a walking motion. Here, we attempted to represent the walking sensation, especially a kinesthetic sensation and advancing feeling (the sense of moving forward) while the user remains seated. To represent the walking sensation using a relatively simple device, we focused on the force rendering and its evaluation of the longitudinal friction force applied on the sole during walking. Based on the measurement of the friction force applied on the sole during actual walking, we developed a novel friction force display that can present the friction force without the influence of body weight. Using performance evaluation testing, we found that the proposed method can stably and rapidly display friction force. Also, we developed a virtual reality (VR) walk-through system that is able to present the friction force through the proposed device according to the avatar's walking motion in a virtual world. By evaluating the realism, we found that the proposed device can represent a more realistic advancing feeling than vibration feedback.

  8. Metastable decoherence-free subspaces and electromagnetically induced transparency in interacting many-body systems

    DEFF Research Database (Denmark)

    Macieszczak, Katarzyna; Zhou, Yanli; Hofferberth, Sebastian

    2017-01-01

    to stationarity this leads to a slow dynamics, which renders the typical assumption of fast relaxation invalid. We derive analytically the effective nonequilibrium dynamics in the decoherence-free subspace, which features coherent and dissipative two-body interactions. We discuss the use of this scenario...

  9. High-fidelity haptic and visual rendering for patient-specific simulation of temporal bone surgery.

    Science.gov (United States)

    Chan, Sonny; Li, Peter; Locketz, Garrett; Salisbury, Kenneth; Blevins, Nikolas H

    2016-12-01

    Medical imaging techniques provide a wealth of information for surgical preparation, but it is still often the case that surgeons are examining three-dimensional pre-operative image data as a series of two-dimensional images. With recent advances in visual computing and interactive technologies, there is much opportunity to provide surgeons an ability to actively manipulate and interpret digital image data in a surgically meaningful way. This article describes the design and initial evaluation of a virtual surgical environment that supports patient-specific simulation of temporal bone surgery using pre-operative medical image data. Computational methods are presented that enable six degree-of-freedom haptic feedback during manipulation, and that simulate virtual dissection according to the mechanical principles of orthogonal cutting and abrasive wear. A highly efficient direct volume renderer simultaneously provides high-fidelity visual feedback during surgical manipulation of the virtual anatomy. The resulting virtual surgical environment was assessed by evaluating its ability to replicate findings in the operating room, using pre-operative imaging of the same patient. Correspondences between surgical exposure, anatomical features, and the locations of pathology were readily observed when comparing intra-operative video with the simulation, indicating the predictive ability of the virtual surgical environment.

  10. Clinical application of three-dimensional spiral CT cerebral angiography with volume rendering

    International Nuclear Information System (INIS)

    Duan Shaoyin; Huang Xi'en; Kang Jianghe; Zhang Dantong; Lin Qingchi; Cai Guoxiang; Xu Meixin; Pang Ruilin

    2002-01-01

    Objective: To study the methodology and assess the clinical value of three-dimensional CT angiography (3D-CTA) with volume rendering (VR) in cerebral vessels. Methods: Sixty-two patients were examined by means of 3D-CTA with volume rendering. VR was used in the reconstruction of 3D images, and the demonstration of normal vessels and vascular lesions were particularly analyzed. At the same time, comparisons were made between the images of VR and SSD, MIP, and also between the diagnosis of VR-CTA and DSA or postoperative results. Results: In VR images, cerebral vessel routes and vessel cavities were showed clearly, while the relationship among vascular lesions, surrounding vessels, and neighboring structure was distinguished. 50 cases (80.6%) were found positive, 48 of which were correct and 2 were false-positive compared with DSA or postoperative results. The accurate rate of diagnosis was 96.0%. There was no obvious difference in showing the cerebral vessel among the images of VR, SSD and MIP (P > 0.25). Conclusion: Three-dimensional CT cerebral angiography with VR is a new noninvasive effective method. It can even partly replace the DSA. The 3D-images have the characteristics of showing the cerebral vascular cavity and overlapped vessels without cutting the skull

  11. Volume rendering based on magnetic resonance imaging: advances in understanding the three-dimensional anatomy of the human knee

    Science.gov (United States)

    Anastasi, Giuseppe; Bramanti, Placido; Di Bella, Paolo; Favaloro, Angelo; Trimarchi, Fabio; Magaudda, Ludovico; Gaeta, Michele; Scribano, Emanuele; Bruschetta, Daniele; Milardi, Demetrio

    2007-01-01

    The choice of medical imaging techniques, for the purpose of the present work aimed at studying the anatomy of the knee, derives from the increasing use of images in diagnostics, research and teaching, and the subsequent importance that these methods are gaining within the scientific community. Medical systems using virtual reality techniques also offer a good alternative to traditional methods, and are considered among the most important tools in the areas of research and teaching. In our work we have shown some possible uses of three-dimensional imaging for the study of the morphology of the normal human knee, and its clinical applications. We used the direct volume rendering technique, and created a data set of images and animations to allow us to visualize the single structures of the human knee in three dimensions. Direct volume rendering makes use of specific algorithms to transform conventional two-dimensional magnetic resonance imaging sets of slices into see-through volume data set images. It is a technique which does not require the construction of intermediate geometric representations, and has the advantage of allowing the visualization of a single image of the full data set, using semi-transparent mapping. Digital images of human structures, and in particular of the knee, offer important information about anatomical structures and their relationships, and are of great value in the planning of surgical procedures. On this basis we studied seven volunteers with an average age of 25 years, who underwent magnetic resonance imaging. After elaboration of the data through post-processing, we analysed the structure of the knee in detail. The aim of our investigation was the three-dimensional image, in order to comprehend better the interactions between anatomical structures. We believe that these results, applied to living subjects, widen the frontiers in the areas of teaching, diagnostics, therapy and scientific research. PMID:17645453

  12. Interactivity And Mental Arithmetic: Coupling Mind And World Transforms And Enhances Performance

    Directory of Open Access Journals (Sweden)

    Guthrie Lisa G.

    2015-06-01

    Full Text Available Interactivity has been linked to better performance in problem solving, due in part to a more efficient allocation of attentional resources, a better distribution of cognitive load, but perhaps more important by enabling the reasoner to shape and reshape the physical problem presentation to promote the development of the problem solution. Interactivity in solving quotidian arithmetic problems involves gestures, pointing, and the recruitment of artefacts to facilitate computation and augment efficiency. In the experiment reported here, different types of interactivity were examined with a series of mental arithmetic problems. Using a repeated-measures design, participants solved series of five 11-digit sums in four conditions that varied in the type of interactivity: (i no interactivity (participants solved the problems with their hands on the table top, (ii pointing (participants could point at the numbers, (iii pen and paper (participants could note interim totals with a pen, and (iv tokens (the sums were presented as 11 numbered tokens the arrangement of which participants were free to modify as they proceeded to the solution. Performance in the four conditions was measured in terms of accuracy, calculation error, and efficiency (a ratio composed of the proportion correct over the proportion of time invested in working on the sums. These quantitative analyses were supplemented by a detailed qualitative examination of a participant’s actions in the different conditions. The integration of artefacts, such as tokens or a pen, offered reasoners the opportunity to reconfigure the physical presentation of the problem, enacting different arithmetic strategies: the affordance landscape shifts as the problem trajectory is enacted through interactivity, and this generally produced better “mental” arithmetic performance. Participants also felt more positive about and better engaged with the task when they could reconfigure the problem presentation

  13. Object-Based Attention on Social Units: Visual Selection of Hands Performing a Social Interaction.

    Science.gov (United States)

    Yin, Jun; Xu, Haokui; Duan, Jipeng; Shen, Mowei

    2018-05-01

    Traditionally, objects of attention are characterized either as full-fledged entities or either as elements grouped by Gestalt principles. Because humans appear to use social groups as units to explain social activities, we proposed that a socially defined group, according to social interaction information, would also be a possible object of attentional selection. This hypothesis was examined using displays with and without handshaking interactions. Results demonstrated that object-based attention, which was measured by an object-specific attentional advantage (i.e., shorter response times to targets on a single object), was extended to two hands performing a handshake but not to hands that did not perform meaningful social interactions, even when they did perform handshake-like actions. This finding cannot be attributed to the familiarity of the frequent co-occurrence of two handshaking hands. Hence, object-based attention can select a grouped object whose parts are connected within a meaningful social interaction. This finding implies that object-based attention is constrained by top-down information.

  14. Interactive Mapping on Virtual Terrain Models Using RIMS (Real-time, Interactive Mapping System)

    Science.gov (United States)

    Bernardin, T.; Cowgill, E.; Gold, R. D.; Hamann, B.; Kreylos, O.; Schmitt, A.

    2006-12-01

    Recent and ongoing space missions are yielding new multispectral data for the surfaces of Earth and other planets at unprecedented rates and spatial resolution. With their high spatial resolution and widespread coverage, these data have opened new frontiers in observational Earth and planetary science. But they have also precipitated an acute need for new analytical techniques. To address this problem, we have developed RIMS, a Real-time, Interactive Mapping System that allows scientists to visualize, interact with, and map directly on, three-dimensional (3D) displays of georeferenced texture data, such as multispectral satellite imagery, that is draped over a surface representation derived from digital elevation data. The system uses a quadtree-based multiresolution method to render in real time high-resolution (3 to 10 m/pixel) data over large (800 km by 800 km) spatial areas. It allows users to map inside this interactive environment by generating georeferenced and attributed vector-based elements that are draped over the topography. We explain the technique using 15 m ASTER stereo-data from Iraq, P.R. China, and other remote locations because our particular motivation is to develop a technique that permits the detailed (10 m to 1000 m) neotectonic mapping over large (100 km to 1000 km long) active fault systems that is needed to better understand active continental deformation on Earth. RIMS also includes a virtual geologic compass that allows users to fit a plane to geologic surfaces and thereby measure their orientations. It also includes tools that allow 3D surface reconstruction of deformed and partially eroded surfaces such as folded bedding planes. These georeferenced map and measurement data can be exported to, or imported from, a standard GIS (geographic information systems) file format. Our interactive, 3D visualization and analysis system is designed for those who study planetary surfaces, including neotectonic geologists, geomorphologists, marine

  15. Technical analysis of volume-rendering algorithms: application in low-contrast structures using liver vascularisation as a model

    International Nuclear Information System (INIS)

    Cademartiri, Filippo; Luccichenti, Giacomo; Runza, Giuseppe; Bartolotta, Tommaso Vincenzo; Midiri, Massimo; Gualerzi, Massimo; Brambilla, Lorenzo; Coruzzi, Paolo; Soliani, Paolo; Sianesi, Mario

    2005-01-01

    Purpose: To assess the influence of pre-set volume rendering opacity curves (OC) on image quality and to identify which absolute parameters (density of aorta, hepatic parenchyma and portal vein) affect visualization of portal vascular structures (low-contrast structures). Materials and methods: Twenty-two patients underwent a dual-phase spiral CT with the following parameters: collimation 3 mm, pitch 2, increment 1 mm. Three scans were performed: one without contrast medium and the latter two after the injection of contrast material (conventionally identified as 'arterial' and 'portal'). The images were sent to a workstation running on an NT platform equipped with post-processing software allowing three-dimensional (3D) reconstructions to generate volume-rendered images of the vascular supply to the liver. Correlation between the absolute values of aorta, liver and portal vein density, OC parameters, and image quality were assessed. Results: 3D images generated using pre-set OC obtained a much mower overall quality score than those produced with OC set by the operator. High contrast between the liver and the portal vein, for example during the portal vascular phase, allows wider windows, thus improving image quality. Conversely, the OC in the parenchymal phase scans must have a high gradient in order to better differentiate between the vascular structures and the surrounding hepatic parenchyma. Conclusions: Image features considered to be of interest by the operator cannot be simplified by the mean of pre-set OC. Due to their strong individual variability automatic 3D algorithms cannot be universally applied: they should be adapted to both image and patient characteristics [it

  16. 3D Volume Rendering and 3D Printing (Additive Manufacturing).

    Science.gov (United States)

    Katkar, Rujuta A; Taft, Robert M; Grant, Gerald T

    2018-07-01

    Three-dimensional (3D) volume-rendered images allow 3D insight into the anatomy, facilitating surgical treatment planning and teaching. 3D printing, additive manufacturing, and rapid prototyping techniques are being used with satisfactory accuracy, mostly for diagnosis and surgical planning, followed by direct manufacture of implantable devices. The major limitation is the time and money spent generating 3D objects. Printer type, material, and build thickness are known to influence the accuracy of printed models. In implant dentistry, the use of 3D-printed surgical guides is strongly recommended to facilitate planning and reduce risk of operative complications. Copyright © 2018 Elsevier Inc. All rights reserved.

  17. iHand: an interactive bare-hand-based augmented reality interface on commercial mobile phones

    Science.gov (United States)

    Choi, Junyeong; Park, Jungsik; Park, Hanhoon; Park, Jong-Il

    2013-02-01

    The performance of mobile phones has rapidly improved, and they are emerging as a powerful platform. In many vision-based applications, human hands play a key role in natural interaction. However, relatively little attention has been paid to the interaction between human hands and the mobile phone. Thus, we propose a vision- and hand gesture-based interface in which the user holds a mobile phone in one hand but sees the other hand's palm through a built-in camera. The virtual contents are faithfully rendered on the user's palm through palm pose estimation, and reaction with hand and finger movements is achieved that is recognized by hand shape recognition. Since the proposed interface is based on hand gestures familiar to humans and does not require any additional sensors or markers, the user can freely interact with virtual contents anytime and anywhere without any training. We demonstrate that the proposed interface works at over 15 fps on a commercial mobile phone with a 1.2-GHz dual core processor and 1 GB RAM.

  18. Content Interactivity: The Effect of Higher Levels of Interactivity on Learner Performance Outcomes and Satisfaction in Web-Based Military Training

    Science.gov (United States)

    Kenyon, Peggy L.

    2012-01-01

    The effect of content interactivity on performance outcomes and satisfaction has been studied by researchers who compared the results of Web-based and computer-based learning to classroom learning. Few scholars have compared the effects of the same content produced at different levels (low and high) of interactivity and the resulting effects. The…

  19. Evaluating Multiple Levels of an Interaction Fidelity Continuum on Performance and Learning in Near-Field Training Simulations.

    Science.gov (United States)

    Bhargava, Ayush; Bertrand, Jeffrey W; Gramopadhye, Anand K; Madathil, Kapil C; Babu, Sabarish V

    2018-04-01

    With costs of head-mounted displays (HMDs) and tracking technology decreasing rapidly, various virtual reality applications are being widely adopted for education and training. Hardware advancements have enabled replication of real-world interactions in virtual environments to a large extent, paving the way for commercial grade applications that provide a safe and risk-free training environment at a fraction of the cost. But this also mandates the need to develop more intrinsic interaction techniques and to empirically evaluate them in a more comprehensive manner. Although there exists a body of previous research that examines the benefits of selected levels of interaction fidelity on performance, few studies have investigated the constituent components of fidelity in a Interaction Fidelity Continuum (IFC) with several system instances and their respective effects on performance and learning in the context of a real-world skills training application. Our work describes a large between-subjects investigation conducted over several years that utilizes bimanual interaction metaphors at six discrete levels of interaction fidelity to teach basic precision metrology concepts in a near-field spatial interaction task in VR. A combined analysis performed on the data compares and contrasts the six different conditions and their overall effects on performance and learning outcomes, eliciting patterns in the results between the discrete application points on the IFC. With respect to some performance variables, results indicate that simpler restrictive interaction metaphors and highest fidelity metaphors perform better than medium fidelity interaction metaphors. In light of these results, a set of general guidelines are created for developers of spatial interaction metaphors in immersive virtual environments for precise fine-motor skills training simulations.

  20. Effect of nanostructured lime-based and silica-based products on the consolidation of historical renders

    NARCIS (Netherlands)

    Borsoi, G.; Veiga, R.; Santos Silva, A.

    2013-01-01

    An important operation for the conservation of historical renders is the cohesion restitution of the binderaggregate system, based on the use of materials with consolidating properties. Inorganic consolidants are usually preferred to organic ones due to better compatibility and durability. The aim

  1. Radionuclide cisternography: SPECT and 3D-rendering. Radionuklidzisternographie: SPECT- und 3D-Technik

    Energy Technology Data Exchange (ETDEWEB)

    Henkes, H; Huber, G; Piepgras, U [Universitaet des Saarlandes, Homburg/Saar (Germany, F.R.). Abt. fuer Neuroradiologie; Hierholzer, J [Freie Univ. Berlin (Germany, F.R.). Strahlenklinik und Poliklinik; Cordes, M [British Columbia Univ., Vancouver, BC (Canada). Belzberg Lab. of Neuroscience

    1991-10-01

    Radionuclide cisternography is indicated in the clinical work-up for hydrocephalus, when searching for CSF leaks, and when testing whether or not intracranial cystic lesions are communicating with the adjacent subarachnoid space. This paper demonstrates the feasibility and diagnostic value of SPECT and subsequent 3D surface rendering in addition to conventional rectilinear CSF imaging in eight patients. Planar images allowed the evaluation of CSF circulation and the detection of CSF fistula. They were advantageous in examinations 48 h after application of {sup 111}In-DTPA. SPECT scans, generated 4-24 h after tracer application, were superior in the delineation of basal cisterns, especially in early scans; this was helpful in patients with pooling due to CSF fistula and in cystic lesions near the skull base. A major drawback was the limited image quality of delayed scans, when the SPECT data were degraded by a low count rate. 3D surface rendering was easily feasible from SPECT data and yielded high quality images. The presentation of the spatial distribution of nuclide-contaminated CSF proved especially helpful in the area of the basal cisterns. (orig.).

  2. A Semi-automated Approach to Improve the Efficiency of Medical Imaging Segmentation for Haptic Rendering.

    Science.gov (United States)

    Banerjee, Pat; Hu, Mengqi; Kannan, Rahul; Krishnaswamy, Srinivasan

    2017-08-01

    The Sensimmer platform represents our ongoing research on simultaneous haptics and graphics rendering of 3D models. For simulation of medical and surgical procedures using Sensimmer, 3D models must be obtained from medical imaging data, such as magnetic resonance imaging (MRI) or computed tomography (CT). Image segmentation techniques are used to determine the anatomies of interest from the images. 3D models are obtained from segmentation and their triangle reduction is required for graphics and haptics rendering. This paper focuses on creating 3D models by automating the segmentation of CT images based on the pixel contrast for integrating the interface between Sensimmer and medical imaging devices, using the volumetric approach, Hough transform method, and manual centering method. Hence, automating the process has reduced the segmentation time by 56.35% while maintaining the same accuracy of the output at ±2 voxels.

  3. Interactive visualization and analysis of 3D medical images for neurosurgery

    International Nuclear Information System (INIS)

    Miyazawa, Tatsuo; Otsuki, Taisuke.

    1994-01-01

    We propose a method that makes it possible to interactively rotate and zoom a volume-rendered object and to interactively manipulate a function for transferring data values to color and opacity. The method ray-traces a Value-Intensity-Strength volume (VIS volume) instead of a color-opacity volume, and uses an adaptive refinement technique in generating images. The VIS volume tracing method can reduce by 20-90 percent the computational time of re-calculation necessitated by changing the function for transferring data values to color and opacity, and can reduce the computational time of pre-processing by 20 percent. It can also reduce the required memory space by 40 percent. The combination of VIS volume tracing and adaptive refinement method makes it possible to interactively visualize and analyze 3D medical image data. Once we can see detailed image of 3D objects to determine their orientation, we can easily manipulate the viewing and rendering parameters even while viewing rough, blurred images. The increase in the computation time for generating full-resolution images by using the adaptive refinement technique is approximately five to ten percent. Its effectiveness is evaluated by using the results of visualization for some 3D medical image data. (author)

  4. Disruptive effect of Dzyaloshinskii-Moriya interaction on the magnetic memory cell performance

    Energy Technology Data Exchange (ETDEWEB)

    Sampaio, J.; Cubukcu, M.; Cros, V.; Reyren, N., E-mail: nicolas.reyren@thalesgroup.com [Unité Mixte de Physique, CNRS, Thales, Univ. Paris-Sud, Université Paris-Saclay, 91767, Palaiseau (France); Khvalkovskiy, A. V. [Samsung Electronics, Semiconductor R& D Center (Grandis), San Jose, California 95134 (United States); Moscow Institute of Physics and Technology, State University, Moscow 141700 (Russian Federation); Kuteifan, M.; Lomakin, V. [Department of Electrical and Computer Engineering, University of California at San Diego, La Jolla, California 92093-0407 (United States); Apalkov, D. [Samsung Electronics, Semiconductor R& D Center (Grandis), San Jose, California 95134 (United States)

    2016-03-14

    In order to increase the thermal stability of a magnetic random access memory cell, materials with high spin-orbit interaction are often introduced in the storage layer. As a side effect, a strong Dzyaloshinskii-Moriya interaction (DMI) may arise in such systems. Here, we investigate the impact of DMI on the magnetic cell performance, using micromagnetic simulations. We find that DMI strongly promotes non-uniform magnetization states and non-uniform switching modes of the magnetic layer. It appears to be detrimental for both the thermal stability of the cell and its switching current, leading to considerable deterioration of the cell performance even for a moderate DMI amplitude.

  5. Strength of tensor force and s-d-shell effective interactions

    International Nuclear Information System (INIS)

    Jiang, M.; Machleidt, R.; Stout, D.B.; Kuo, T.T.S.

    1989-01-01

    The s-d-shell effective interaction is derived from the Bonn NN potential, using a G-matrix folded-diagram method. It is found that due to the relatively weak-tensor-force characteristic for the Bonn potential, the effective interaction matrix elements, particularly those with isospin T=0, come out generally more attractive than in previous derivations which were based on conventional local strong-tensor-force NN potentials. This renders the results obtained with the Bonn potential in considerably better agreement with the recent s-d-shell matrix elements of Wildenthal

  6. Common crus aplasia: diagnosis by 3D volume rendering imaging using 3DFT-CISS sequence

    International Nuclear Information System (INIS)

    Kim, H.J.; Song, J.W.; Chon, K.-M.; Goh, E.-K.

    2004-01-01

    AIM: The purpose of this study was to evaluate the findings of three-dimensional (3D) volume rendering (VR) imaging in common crus aplasia (CCA) of the inner ear. MATERIALS AND METHODS: Using 3D VR imaging of temporal bone constructive interference in steady state (CISS) magnetic resonance (MR) images, we retrospectively reviewed seven inner ears of six children who were candidates for cochlear implants and who had been diagnosed with CCA. As controls, we used the same method to examine 402 inner ears of 201 patients who had no clinical symptoms or signs of sensorineural hearing loss. Temporal bone MR imaging (MRI) was performed with a 1.5 T MR machine using a CISS sequence, and VR of the inner ear was performed on a work station. Morphological image analysis was performed on rotation views of 3D VR images. RESULTS: In all seven cases, CCA was diagnosed by the absence of the common crus. The remaining superior semicircular canal (SCC) was normal in five and hypoplastic in two inner ears, while the posterior SCC was normal in all seven. One patient showed bilateral symmetrical CCA. Complicated combined anomalies were seen in the cochlea, vestibule and lateral SCC. CONCLUSION: 3D VR imaging findings with MR CISS sequence can directly diagnose CCA. This technique may be useful in delineating detailed anomalies of SCCs

  7. Virtual Whipple: preoperative surgical planning with volume-rendered MDCT images to identify arterial variants relevant to the Whipple procedure.

    Science.gov (United States)

    Brennan, Darren D; Zamboni, Giulia; Sosna, Jacob; Callery, Mark P; Vollmer, Charles M V; Raptopoulos, Vassilios D; Kruskal, Jonathan B

    2007-05-01

    The purposes of this study were to combine a thorough understanding of the technical aspects of the Whipple procedure with advanced rendering techniques by introducing a virtual Whipple procedure and to evaluate the utility of this new rendering technique in prediction of the arterial variants that cross the anticipated surgical resection plane. The virtual Whipple is a novel technique that follows the complex surgical steps in a Whipple procedure. Three-dimensional reconstructed angiographic images are used to identify arterial variants for the surgeon as part of the preoperative radiologic assessment of pancreatic and ampullary tumors.

  8. User evaluation of eight led light sources with different special colour rendering indices R9

    DEFF Research Database (Denmark)

    Markvart, Jakob; Iversen, Anne; Logadottir, Asta

    2013-01-01

    In this study we evaluated the influence of the special colour rendering index R9 on subjective red colour perception and Caucasian skin appearance among untrained test subjects. The light sources tested are commercially available LED based light sources with similar correlated colour temperature...

  9. An interactive, all-payer, multidomain primary care performance dashboard.

    Science.gov (United States)

    Ward, Charlotte E; Morella, Lisa; Ashburner, Jeffrey M; Atlas, Steven J

    2014-01-01

    Engaging physicians and practice leaders through regular performance reporting is a key goal of patient-centered medical home improvement efforts. We developed and implemented an interactive, Web-based performance dashboard for primary care practices with input from provider focus groups. Adapting a business software application, individual physician and practice-level reports included information on visit-based and panel productivity, patient panel demographics, and outcome measures (quality of care, patient experience of care, and resource utilization). User training occurred prior to dissemination. Over 2 rounds of reporting, 69% to 77% of users viewed their report within 30 days and 79% of users found the report informative.

  10. Autonomy and control in dyads: effects on interaction quality and joint creative performance.

    Science.gov (United States)

    Weinstein, Netta; Hodgins, Holley S; Ryan, Richard M

    2010-12-01

    Two studies examined interaction quality and joint performance on two creative tasks in unacquainted dyads primed for autonomy or control orientations. It was hypothesized that autonomy-primed dyads would interact more constructively, experience more positive mood, and engage the task more readily, and as a result these dyads would perform better. To test this, Study 1 primed orientation and explored verbal creative performance on the Remote Associates Task (RAT). In Study 2, dyads were primed with autonomy and control orientation and videotaped during two joint creative tasks, one verbal (RAT) and one nonverbal (charades). Videotapes were coded for behavioral indicators of closeness and task engagement. Results showed that autonomy-primed dyads felt closer, were more emotionally and cognitively attuned, provided empathy and encouragement to partners, and performed more effectively. The effects of primed autonomy on creative performance were mediated by interpersonal quality, mood, and joint engagement.

  11. Latency in Distributed Acquisition and Rendering for Telepresence Systems.

    Science.gov (United States)

    Ohl, Stephan; Willert, Malte; Staadt, Oliver

    2015-12-01

    Telepresence systems use 3D techniques to create a more natural human-centered communication over long distances. This work concentrates on the analysis of latency in telepresence systems where acquisition and rendering are distributed. Keeping latency low is important to immerse users in the virtual environment. To better understand latency problems and to identify the source of such latency, we focus on the decomposition of system latency into sub-latencies. We contribute a model of latency and show how it can be used to estimate latencies in a complex telepresence dataflow network. To compare the estimates with real latencies in our prototype, we modify two common latency measurement methods. This presented methodology enables the developer to optimize the design, find implementation issues and gain deeper knowledge about specific sources of latency.

  12. Usefulness of PC based 3D volume rendering technique in the evaluation of suspected aneurysm on brain MRA

    International Nuclear Information System (INIS)

    Baek, Seung Il; Lee, Ghi Jai; Shim, Jae Chan; Bang, Sun Woo; Ryu, Seok Jong; Kim, Ho Kyun

    2002-01-01

    To evaluated usefulness of volume rending technique using 3D visualization software on PC in patients with suspected intracranial aneurysm on brain MRA. We analyzed prospectively 21 patients with suspected aneurysms on the routine MIP images which were obtained 15 .deg. C increment along axial and sagittal plane, among 135 patients in whom brain MRA was done due to stroke symptoms for recent 5 months. The locations were the anterior communicating artery (A-com) in 8 patients, the posterior communicating artery (P-com) in 3, the ICA bifurcation in 5, the MCA bifurcation in 4, and the basilar tip in one. Male to female ratio was 14:7 and mean age was 62 years. MRA source images were sent to PC through LAN, and the existence of aneurysm was evaluated with volume rendering technique using 3D visualization software on PC. The presence or absence of aneurysm on MIP and volume rendering images was decided by the consensus of two radiologists. We found the aneurysms with volume rendering technique, from 1 patient among 8 patients with suspected aneurysm at A-com and also 1 patient among 3 patients with suspected aneurysm at P=com on routine MIP images. Confirmative angiography and interventional procedures were done in these 2 patients. The causes for mimicking the aneurysm on MIP were flow displacement artifact in 9, normal P-com infundibulum in 2, and overlapped or narrowed vessels in 8 patients, and among them confirmative angiography was done in 2 patient. Volume rendering technique using visualization software on PC is useful to scrutinize the suspected aneurysm on routine MIP images and to avoid further invasive angiography

  13. Application of bacteriophages to reduce biofilms formed by hydrogen sulfide producing bacteria on surfaces in a rendering plant.

    Science.gov (United States)

    Gong, Chao; Jiang, Xiuping

    2015-08-01

    Hydrogen sulfide producing bacteria (SPB) in raw animal by-products are likely to grow and form biofilms in the rendering processing environments, resulting in the release of harmful hydrogen sulfide (H2S) gas. The objective of this study was to reduce SPB biofilms formed on different surfaces typically found in rendering plants by applying a bacteriophage cocktail. Using a 96-well microplate method, we determined that 3 SPB strains of Citrobacter freundii and Hafnia alvei are strong biofilm formers. Application of 9 bacteriophages (10(7) PFU/mL) from families of Siphoviridae and Myoviridae resulted in a 33%-70% reduction of biofilm formation by each SPB strain. On stainless steel and plastic templates, phage treatment (10(8) PFU/mL) reduced the attached cells of a mixed SPB culture (no biofilm) by 2.3 and 2.7 log CFU/cm(2) within 6 h at 30 °C, respectively, as compared with 2 and 1.5 log CFU/cm(2) reductions of SPB biofilms within 6 h at 30 °C. Phage treatment was also applied to indigenous SPB biofilms formed on the environmental surface, stainless steel, high-density polyethylene plastic, and rubber templates in a rendering plant. With phage treatment (10(9) PFU/mL), SPB biofilms were reduced by 0.7-1.4, 0.3-0.6, and 0.2-0.6 log CFU/cm(2) in spring, summer, and fall trials, respectively. Our study demonstrated that bacteriophages could effectively reduce the selected SPB strains either attached to or in formed biofilms on various surfaces and could to some extent reduce the indigenous SPB biofilms on the surfaces in the rendering environment.

  14. 3D cinematic rendering of the calvarium, maxillofacial structures, and skull base: preliminary observations.

    Science.gov (United States)

    Rowe, Steven P; Zinreich, S James; Fishman, Elliot K

    2018-06-01

    Three-dimensional (3D) visualizations of volumetric data from CT have gained widespread clinical acceptance and are an important method for evaluating complex anatomy and pathology. Recently, cinematic rendering (CR), a new 3D visualization methodology, has become available. CR utilizes a lighting model that allows for the production of photorealistic images from isotropic voxel data. Given how new this technique is, studies to evaluate its clinical utility and any potential advantages or disadvantages relative to other 3D methods such as volume rendering have yet to be published. In this pictorial review, we provide examples of normal calvarial, maxillofacial, and skull base anatomy and pathological conditions that highlight the potential for CR images to aid in patient evaluation and treatment planning. The highly detailed images and nuanced shadowing that are intrinsic to CR are well suited to the display of the complex anatomy in this region of the body. We look forward to studies with CR that will ascertain the ultimate value of this methodology to evaluate calvarium, maxillofacial, and skull base morphology as well as other complex anatomic structures.

  15. Entrepreneurial Competencies: SMEs Performance Factor in the Challenging Nigerian Economy

    Directory of Open Access Journals (Sweden)

    Uzairu Muhammad Gwadabe

    2017-12-01

    Full Text Available Myriad of challenges engulfed the Nigerian business milieu. Business activities become more complex and competitive which renders the environment not only difficult for business success but resulting to the increasing failure of SMEs in the country. However, entrepreneurs need to develop strategies to survive in the dwindling economy. It is the duty of the entrepreneurs to interact with the external environmental dynamisms, which require them to be competent in many dimensions. This review proposes a set of competencies that can equip the entrepreneurs with necessary skills and tactics to excel in a challenging economy like that of Nigeria. The paper highlights the conceptualization and synergy between competencies and entrepreneurship on SMEs performance through three distinct paths: entrepreneurial traits, innovation and entrepreneurial marketing.

  16. Volume-Rendered 3D Display Of MR Angiograms in the Diagnosis of Cerebral Arteriovenous Malformations

    Energy Technology Data Exchange (ETDEWEB)

    Tsuchiya, K.; Katase, S.; Hachiya, J. [Kyorin Univ. School of Medicine, Tokyo (Japan). Dept. of Radiology; Shiokawa, Y. [Kyorin Univ. School of Medicine, Tokyo (Japan). Dept. of Neurosurgery

    2003-11-01

    Purpose: To determine whether application of a volume-rendered display of 3D time-of-flight (TOF) MR angiography could assist the diagnosis of cerebral arteriovenous malformations (AVMs). Material and Methods: Volume-rendered 3D images of postcontrast 3D time-of-flight MR angiography were compared with conventional angiograms in 12 patients. The correlation between the 3D images and the operative findings was also analyzed in 5 patients. Results: The 3D-displayed images showed all of the feeders and drainers in 10 and 9 patients, respectively. In all patients, the nidus was three-dimensionally visualized. In 3 patients with hematomas, the relationship between the hematoma and the AVM was well demonstrated. The 3D images corresponded well with the operative findings in the 5 patients. Conclusion: This method is of help in assessing the relationship between the components of an AVM as well as that between an AVM and an associated hematoma.

  17. Volume-Rendered 3D Display Of MR Angiograms in the Diagnosis of Cerebral Arteriovenous Malformations

    International Nuclear Information System (INIS)

    Tsuchiya, K.; Katase, S.; Hachiya, J.; Shiokawa, Y.

    2003-01-01

    Purpose: To determine whether application of a volume-rendered display of 3D time-of-flight (TOF) MR angiography could assist the diagnosis of cerebral arteriovenous malformations (AVMs). Material and Methods: Volume-rendered 3D images of postcontrast 3D time-of-flight MR angiography were compared with conventional angiograms in 12 patients. The correlation between the 3D images and the operative findings was also analyzed in 5 patients. Results: The 3D-displayed images showed all of the feeders and drainers in 10 and 9 patients, respectively. In all patients, the nidus was three-dimensionally visualized. In 3 patients with hematomas, the relationship between the hematoma and the AVM was well demonstrated. The 3D images corresponded well with the operative findings in the 5 patients. Conclusion: This method is of help in assessing the relationship between the components of an AVM as well as that between an AVM and an associated hematoma

  18. 基于矩形分割的局部渲染技术在无线图像通信中的应用%Application of Rectangle Incision Based on Part Render Technology in Wireless Picture Communication

    Institute of Scientific and Technical Information of China (English)

    刘德胜

    2012-01-01

    为了提升无线图像通信中的图像渲染性能和减小数据的传输量,提出了一种优化算法,将基于矩形分割的局部渲染技术引入到无线图像通信中,以此减小每一帧的渲染区域和传输数据,以达到在节约CPU计算资源的同时,降低电量消耗和带宽依赖的目的.通过实验发现,该算法在图像相对变化较小的时候,最多能将渲染性能提升一倍,同时传输数据量和需要重新渲染的单个对象数量基本呈正比.实验结果证明,该算法有其适用范围,当图像较稳定的时候,平均能够提升30%以上计算性能,并减少50%以上的数据传输.%For optimizing the performance of picture render and reduce the size of transfer data, this paper proposed an algorithm which can cut down the render area and the size of data to be transferred by part rendering. It is expected that this algoritms can save computational resources and reduce consumption of electricity and bandwidth at the same time. According to the experiment, this algorithm can optimize the render performance up to 100 percent when picture is not changing too much and the size of transferred data is directly proportional to the number of objects need to be re-rendered. This result proved that when the picture is relatively stable this algorithm can speed up the renderi performance by at least 30% and reduce 50% transferred data in the common cases.

  19. Predicting the long-term durability of hemp-lime renders in inland and coastal areas using Mediterranean, Tropical and Semi-arid climatic simulations.

    Science.gov (United States)

    Arizzi, Anna; Viles, Heather; Martín-Sanchez, Inés; Cultrone, Giuseppe

    2016-01-15

    Hemp-based composites are eco-friendly building materials as they improve energy efficiency in buildings and entail low waste production and pollutant emissions during their manufacturing process. Nevertheless, the organic nature of hemp enhances the bio-receptivity of the material, with likely negative consequences for its long-term performance in the building. The main purpose of this study was to study the response at macro- and micro-scale of hemp-lime renders subjected to weathering simulations in an environmental cabinet (one year was condensed in twelve days), so as to predict their long-term durability in coastal and inland areas with Mediterranean, Tropical and Semi-arid climates, also in relation with the lime type used. The simulated climatic conditions caused almost unnoticeable mass, volume and colour changes in hemp-lime renders. No efflorescence or physical breakdown was detected in samples subjected to NaCl, because the salt mainly precipitates on the surface of samples and is washed away by the rain. Although there was no visible microbial colonisation, alkaliphilic fungi (mainly Penicillium and Aspergillus) and bacteria (mainly Bacillus and Micrococcus) were isolated in all samples. Microbial growth and diversification were higher under Tropical climate, due to heavier rainfall. The influence of the bacterial activity on the hardening of samples has also been discussed here and related with the formation and stabilisation of vaterite in hemp-lime mixes. This study has demonstrated that hemp-lime renders show good durability towards a wide range of environmental conditions and factors. However, it might be useful to take some specific preventive and maintenance measures to reduce the bio-receptivity of this material, thus ensuring a longer durability on site. Copyright © 2015 Elsevier B.V. All rights reserved.

  20. Individual performance and leader's laterality in interactive contests.

    Science.gov (United States)

    Mukherjee, Satyam

    2017-05-01

    Left-handedness is known to provide an intrinsic and tactical advantage at top level in many sports involving interactive contests. Again, most of the renowned leaders of the world are known to have been left-handed. Leadership plays an important role in politics, sports and mentorship. In this paper we show that Cricket captains who bat left-handed have a strategic advantage over the right-handed captains in One Day International (ODI) and Test matches. The present study involving 46 left-handed captains and 148 right-handed captains in ODI matches, reveal a strong relation between leader's laterality and team member performance, demonstrating the critical importance of left-handedness and successful leadership. The odds for superior batting performance in an ODI match under left-handed captains are 89% higher than the odds under right-handed captains. Our study shows that left-handed captains are more successful in extracting superior performance from the batsmen and bowlers in ODI and Test matches; perhaps indicating left-handed leaders are better motivators as leaders when compared to right-handed captains.

  1. Mobile Mixed-Reality Interfaces That Enhance Human–Robot Interaction in Shared Spaces

    Directory of Open Access Journals (Sweden)

    Jared A. Frank

    2017-06-01

    Full Text Available Although user interfaces with gesture-based input and augmented graphics have promoted intuitive human–robot interactions (HRI, they are often implemented in remote applications on research-grade platforms requiring significant training and limiting operator mobility. This paper proposes a mobile mixed-reality interface approach to enhance HRI in shared spaces. As a user points a mobile device at the robot’s workspace, a mixed-reality environment is rendered providing a common frame of reference for the user and robot to effectively communicate spatial information for performing object manipulation tasks, improving the user’s situational awareness while interacting with augmented graphics to intuitively command the robot. An evaluation with participants is conducted to examine task performance and user experience associated with the proposed interface strategy in comparison to conventional approaches that utilize egocentric or exocentric views from cameras mounted on the robot or in the environment, respectively. Results indicate that, despite the suitability of the conventional approaches in remote applications, the proposed interface approach provides comparable task performance and user experiences in shared spaces without the need to install operator stations or vision systems on or around the robot. Moreover, the proposed interface approach provides users the flexibility to direct robots from their own visual perspective (at the expense of some physical workload and leverages the sensing capabilities of the tablet to expand the robot’s perceptual range.

  2. Interactive Role of Organizational Learning and Informal Norms in Accountability and Job Performance in 2014

    Directory of Open Access Journals (Sweden)

    Abolfazl Ghasemzadeh

    2015-09-01

    Full Text Available Introduction: Although the contribution of organizational learning to employee organizational performance is well documented, the mechanisms that explain such relationship remain unclear. Accordingly, the purpose of this paper is to investigate the interactional role of organizational learning and informal norms in accountability and job performance of the staff in a medical department. Methods: The research method of the study is descriptive-correlational type. The statistical population of this study included all staff (N=315 of the Medical Department in Oshnavieh Hospital in 2014. For data gathering in this study, a sample comprising of 180 staff was selected using stratified random sampling. The data were collected through standard questionnaires of Neefe for organizational learning, informal norms of Hall, job performance of Paterson, and the questionnaire of individual accountability of Hochwarter. Pearson and moderated multiple regression analysis were used to test hypotheses. Results: Results showed that organizational learning has a positive and significant correlation with job performance and individual accountability. The results, also, showed a positive and significant correlation between informal norms, personal accountability, and job performance. Regression results showed the interactive role of learning structure dimensions, strategy, and shared vision with informal norms, predicting individual accountability of the staff. Also, interactive role of organizational learning and informal norms was confirmed in predicting job performance of the medical staff. Conclusion: The result of this study hold out that organizational learning directly and with interaction of informal norms improves staffs' performance and accountability. As a result of improved informal norms in a medical setting, we will have staff’s strong accountability and performance.

  3. The Effects of Interactions between Management Control Systems and Strategy on Firm Performance: An Empirical Study

    OpenAIRE

    Melek Eker; Semih Eker

    2016-01-01

    In recent years, there has been growing interest in examining the relationships among management control systems, business strategy and firm performance. In this study, the interactions of management control systems and strategy with their impact on firm performance are examined with an empirical analysis, based on the data from 94 manufacturing firms from the top 500 in Turkey in 2014. The results support the postulate that high interaction between interactive control system (ICS) and differ...

  4. Parallel implementation and performance optimization of the configuration-interaction method

    Energy Technology Data Exchange (ETDEWEB)

    Shan, H; Williams, S; Johnson, C; McElvain, K; Ormand, WE

    2015-11-20

    The configuration-interaction (CI) method, long a popular approach to describe quantum many-body systems, is cast as a very large sparse matrix eigenpair problem with matrices whose dimension can exceed one billion. Such formulations place high demands on memory capacity and memory bandwidth - - two quantities at a premium today. In this paper, we describe an efficient, scalable implementation, BIGSTICK, which, by factorizing both the basis and the interaction into two levels, can reconstruct the nonzero matrix elements on the fly, reduce the memory requirements by one or two orders of magnitude, and enable researchers to trade reduced resources for increased computational time. We optimize BIGSTICK on two leading HPC platforms - - the Cray XC30 and the IBM Blue Gene/Q. Specifically, we not only develop an empirically-driven load balancing strategy that can evenly distribute the matrix-vector multiplication across 256K threads, we also developed techniques that improve the performance of the Lanczos reorthogonalization. Combined, these optimizations improved performance by 1.3-8× depending on platform and configuration.

  5. Remote Intimations: Performance Art and Environmental Illness

    Science.gov (United States)

    Bottoms, Stephen; Laffin, Julie

    2012-01-01

    This article explores and documents the work of leading Midwestern performance artist Julie Laffin, in the years since she developed a serious form of environmental illness (Multiple Chemical Sensitivity). This condition has effectively rendered her housebound and unable to appear in public, so that her previous live performance practice--which…

  6. Technical analysis of volume-rendering algorithms: application in low-contrast structures using liver vascularisation as a model; Analisi tecnica degli algoritmi di volume rendering: applicazione alle strutture a basso contrsto usando come modello la vascolarizzazione epatica

    Energy Technology Data Exchange (ETDEWEB)

    Cademartiri, Filippo [Erasmus Medical Center, Rotterdam (Netherlands); Luccichenti, Giacomo [Fondazione Biomedica Europea ONLUS, Roma (Italy); Runza, Giuseppe; Bartolotta, Tommaso Vincenzo; Midiri, Massimo [Palermo Univ., Palermo (Italy). Sezione di scienze radiologiche; Gualerzi, Massimo; Brambilla, Lorenzo; Coruzzi, Paolo [Parma Univ., Parma (Italy). UO di prevenzione e riabilitazione vascolare, Fondazione Don C. Gnocchi ONLUS; Soliani, Paolo; Sianesi, Mario [Parma Univ., Parma (Italy). Dipartimento di chirurgia

    2005-04-01

    Purpose: To assess the influence of pre-set volume rendering opacity curves (OC) on image quality and to identify which absolute parameters (density of aorta, hepatic parenchyma and portal vein) affect visualization of portal vascular structures (low-contrast structures). Materials and methods: Twenty-two patients underwent a dual-phase spiral CT with the following parameters: collimation 3 mm, pitch 2, increment 1 mm. Three scans were performed: one without contrast medium and the latter two after the injection of contrast material (conventionally identified as 'arterial' and 'portal'). The images were sent to a workstation running on an NT platform equipped with post-processing software allowing three-dimensional (3D) reconstructions to generate volume-rendered images of the vascular supply to the liver. Correlation between the absolute values of aorta, liver and portal vein density, OC parameters, and image quality were assessed. Results: 3D images generated using pre-set OC obtained a much mower overall quality score than those produced with OC set by the operator. High contrast between the liver and the portal vein, for example during the portal vascular phase, allows wider windows, thus improving image quality. Conversely, the OC in the parenchymal phase scans must have a high gradient in order to better differentiate between the vascular structures and the surrounding hepatic parenchyma. Conclusions: Image features considered to be of interest by the operator cannot be simplified by the mean of pre-set OC. Due to their strong individual variability automatic 3D algorithms cannot be universally applied: they should be adapted to both image and patient characteristics. [Italian] Scopo: Valutare l'influenza delle curve di opacit� (CO) preimpostate del volume-rendering sulla qualit� delle immagini, ed identificare quali parametri assoluti (attenzione dell'aorta, del parenchima epatico e della vena porta) influenzano la

  7. Characterization of the Bread Made with Durum Wheat Semolina Rendered Gluten Free by Sourdough Biotechnology in Comparison with Commercial Gluten-Free Products.

    Science.gov (United States)

    Rizzello, Carlo Giuseppe; Montemurro, Marco; Gobbetti, Marco

    2016-09-01

    Durum wheat semolina was fermented with sourdough lactic acid bacteria and fungal proteases aiming at a complete gluten hydrolysis. The gluten-free (GF) semolina, added with naturally GF ingredients and structuring agents, was used to produce bread (rendered GF bread; rGFB) at industrial level. An integrated approach including the characterization of the main chemical, nutritional, structural, and sensory features was used to compare rGFB to a gluten-containing bread and to 5 commercial naturally GF breads. High-performance liquid chromatography was used for free amino acids (FAAs), organic acids, and ethanol analysis. A methanolic extract was used for determining total phenols and antioxidant activity. The bread characterization also included the analysis of dietary fibers, mycotoxins, vitamins, and heavy metals. Beyond chemical analysis, nutritional profile was evaluated considering the in vitro protein digestibility and the predicted glycemic index, while the instrumental texture profile analysis was performed to investigate the structure and the physical/mechanical properties of the baked goods. Beyond the huge potential of market expansion, the main advantages of durum wheat semolina rendered GF can be resumed in the high availability of FAAs, the high protein digestibility, the low starch hydrolysis index, and the better technological properties of bread compared to the commercial GF products currently present on the market. Vitamins, minerals, and dietary fiber profiles are comparable to those of gluten-containing wheat bread. Also the sensory profile, determined by a panel test, can be considered the most similar to those of conventional baked goods, showing all the sourdough bread classic attributes. © 2016 Institute of Food Technologists®

  8. Interactive affective sharing versus non-interactive affective sharing in work groups : Comparative effects of group affect on work group performance and dynamics

    NARCIS (Netherlands)

    Klep, Annefloor; Wisse, Barbara; Van Der Flier, Henk

    This study explores whether the dynamic path to group affect, which is characterized by interactive affective sharing processes, yields different effects on task performance and group dynamics than the static path to group affect, which arises from non-interactive affective sharing. The results of

  9. Interactive affective sharing versus non-interactive affective sharing in work groups: Comparative effects of group affect on work group performance and dynamics

    NARCIS (Netherlands)

    Klep, A.H.M.; Wisse, B.M.; van der Flier, H.

    2011-01-01

    This study explores whether the dynamic path to group affect, which is characterized by interactive affective sharing processes, yields different effects on task performance and group dynamics than the static path to group affect, which arises from non-interactive affective sharing. The results of

  10. Uniform illumination rendering using an array of LEDs: a signal processing perspective

    OpenAIRE

    Yang, Hongming; Bergmans, J.W.M.; Schenk, T.C.W.; Linnartz, J.P.M.G.; Rietman, R.

    2009-01-01

    An array of a large number of LEDs will be widely used in future indoor illumination systems. In this paper, we investigate the problem of rendering uniform illumination by a regular LED array on the ceiling of a room. We first present two general results on the scaling property of the basic illumination pattern, i.e., the light pattern of a single LED, and the setting of LED illumination levels, respectively. Thereafter, we propose to use the relative mean squared error as the cost function ...

  11. Clinical Application of an Open-Source 3D Volume Rendering Software to Neurosurgical Approaches.

    Science.gov (United States)

    Fernandes de Oliveira Santos, Bruno; Silva da Costa, Marcos Devanir; Centeno, Ricardo Silva; Cavalheiro, Sergio; Antônio de Paiva Neto, Manoel; Lawton, Michael T; Chaddad-Neto, Feres

    2018-02-01

    Preoperative recognition of the anatomic individualities of each patient can help to achieve more precise and less invasive approaches. It also may help to anticipate potential complications and intraoperative difficulties. Here we describe the use, accuracy, and precision of a free tool for planning microsurgical approaches using 3-dimensional (3D) reconstructions from magnetic resonance imaging (MRI). We used the 3D volume rendering tool of a free open-source software program for 3D reconstruction of images of surgical sites obtained by MRI volumetric acquisition. We recorded anatomic reference points, such as the sulcus and gyrus, and vascularization patterns for intraoperative localization of lesions. Lesion locations were confirmed during surgery by intraoperative ultrasound and/or electrocorticography and later by postoperative MRI. Between August 2015 and September 2016, a total of 23 surgeries were performed using this technique for 9 low-grade gliomas, 7 high-grade gliomas, 4 cortical dysplasias, and 3 arteriovenous malformations. The technique helped delineate lesions with an overall accuracy of 2.6 ± 1.0 mm. 3D reconstructions were successfully performed in all patients, and images showed sulcus, gyrus, and venous patterns corresponding to the intraoperative images. All lesion areas were confirmed both intraoperatively and at the postoperative evaluation. With the technique described herein, it was possible to successfully perform 3D reconstruction of the cortical surface. This reconstruction tool may serve as an adjunct to neuronavigation systems or may be used alone when such a system is unavailable. Copyright © 2017 Elsevier Inc. All rights reserved.

  12. Joint Rendering and Segmentation of Free-Viewpoint Video

    Directory of Open Access Journals (Sweden)

    Ishii Masato

    2010-01-01

    Full Text Available Abstract This paper presents a method that jointly performs synthesis and object segmentation of free-viewpoint video using multiview video as the input. This method is designed to achieve robust segmentation from online video input without per-frame user interaction and precomputations. This method shares a calculation process between the synthesis and segmentation steps; the matching costs calculated through the synthesis step are adaptively fused with other cues depending on the reliability in the segmentation step. Since the segmentation is performed for arbitrary viewpoints directly, the extracted object can be superimposed onto another 3D scene with geometric consistency. We can observe that the object and new background move naturally along with the viewpoint change as if they existed together in the same space. In the experiments, our method can process online video input captured by a 25-camera array and show the result image at 4.55 fps.

  13. Polyacrylate–water partitioning of biocidal compounds: Enhancing the understanding of biocide partitioning between render and water

    DEFF Research Database (Denmark)

    Bollmann, Ulla E.; Ou, Yi; Mayer, Philipp

    2014-01-01

    -N-octylisothiazolinone). The correlation of the polyacrylate-water partition constants with the octanol-water partition constants is significant, but the polyacrylate-water partition constants were predominantly below octanol-water partition constants (Kow). The comparison with render-water distribution constants showed that estimating...

  14. Rendering Future Vegetation Change across Large Regions of the US

    Science.gov (United States)

    Sant'Anna Dias, Felipe; Gu, Yuting; Agarwalla, Yashika; Cheng, Yiwei; Patil, Sopan; Stieglitz, Marc; Turk, Greg

    2015-04-01

    We use two Machine Learning techniques, Decision Trees (DT) and Neural Networks (NN), to provide classified images and photorealistic renderings of future vegetation cover at three large regions in the US. The training data used to generate current vegetation cover include Landsat surface reflectance images, USGS Land Cover maps, 50 years of mean annual temperature and precipitation for the period 1950 - 2000, elevation, aspect and slope data. Present vegetation cover was generated on a 100m grid. Future vegetation cover for the period 2061- 2080 was predicted using the 1 km resolution bias corrected data from the NASA Goddard Institute for Space Studies Global Climate Model E simulation. The three test regions encompass a wide range of climatic gradients, topographic variation, and vegetation cover. The central Oregon site covers 19,182 square km and includes the Ochoco and Malheur National Forest. Vegetation cover is 50% evergreen forest and 50% shrubs and scrubland. The northwest Washington site covers 14,182 square km. Vegetation cover is 60% evergreen forest, 14% scrubs, 7% grassland, and 7% barren land. The remainder of the area includes deciduous forest, perennial snow cover, and wetlands. The third site, the Jemez mountain region of north central New Mexico, covers 5,500 square km. Vegetation cover is 47% evergreen forest, 31% shrubs, 13% grasses, and 3% deciduous forest. The remainder of the area includes developed and cultivated areas and wetlands. Using the above mentioned data sets we first trained our DT and NN models to reproduce current vegetation. The land cover classified images were compared directly to the USGS land cover data. The photorealistic generated vegetation images were compared directly to the remotely sensed surface reflectance maps. For all three sites, similarity between generated and observed vegetation cover was quite remarkable. The three trained models were then used to explore what the equilibrium vegetation would look like for

  15. Interaction of phosphorylcholine with fibronectin coatings: Surface characterization and biological performances

    Energy Technology Data Exchange (ETDEWEB)

    Montaño-Machado, Vanessa, E-mail: vanessa.montano-machado.1@ulaval.ca [Laboratory for Biomaterials and Bioengineering, Dept. of Min-Met-Materials Eng., & University Hospital Research Center, Laval University, University Campus, PLT-1745G, Québec, Québec, G1 V 0A6 (Canada); ERRMECe, University of Cergy-Pontoise, Site Saint-Martin, 2 Avenue Adolphe Chauvin, 95302 Cergy-Pontoise Cedex (France); Noël, Céline, E-mail: celine.noel@unamur.be [Research Centre in Physics of Matter and Radiation (PMR), Université de Namur, 61 rue de Bruxelles, B-5000 Namur (Belgium); Chevallier, Pascale, E-mail: pascale.chevallier@crchudequebec.ulaval.ca [Laboratory for Biomaterials and Bioengineering, Dept. of Min-Met-Materials Eng., & University Hospital Research Center, Laval University, University Campus, PLT-1745G, Québec, Québec, G1 V 0A6 (Canada); Turgeon, Stéphane, E-mail: stephane.turgeon@crchudequebec.ulaval.ca [Laboratory for Biomaterials and Bioengineering, Dept. of Min-Met-Materials Eng., & University Hospital Research Center, Laval University, University Campus, PLT-1745G, Québec, Québec, G1 V 0A6 (Canada); Houssiau, Laurent, E-mail: laurent.houssiau@unamur.be [Research Centre in Physics of Matter and Radiation (PMR), Université de Namur, 61 rue de Bruxelles, B-5000 Namur (Belgium); Pauthe, Emmanuel, E-mail: emmanuel.pauthe@u-cergy.fr [ERRMECe, University of Cergy-Pontoise, Site Saint-Martin, 2 Avenue Adolphe Chauvin, 95302 Cergy-Pontoise Cedex (France); and others

    2017-02-28

    Highlights: • Fibronectin/phosphorylcholine coatings on plasma deposited fluorocarbon films were created. • The effect of several coating techniques on the surface biological performances was evaluated. • XPS, DWCA, immunostaining and ToF-SIMS (imaging and depth profiling) techniques were applied. • Potential for cardiovascular applications was showed by endothelial cell and blood interactions. - Abstract: Coating medical devices with several bioactive molecules is an interesting approach to achieve specific biological targets upon the interaction of the biomaterial with the living environment. In this work, a fluorocarbon polymer (CF{sub x}) was first deposited by plasma treatment on stainless steel (SS) substrate and thereafter, coatings containing fibronectin (FN) and phosphorylcholine (PRC) were created for cardiovascular applications. These two biomolecules were chosen to promote endothelialization and to avoid thrombus formation, respectively. Adsorption and grafting techniques were applied – and combined – to accomplish 4 different coatings containing both molecules. However, big challenge was found to characterize a small molecule (PRC: 184 g/mol) interacting with a protein (FN: 450 kD). For the first time XPS, dynamic water contact angle, immunostaining and ToF-SIMS (imaging and depth profiling) analyses were combined to accomplish the characterization of such a coating. The most encouraging biological performances were obtained for samples where FN was grafted to the CF{sub x} film followed by the adsorption of PRC: proliferation of endothelial cells and hemocompatibility properties were observed. Promising coatings for cardiovascular applications were developed. The relevance of characterizing the coatings with high sensitive techniques and the further correlation with their biological performances were evidenced.

  16. Interactive Effect of Motivation, Job Satisfaction, and Job Performance Causal Circular Studies on Sharia Financial Institutions

    OpenAIRE

    Sinaulan; Noor; wildan

    2017-01-01

    Research aims to confirm and test the interactive effect of motivation, job satisfaction, and job performance. This study applied to employees of Sharia Financial Institutions in Jakarta. The number of respondents is 70 employees with randomly selected samples stratified. Research analysis data using multiple indicators within analyzed using structural equation model. The results showed that there was a positive interactive effect motivation on job performance and job performance on motivatio...

  17. Nonfeed application of rendered animal proteins for microbial production of eicosapentaenoic acid by the fungus Pythium irregulare.

    Science.gov (United States)

    Liang, Yi; Garcia, Rafael A; Piazza, George J; Wen, Zhiyou

    2011-11-23

    Rendered animal proteins are well suited for animal nutrition applications, but the market is maturing, and there is a need to develop new uses for these products. The objective of this study is to explore the possibility of using animal proteins as a nutrient source for microbial production of omega-3 polyunsaturated fatty acids by the microalga Schizochytrium limacinum and the fungus Pythium irregulare. To be absorbed by the microorganisms, the proteins needed to be hydrolyzed into small peptides and free amino acids. The utility of the protein hydrolysates for microorganisms depended on the hydrolysis method used and the type of microorganism. The enzymatic hydrolysates supported better cell growth performance than the alkali hydrolysates did. P. irregulare displayed better overall growth performance on the experimental hydrolysates compared to S. limacinum. When P. irregulare was grown in medium containing 10 g/L enzymatic hydrolysate derived from meat and bone meal or feather meal, the performance of cell growth, lipid synthesis, and omega-3 fatty acid production was comparable to the that of culture using commercial yeast extract. The fungal biomass derived from the animal proteins had 26-29% lipid, 32-34% protein, 34-39% carbohydrate, and industrial microorganisms which can produce omega-3 fatty acids for making omega-3-fortified foods or feeds.

  18. "Enheduanna-A Manifesto of Falling" Live Brain-Computer Cinema Performance: Performer and Audience Participation, Cognition and Emotional Engagement Using Multi-Brain BCI Interaction.

    Science.gov (United States)

    Zioga, Polina; Pollick, Frank; Ma, Minhua; Chapman, Paul; Stefanov, Kristian

    2018-01-01

    The fields of neural prosthetic technologies and Brain-Computer Interfaces (BCIs) have witnessed in the past 15 years an unprecedented development, bringing together theories and methods from different scientific fields, digital media, and the arts. More in particular, artists have been amongst the pioneers of the design of relevant applications since their emergence in the 1960s, pushing the boundaries of applications in real-life contexts. With the new research, advancements, and since 2007, the new low-cost commercial-grade wireless devices, there is a new increasing number of computer games, interactive installations, and performances that involve the use of these interfaces, combining scientific, and creative methodologies. The vast majority of these works use the brain-activity of a single participant. However, earlier, as well as recent examples, involve the simultaneous interaction of more than one participants or performers with the use of Electroencephalography (EEG)-based multi-brain BCIs. In this frame, we discuss and evaluate "Enheduanna-A Manifesto of Falling," a live brain-computer cinema performance that enables for the first time the simultaneous real-time multi-brain interaction of more than two participants, including a performer and members of the audience, using a passive EEG-based BCI system in the context of a mixed-media performance. The performance was realised as a neuroscientific study conducted in a real-life setting. The raw EEG data of seven participants, one performer and two different members of the audience for each performance, were simultaneously recorded during three live events. The results reveal that the majority of the participants were able to successfully identify whether their brain-activity was interacting with the live video projections or not. A correlation has been found between their answers to the questionnaires, the elements of the performance that they identified as most special, and the audience's indicators of

  19. Interacting effects of pollination, water and nutrients on fruit tree performance.

    Science.gov (United States)

    Klein, A-M; Hendrix, S D; Clough, Y; Scofield, A; Kremen, C

    2015-01-01

    Pollination is critical to fruit production, but the interactions of pollination with plant resources on a plant's reproductive and vegetative features are largely overlooked. We examined the influences of pollination, irrigation and fertilisation on the performance of almond, Prunus dulcis, in northern California. We used a full-factorial design to test for the effects of pollination limitation on fruit production and foliage variables of whole trees experiencing four resource treatments: (i) normal water and nutrients, (ii) reduced water, (iii) no nutrients, and (iv) reduced water and no nutrients. In each of these combinations, we applied three pollination treatments: hand-cross pollination, open-pollination and pollinator exclusion. Pollination strongly affected yield even under reduced water and no nutrient applications. Hand-cross pollination resulted in over 50% fruit set with small kernels, while open-pollinated flowers showed over 30% fruit set with moderate-sized kernels. Pollinator-excluded flowers had a maximum fruit set of 5%, with big and heavy kernels. Reduced water interacted with the open- and hand-cross pollination treatments, reducing yield more than in the pollinator exclusion treatment. The number of kernels negatively influenced the number of leaves, and reduced water and no nutrient applications interacted with the pollination treatments. Overall, our results indicate that the influences of pollination on fruit tree yield interact with the plant availability of nutrients and water and that excess pollination can reduce fruit quality and the production of leaves for photosynthesis. Such information is critical to understand how pollination influences fruit tree performance. © 2014 German Botanical Society and The Royal Botanical Society of the Netherlands.

  20. 31 CFR 500.585 - Payments for services rendered by North Korea to United States aircraft authorized.

    Science.gov (United States)

    2010-07-01

    ... North Korea to United States aircraft authorized. 500.585 Section 500.585 Money and Finance: Treasury... TREASURY FOREIGN ASSETS CONTROL REGULATIONS Licenses, Authorizations and Statements of Licensing Policy § 500.585 Payments for services rendered by North Korea to United States aircraft authorized. Payments...

  1. Lighting design for globally illuminated volume rendering.

    Science.gov (United States)

    Zhang, Yubo; Ma, Kwan-Liu

    2013-12-01

    With the evolution of graphics hardware, high quality global illumination becomes available for real-time volume rendering. Compared to local illumination, global illumination can produce realistic shading effects which are closer to real world scenes, and has proven useful for enhancing volume data visualization to enable better depth and shape perception. However, setting up optimal lighting could be a nontrivial task for average users. There were lighting design works for volume visualization but they did not consider global light transportation. In this paper, we present a lighting design method for volume visualization employing global illumination. The resulting system takes into account view and transfer-function dependent content of the volume data to automatically generate an optimized three-point lighting environment. Our method fully exploits the back light which is not used by previous volume visualization systems. By also including global shadow and multiple scattering, our lighting system can effectively enhance the depth and shape perception of volumetric features of interest. In addition, we propose an automatic tone mapping operator which recovers visual details from overexposed areas while maintaining sufficient contrast in the dark areas. We show that our method is effective for visualizing volume datasets with complex structures. The structural information is more clearly and correctly presented under the automatically generated light sources.

  2. On the Role of Physical Interaction on Performance of Object Manipulation by Dyads

    Directory of Open Access Journals (Sweden)

    Keivan Mojtahedi

    2017-11-01

    Full Text Available Human physical interactions can be intrapersonal, e.g., manipulating an object bimanually, or interpersonal, e.g., transporting an object with another person. In both cases, one or two agents are required to coordinate their limbs to attain the task goal. We investigated the physical coordination of two hands during an object-balancing task performed either bimanually by one agent or jointly by two agents. The task consisted of a series of static (holding and dynamic (moving phases, initiated by auditory cues. We found that task performance of dyads was not affected by different pairings of dominant and non-dominant hands. However, the spatial configuration of the two agents (side-by-side vs. face-to-face appears to play an important role, such that dyads performed better side-by-side than face-to-face. Furthermore, we demonstrated that only individuals with worse solo performance can benefit from interpersonal coordination through physical couplings, whereas the better individuals do not. The present work extends ongoing investigations on human-human physical interactions by providing new insights about factors that influence dyadic performance. Our findings could potentially impact several areas, including robotic-assisted therapies, sensorimotor learning and human performance augmentation.

  3. More Rhythmic Interactions in Two (or Three Aksak Performances

    Directory of Open Access Journals (Sweden)

    Fernando Benadon

    2016-01-01

    Full Text Available Goldberg (this issue presents evidence of interactions between percussive timing and song structure in two 3+2+2-meter Balkan performances. Using interonset measurements and checking carefully for statistical significance, he shows that formal and contextual characteristics of each performance coincide with timing changes at the level of the beat and bar, with durations becoming slightly shorter or longer at consistent locations. I review Goldberg’s main findings and contribute brief supporting analyses. For one of the songs, I provide additional context regarding verse meter, melodic structure, anacrustic drive, links between timing and breathing, and offsets between taps and syllabic onsets. For the other song, I attempt to tease out the difference between shortened non-isochronous beats (an altered aksak ratio and shortened bars (an accelerated tempo. I end with a brief analysis of a different song by the same performer as the first song, showing that the timing effects Goldberg observed in one are also present in the other.

  4. Role of volume rendered 3-D computed tomography in conservative management of trauma-related thoracic injuries.

    LENUS (Irish Health Repository)

    OʼLeary, Donal Peter

    2012-09-01

    Pneumatic nail guns are a tool used commonly in the construction industry and are widely available. Accidental injuries from nail guns are common, and several cases of suicide using a nail gun have been reported. Computed tomographic (CT) imaging, together with echocardiography, has been shown to be the gold standard for investigation of these cases. We present a case of a 55-year-old man who presented to the accident and emergency unit of a community hospital following an accidental pneumatic nail gun injury to his thorax. Volume-rendered CT of the thorax allowed an accurate assessment of the thoracic injuries sustained by this patient. As there was no evidence of any acute life-threatening injury, a sternotomy was avoided and the patient was observed closely until discharge. In conclusion, volume-rendered 3-dimensional CT can greatly help in the decision to avoid an unnecessary sternotomy in patients with a thoracic nail gun injury.

  5. IMPROVEMENT OF INTERACTION BETWEEN CREDIT INSTITUTIONS AND ENTREPRENEURSHIP ORGANIZATIONS AT REGIONAL LEVEL

    Directory of Open Access Journals (Sweden)

    A. V. Russavskaya

    2011-01-01

    Full Text Available Interaction between credit and entrepreneurship organizations aimed at implementation of regional development programs should be improved according to the following main directions: better accessibility to financial resources; broader spectrum of consultancy, particularly business planning related services rendered to the business; more active cooperation with venture funds. Current regional crediting mechanisms are described for Kaluga Region as example.

  6. The Validity of Subjective Performance Measures

    DEFF Research Database (Denmark)

    Meier, Kenneth J.; Winter, Søren C.; O'Toole, Laurence J.

    2015-01-01

    to provide, and are highly policy specific rendering generalization difficult. But are perceptual performance measures valid, and do they generate unbiased findings? We examine these questions in a comparative study of middle managers in schools in Texas and Denmark. The findings are remarkably similar...

  7. Use of an Optical Trap for Study of Host-Pathogen Interactions for Dynamic Live Cell Imaging

    OpenAIRE

    Tam, Jenny M.; Castro, Carlos E.; Heath, Robert J. W.; Mansour, Michael K.; Cardenas, Michael L.; Xavier, Ramnik J.; Lang, Matthew J.; Vyas, Jatin M.

    2011-01-01

    Dynamic live cell imaging allows direct visualization of real-time interactions between cells of the immune system1, 2; however, the lack of spatial and temporal control between the phagocytic cell and microbe has rendered focused observations into the initial interactions of host response to pathogens difficult. Historically, intercellular contact events such as phagocytosis3 have been imaged by mixing two cell types, and then continuously scanning the field-of-view to find serendipitous int...

  8. New light field camera based on physical based rendering tracing

    Science.gov (United States)

    Chung, Ming-Han; Chang, Shan-Ching; Lee, Chih-Kung

    2014-03-01

    Even though light field technology was first invented more than 50 years ago, it did not gain popularity due to the limitation imposed by the computation technology. With the rapid advancement of computer technology over the last decade, the limitation has been uplifted and the light field technology quickly returns to the spotlight of the research stage. In this paper, PBRT (Physical Based Rendering Tracing) was introduced to overcome the limitation of using traditional optical simulation approach to study the light field camera technology. More specifically, traditional optical simulation approach can only present light energy distribution but typically lack the capability to present the pictures in realistic scenes. By using PBRT, which was developed to create virtual scenes, 4D light field information was obtained to conduct initial data analysis and calculation. This PBRT approach was also used to explore the light field data calculation potential in creating realistic photos. Furthermore, we integrated the optical experimental measurement results with PBRT in order to place the real measurement results into the virtually created scenes. In other words, our approach provided us with a way to establish a link of virtual scene with the real measurement results. Several images developed based on the above-mentioned approaches were analyzed and discussed to verify the pros and cons of the newly developed PBRT based light field camera technology. It will be shown that this newly developed light field camera approach can circumvent the loss of spatial resolution associated with adopting a micro-lens array in front of the image sensors. Detailed operational constraint, performance metrics, computation resources needed, etc. associated with this newly developed light field camera technique were presented in detail.

  9. Enhancing the Reuse of Digital Resources for Integrated Systems to Represent, Understand and Dynamize Complex Interactions in Architectural Cultural Heritage Environments

    Science.gov (United States)

    Delgado, F. J.; Martinez, R.; Finat, J.; Martinez, J.; Puche, J. C.; Finat, F. J.

    2013-07-01

    In this work we develop a multiply interconnected system which involves objects, agents and interactions between them from the use of ICT applied to open repositories, users communities and web services. Our approach is applied to Architectural Cultural Heritage Environments (ACHE). It includes components relative to digital accessibility (to augmented ACHE repositories), contents management (ontologies for the semantic web), semiautomatic recognition (to ease the reuse of materials) and serious videogames (for interaction in urban environments). Their combination provides a support for local real/remote virtual tourism (including some tools for low-level RT display of rendering in portable devices), mobile-based smart interactions (with a special regard to monitored environments) and CH related games (as extended web services). Main contributions to AR models on usual GIS applied to architectural environments, concern to an interactive support performed directly on digital files which allows to access to CH contents which are referred to GIS of urban districts (involving facades, historical or preindustrial buildings) and/or CH repositories in a ludic and transversal way to acquire cognitive, medial and social abilities in collaborative environments.

  10. The Interaction of Functional and Dysfunctional Emotions during Balance Beam Performance

    Science.gov (United States)

    Cottyn, Jorge; De Clercq, Dirk; Crombez, Geert; Lenoir, Matthieu

    2012-01-01

    The interaction between functional and dysfunctional emotions, as one of the major tenets of the Individual Zones of Optimal Functioning (IZOF) model (Hanin, 2000), was studied in a sport specific setting. Fourteen female gymnasts performed three attempts of a compulsory balance beam routine at three different heights. Heart rate and self-report…

  11. “Enheduanna—A Manifesto of Falling” Live Brain-Computer Cinema Performance: Performer and Audience Participation, Cognition and Emotional Engagement Using Multi-Brain BCI Interaction

    Science.gov (United States)

    Zioga, Polina; Pollick, Frank; Ma, Minhua; Chapman, Paul; Stefanov, Kristian

    2018-01-01

    The fields of neural prosthetic technologies and Brain-Computer Interfaces (BCIs) have witnessed in the past 15 years an unprecedented development, bringing together theories and methods from different scientific fields, digital media, and the arts. More in particular, artists have been amongst the pioneers of the design of relevant applications since their emergence in the 1960s, pushing the boundaries of applications in real-life contexts. With the new research, advancements, and since 2007, the new low-cost commercial-grade wireless devices, there is a new increasing number of computer games, interactive installations, and performances that involve the use of these interfaces, combining scientific, and creative methodologies. The vast majority of these works use the brain-activity of a single participant. However, earlier, as well as recent examples, involve the simultaneous interaction of more than one participants or performers with the use of Electroencephalography (EEG)-based multi-brain BCIs. In this frame, we discuss and evaluate “Enheduanna—A Manifesto of Falling,” a live brain-computer cinema performance that enables for the first time the simultaneous real-time multi-brain interaction of more than two participants, including a performer and members of the audience, using a passive EEG-based BCI system in the context of a mixed-media performance. The performance was realised as a neuroscientific study conducted in a real-life setting. The raw EEG data of seven participants, one performer and two different members of the audience for each performance, were simultaneously recorded during three live events. The results reveal that the majority of the participants were able to successfully identify whether their brain-activity was interacting with the live video projections or not. A correlation has been found between their answers to the questionnaires, the elements of the performance that they identified as most special, and the audience's indicators

  12. “Enheduanna—A Manifesto of Falling” Live Brain-Computer Cinema Performance: Performer and Audience Participation, Cognition and Emotional Engagement Using Multi-Brain BCI Interaction

    Directory of Open Access Journals (Sweden)

    Polina Zioga

    2018-04-01

    Full Text Available The fields of neural prosthetic technologies and Brain-Computer Interfaces (BCIs have witnessed in the past 15 years an unprecedented development, bringing together theories and methods from different scientific fields, digital media, and the arts. More in particular, artists have been amongst the pioneers of the design of relevant applications since their emergence in the 1960s, pushing the boundaries of applications in real-life contexts. With the new research, advancements, and since 2007, the new low-cost commercial-grade wireless devices, there is a new increasing number of computer games, interactive installations, and performances that involve the use of these interfaces, combining scientific, and creative methodologies. The vast majority of these works use the brain-activity of a single participant. However, earlier, as well as recent examples, involve the simultaneous interaction of more than one participants or performers with the use of Electroencephalography (EEG-based multi-brain BCIs. In this frame, we discuss and evaluate “Enheduanna—A Manifesto of Falling,” a live brain-computer cinema performance that enables for the first time the simultaneous real-time multi-brain interaction of more than two participants, including a performer and members of the audience, using a passive EEG-based BCI system in the context of a mixed-media performance. The performance was realised as a neuroscientific study conducted in a real-life setting. The raw EEG data of seven participants, one performer and two different members of the audience for each performance, were simultaneously recorded during three live events. The results reveal that the majority of the participants were able to successfully identify whether their brain-activity was interacting with the live video projections or not. A correlation has been found between their answers to the questionnaires, the elements of the performance that they identified as most special, and the

  13. [Rendering surgical care to wounded with neck wounds in an armed conflict].

    Science.gov (United States)

    Samokhvalov, I M; Zavrazhnov, A A; Fakhrutdinov, A M; Sychev, M I

    2001-10-01

    The results of rendering of the medical care (the first aid, qualified and specialized) obtained in 172 servicemen with neck injuries who stayed in Republic of Chechnya during the period from 09.08.1999 to 28.07.2000 were analyzed. Basing on the results of analysis and experience of casualties' treatment the authors discuss the problems of sequence and volume of surgical care in this group of casualties with reference to available medical evacuation system, surgical tactics at the stage of specialized care. They also consider the peculiarities of operative treatment of the casualties with neck injuries.

  14. jsPhyloSVG: a javascript library for visualizing interactive and vector-based phylogenetic trees on the web.

    Science.gov (United States)

    Smits, Samuel A; Ouverney, Cleber C

    2010-08-18

    Many software packages have been developed to address the need for generating phylogenetic trees intended for print. With an increased use of the web to disseminate scientific literature, there is a need for phylogenetic trees to be viewable across many types of devices and feature some of the interactive elements that are integral to the browsing experience. We propose a novel approach for publishing interactive phylogenetic trees. We present a javascript library, jsPhyloSVG, which facilitates constructing interactive phylogenetic trees from raw Newick or phyloXML formats directly within the browser in Scalable Vector Graphics (SVG) format. It is designed to work across all major browsers and renders an alternative format for those browsers that do not support SVG. The library provides tools for building rectangular and circular phylograms with integrated charting. Interactive features may be integrated and made to respond to events such as clicks on any element of the tree, including labels. jsPhyloSVG is an open-source solution for rendering dynamic phylogenetic trees. It is capable of generating complex and interactive phylogenetic trees across all major browsers without the need for plugins. It is novel in supporting the ability to interpret the tree inference formats directly, exposing the underlying markup to data-mining services. The library source code, extensive documentation and live examples are freely accessible at www.jsphylosvg.com.

  15. Peeling tests for assessing the cohesion and consolidation characteristics of mortar and render surfaces

    Czech Academy of Sciences Publication Activity Database

    Drdácký, Miloš; Lesák, Jaroslav; Niedoba, Krzysztof; Valach, Jaroslav

    2015-01-01

    Roč. 48, č. 6 (2015), s. 1947-1963 ISSN 1359-5997 R&D Projects: GA ČR(CZ) GBP105/12/G059; GA MŠk(CZ) ED1.1.00/02.0060 Institutional support: RVO:68378297 Keywords : peeling test * rendered surface * surface consolidation * cohesion * non-destructive testing Subject RIV: AL - Art, Architecture, Cultural Heritage Impact factor: 2.453, year: 2015 http://link.springer.com/article/10.1617/s11527-014-0285-8

  16. Artist Material BRDF Database for Computer Graphics Rendering

    Science.gov (United States)

    Ashbaugh, Justin C.

    The primary goal of this thesis was to create a physical library of artist material samples. This collection provides necessary data for the development of a gonio-imaging system for use in museums to more accurately document their collections. A sample set was produced consisting of 25 panels and containing nearly 600 unique samples. Selected materials are representative of those commonly used by artists both past and present. These take into account the variability in visual appearance resulting from the materials and application techniques used. Five attributes of variability were identified including medium, color, substrate, application technique and overcoat. Combinations of these attributes were selected based on those commonly observed in museum collections and suggested by surveying experts in the field. For each sample material, image data is collected and used to measure an average bi-directional reflectance distribution function (BRDF). The results are available as a public-domain image and optical database of artist materials at art-si.org. Additionally, the database includes specifications for each sample along with other information useful for computer graphics rendering such as the rectified sample images and normal maps.

  17. Effects of Mother-Infant Social Interactions on Infants' Subsequent Contingency Task Performance.

    Science.gov (United States)

    Dunham, Philip; Dunham, Frances

    1990-01-01

    Infants participated in a nonsocial contingency task immediately after a social interaction with their mothers. The amount of time mothers and infants spent in a state of vocal turn-taking predicted individual differences in infants' subsequent performance on the contingency task. (PCB)

  18. Inter-varietal interactions among plants in genotypically diverse mixtures tend to decrease herbivore performance.

    Science.gov (United States)

    Grettenberger, Ian M; Tooker, John F

    2016-09-01

    Much research has explored the effects of plant species diversity on herbivore populations, but far less has considered effects of plant genotypic diversity, or how abiotic stressors, like drought, can modify effects. Mechanisms by which plant genotypic diversity affects herbivore populations remain largely unresolved. We used greenhouse studies with a model system of wheat (Triticum aestivum L.) and bird cherry-oat aphid (Rhopalosiphum padi L.) to determine whether the genotypic diversity of a plant's neighborhood influences performance and fitness of herbivores on a focal plant and if drought changes the influence of neighborhood diversity. Taken across all varieties we tested, plant-plant interactions in diverse neighborhoods reduced aphid performance and generated associational resistance, although effects on aphids depended on variety identity. In diverse mixtures, drought stress greatly diminished the genotypic diversity-driven reduction in aphid performance. Neighborhood diversity influenced mother aphid size, and appeared to partially explain how plant-plant interactions reduced the number of offspring produced in mixtures. Plant size did not mediate effects on aphid performance, although neighborhood diversity reduced plant mass across varieties and watering treatments. Our results suggest inter-varietal interactions in genotypic mixtures can affect herbivore performance in the absence of herbivore movement and that abiotic stress may diminish any effects. Accounting for how neighborhood diversity influences resistance of an individual plant to herbivores will help aid development of mixtures of varieties for managing insect pests and clarify the role of plant genotypic diversity in ecosystems.

  19. Mechanism of interaction of Co-B and Fe-B melts with ceramic materials

    International Nuclear Information System (INIS)

    Filonov, M.R.; Anikin, D.Yu.; Pecherkin, K.A.

    2003-01-01

    Stability of ceramic materials has been studied in the medium of melts being rendered amorphous. Measurements of limiting wetting angle for these materials were carried out on the ceramic surface. Two conclusions were made from the results of the experiments: melt-ceramics interaction takes place mainly through the slag phase; boron nitride is the most stable ceramics for melting and pouring of melts being rendered amorphous in the air. Materials on the basis of BN were synthesized by the self-propagating high-temperature synthesis. Other refractory compounds were introduced in the ceramics composition for the purpose of improving such service properties as fire resistance, thermal resistance, mechanical strength, stability of compounds to the effect of reaction-active melts. The most promising refractory compositions were determined from the results of the studies [ru

  20. Virtual interactive presence and augmented reality (VIPAR) for remote surgical assistance.

    Science.gov (United States)

    Shenai, Mahesh B; Dillavou, Marcus; Shum, Corey; Ross, Douglas; Tubbs, Richard S; Shih, Alan; Guthrie, Barton L

    2011-03-01

    Surgery is a highly technical field that combines continuous decision-making with the coordination of spatiovisual tasks. We designed a virtual interactive presence and augmented reality (VIPAR) platform that allows a remote surgeon to deliver real-time virtual assistance to a local surgeon, over a standard Internet connection. The VIPAR system consisted of a "local" and a "remote" station, each situated over a surgical field and a blue screen, respectively. Each station was equipped with a digital viewpiece, composed of 2 cameras for stereoscopic capture, and a high-definition viewer displaying a virtual field. The virtual field was created by digitally compositing selected elements within the remote field into the local field. The viewpieces were controlled by workstations mutually connected by the Internet, allowing virtual remote interaction in real time. Digital renderings derived from volumetric MRI were added to the virtual field to augment the surgeon's reality. For demonstration, a fixed-formalin cadaver head and neck were obtained, and a carotid endarterectomy (CEA) and pterional craniotomy were performed under the VIPAR system. The VIPAR system allowed for real-time, virtual interaction between a local (resident) and remote (attending) surgeon. In both carotid and pterional dissections, major anatomic structures were visualized and identified. Virtual interaction permitted remote instruction for the local surgeon, and MRI augmentation provided spatial guidance to both surgeons. Camera resolution, color contrast, time lag, and depth perception were identified as technical issues requiring further optimization. Virtual interactive presence and augmented reality provide a novel platform for remote surgical assistance, with multiple applications in surgical training and remote expert assistance.

  1. When sad groups expect to meet again : Interactive affective sharing and future interaction expectation as determinants of work groups' analytical and creative task performance

    NARCIS (Netherlands)

    Klep, Annefloor H. M.; Wisse, Barbara; van der Flier, Henk

    2013-01-01

    The present study examines the moderating role of future interaction expectation in the relationship between affective sharing and work groups' task performance. We argue that group affect, a group defining characteristic, becomes more salient to its members when it is interactively shared, and that

  2. Virtual reality system for treatment of the fear of public speaking using image-based rendering and moving pictures.

    Science.gov (United States)

    Lee, Jae M; Ku, Jeong H; Jang, Dong P; Kim, Dong H; Choi, Young H; Kim, In Y; Kim, Sun I

    2002-06-01

    The fear of speaking is often cited as the world's most common social phobia. The rapid growth of computer technology enabled us to use virtual reality (VR) for the treatment of the fear of public speaking. There have been two techniques used to construct a virtual environment for the treatment of the fear of public speaking: model-based and movie-based. Virtual audiences and virtual environments made by model-based technique are unrealistic and unnatural. The movie-based technique has a disadvantage in that each virtual audience cannot be controlled respectively, because all virtual audiences are included in one moving picture file. To address this disadvantage, this paper presents a virtual environment made by using image-based rendering (IBR) and chroma keying simultaneously. IBR enables us to make the virtual environment realistic because the images are stitched panoramically with the photos taken from a digital camera. And the use of chroma keying allows a virtual audience to be controlled individually. In addition, a real-time capture technique was applied in constructing the virtual environment to give the subjects more interaction, in that they can talk with a therapist or another subject.

  3. Nanoparticles in ionic liquids: interactions and organization.

    Science.gov (United States)

    He, Zhiqi; Alexandridis, Paschalis

    2015-07-28

    Ionic liquids (ILs), defined as low-melting organic salts, are a novel class of compounds with unique properties and a combinatorially great chemical diversity. Ionic liquids are utilized as synthesis and dispersion media for nanoparticles as well as for surface functionalization. Ionic liquid and nanoparticle hybrid systems are governed by a combined effect of several intermolecular interactions between their constituents. For each interaction, including van der Waals, electrostatic, structural, solvophobic, steric, and hydrogen bonding, the characterization and quantitative calculation methods together with factors affecting these interactions are reviewed here. Various self-organized structures based on nanoparticles in ionic liquids are generated as a result of a balance of these intermolecular interactions. These structures, including colloidal glasses and gels, lyotropic liquid crystals, nanoparticle-stabilized ionic liquid-containing emulsions, ionic liquid surface-functionalized nanoparticles, and nanoscale ionic materials, possess properties of both ionic liquids and nanoparticles, which render them useful as novel materials especially in electrochemical and catalysis applications. This review of the interactions within nanoparticle dispersions in ionic liquids and of the structure of nanoparticle and ionic liquid hybrids provides guidance on the rational design of novel ionic liquid-based materials, enabling applications in broad areas.

  4. Automating Geospatial Visualizations with Smart Default Renderers for Data Exploration Web Applications

    Science.gov (United States)

    Ekenes, K.

    2017-12-01

    This presentation will outline the process of creating a web application for exploring large amounts of scientific geospatial data using modern automated cartographic techniques. Traditional cartographic methods, including data classification, may inadvertently hide geospatial and statistical patterns in the underlying data. This presentation demonstrates how to use smart web APIs that quickly analyze the data when it loads, and provides suggestions for the most appropriate visualizations based on the statistics of the data. Since there are just a few ways to visualize any given dataset well, it is imperative to provide smart default color schemes tailored to the dataset as opposed to static defaults. Since many users don't go beyond default values, it is imperative that they are provided with smart default visualizations. Multiple functions for automating visualizations are available in the Smart APIs, along with UI elements allowing users to create more than one visualization for a dataset since there isn't a single best way to visualize a given dataset. Since bivariate and multivariate visualizations are particularly difficult to create effectively, this automated approach removes the guesswork out of the process and provides a number of ways to generate multivariate visualizations for the same variables. This allows the user to choose which visualization is most appropriate for their presentation. The methods used in these APIs and the renderers generated by them are not available elsewhere. The presentation will show how statistics can be used as the basis for automating default visualizations of data along continuous ramps, creating more refined visualizations while revealing the spread and outliers of the data. Adding interactive components to instantaneously alter visualizations allows users to unearth spatial patterns previously unknown among one or more variables. These applications may focus on a single dataset that is frequently updated, or configurable

  5. Challenges and opportunities of modeling plasma–surface interactions in tungsten using high-performance computing

    Energy Technology Data Exchange (ETDEWEB)

    Wirth, Brian D., E-mail: bdwirth@utk.edu [Department of Nuclear Engineering, University of Tennessee, Knoxville, TN 37996 (United States); Nuclear Science and Engineering Directorate, Oak Ridge National Laboratory, Oak Ridge, TN (United States); Hammond, K.D. [Department of Nuclear Engineering, University of Tennessee, Knoxville, TN 37996 (United States); Krasheninnikov, S.I. [University of California, San Diego, La Jolla, CA (United States); Maroudas, D. [University of Massachusetts, Amherst, Amherst, MA 01003 (United States)

    2015-08-15

    The performance of plasma facing components (PFCs) is critical for ITER and future magnetic fusion reactors. The ITER divertor will be tungsten, which is the primary candidate material for future reactors. Recent experiments involving tungsten exposure to low-energy helium plasmas reveal significant surface modification, including the growth of nanometer-scale tendrils of “fuzz” and formation of nanometer-sized bubbles in the near-surface region. The large span of spatial and temporal scales governing plasma surface interactions are among the challenges to modeling divertor performance. Fortunately, recent innovations in computational modeling, increasingly powerful high-performance computers, and improved experimental characterization tools provide a path toward self-consistent, experimentally validated models of PFC and divertor performance. Recent advances in understanding tungsten–helium interactions are reviewed, including such processes as helium clustering, which serve as nuclei for gas bubbles; and trap mutation, dislocation loop punching and bubble bursting; which together initiate surface morphological modification.

  6. Challenges and opportunities of modeling plasma–surface interactions in tungsten using high-performance computing

    International Nuclear Information System (INIS)

    Wirth, Brian D.; Hammond, K.D.; Krasheninnikov, S.I.; Maroudas, D.

    2015-01-01

    The performance of plasma facing components (PFCs) is critical for ITER and future magnetic fusion reactors. The ITER divertor will be tungsten, which is the primary candidate material for future reactors. Recent experiments involving tungsten exposure to low-energy helium plasmas reveal significant surface modification, including the growth of nanometer-scale tendrils of “fuzz” and formation of nanometer-sized bubbles in the near-surface region. The large span of spatial and temporal scales governing plasma surface interactions are among the challenges to modeling divertor performance. Fortunately, recent innovations in computational modeling, increasingly powerful high-performance computers, and improved experimental characterization tools provide a path toward self-consistent, experimentally validated models of PFC and divertor performance. Recent advances in understanding tungsten–helium interactions are reviewed, including such processes as helium clustering, which serve as nuclei for gas bubbles; and trap mutation, dislocation loop punching and bubble bursting; which together initiate surface morphological modification

  7. FluoRender: An application of 2D image space methods for 3D and 4D confocal microscopy data visualization in neurobiology research

    KAUST Repository

    Wan, Yong; Otsuna, Hideo; Chien, Chi-Bin; Hansen, Charles

    2012-01-01

    2D image space methods are processing methods applied after the volumetric data are projected and rendered into the 2D image space, such as 2D filtering, tone mapping and compositing. In the application domain of volume visualization, most 2D image space methods can be carried out more efficiently than their 3D counterparts. Most importantly, 2D image space methods can be used to enhance volume visualization quality when applied together with volume rendering methods. In this paper, we present and discuss the applications of a series of 2D image space methods as enhancements to confocal microscopy visualizations, including 2D tone mapping, 2D compositing, and 2D color mapping. These methods are easily integrated with our existing confocal visualization tool, FluoRender, and the outcome is a full-featured visualization system that meets neurobiologists' demands for qualitative analysis of confocal microscopy data. © 2012 IEEE.

  8. FluoRender: An application of 2D image space methods for 3D and 4D confocal microscopy data visualization in neurobiology research

    KAUST Repository

    Wan, Yong

    2012-02-01

    2D image space methods are processing methods applied after the volumetric data are projected and rendered into the 2D image space, such as 2D filtering, tone mapping and compositing. In the application domain of volume visualization, most 2D image space methods can be carried out more efficiently than their 3D counterparts. Most importantly, 2D image space methods can be used to enhance volume visualization quality when applied together with volume rendering methods. In this paper, we present and discuss the applications of a series of 2D image space methods as enhancements to confocal microscopy visualizations, including 2D tone mapping, 2D compositing, and 2D color mapping. These methods are easily integrated with our existing confocal visualization tool, FluoRender, and the outcome is a full-featured visualization system that meets neurobiologists\\' demands for qualitative analysis of confocal microscopy data. © 2012 IEEE.

  9. Pulmonary nodules: sensitivity of maximum intensity projection versus that of volume rendering of 3D multidetector CT data

    NARCIS (Netherlands)

    Peloschek, Philipp; Sailer, Johannes; Weber, Michael; Herold, Christian J.; Prokop, Mathias; Schaefer-Prokop, Cornelia

    2007-01-01

    PURPOSE: To prospectively compare maximum intensity projection (MIP) and volume rendering (VR) of multidetector computed tomographic (CT) data for the detection of small intrapulmonary nodules. MATERIALS AND METHODS: This institutional review board-approved prospective study included 20 oncology

  10. Comparison of gesture and conventional interaction techniques for interventional neuroradiology.

    Science.gov (United States)

    Hettig, Julian; Saalfeld, Patrick; Luz, Maria; Becker, Mathias; Skalej, Martin; Hansen, Christian

    2017-09-01

    Interaction with radiological image data and volume renderings within a sterile environment is a challenging task. Clinically established methods such as joystick control and task delegation can be time-consuming and error-prone and interrupt the workflow. New touchless input modalities may have the potential to overcome these limitations, but their value compared to established methods is unclear. We present a comparative evaluation to analyze the value of two gesture input modalities (Myo Gesture Control Armband and Leap Motion Controller) versus two clinically established methods (task delegation and joystick control). A user study was conducted with ten experienced radiologists by simulating a diagnostic neuroradiological vascular treatment with two frequently used interaction tasks in an experimental operating room. The input modalities were assessed using task completion time, perceived task difficulty, and subjective workload. Overall, the clinically established method of task delegation performed best under the study conditions. In general, gesture control failed to exceed the clinical input approach. However, the Myo Gesture Control Armband showed a potential for simple image selection task. Novel input modalities have the potential to take over single tasks more efficiently than clinically established methods. The results of our user study show the relevance of task characteristics such as task complexity on performance with specific input modalities. Accordingly, future work should consider task characteristics to provide a useful gesture interface for a specific use case instead of an all-in-one solution.

  11. Towards an e-Model for the enhancement of service rendering by SMMEs supporting agencies in South Africa

    CSIR Research Space (South Africa)

    Ngassam, EK

    2009-05-01

    Full Text Available of the existing model to an e-model may lead to an effective and efficient service delivery, which in turn could positively impact on SMMEs operational objectives. The proposed e-model forms the basis for the enhancement of the quality of service rendered...

  12. Post-processing methods of rendering and visualizing 3-D reconstructed tomographic images

    Energy Technology Data Exchange (ETDEWEB)

    Wong, S.T.C. [Univ. of California, San Francisco, CA (United States)

    1997-02-01

    The purpose of this presentation is to discuss the computer processing techniques of tomographic images, after they have been generated by imaging scanners, for volume visualization. Volume visualization is concerned with the representation, manipulation, and rendering of volumetric data. Since the first digital images were produced from computed tomography (CT) scanners in the mid 1970s, applications of visualization in medicine have expanded dramatically. Today, three-dimensional (3D) medical visualization has expanded from using CT data, the first inherently digital source of 3D medical data, to using data from various medical imaging modalities, including magnetic resonance scanners, positron emission scanners, digital ultrasound, electronic and confocal microscopy, and other medical imaging modalities. We have advanced from rendering anatomy to aid diagnosis and visualize complex anatomic structures to planning and assisting surgery and radiation treatment. New, more accurate and cost-effective procedures for clinical services and biomedical research have become possible by integrating computer graphics technology with medical images. This trend is particularly noticeable in current market-driven health care environment. For example, interventional imaging, image-guided surgery, and stereotactic and visualization techniques are now stemming into surgical practice. In this presentation, we discuss only computer-display-based approaches of volumetric medical visualization. That is, we assume that the display device available is two-dimensional (2D) in nature and all analysis of multidimensional image data is to be carried out via the 2D screen of the device. There are technologies such as holography and virtual reality that do provide a {open_quotes}true 3D screen{close_quotes}. To confine the scope, this presentation will not discuss such approaches.

  13. Post-processing methods of rendering and visualizing 3-D reconstructed tomographic images

    International Nuclear Information System (INIS)

    Wong, S.T.C.

    1997-01-01

    The purpose of this presentation is to discuss the computer processing techniques of tomographic images, after they have been generated by imaging scanners, for volume visualization. Volume visualization is concerned with the representation, manipulation, and rendering of volumetric data. Since the first digital images were produced from computed tomography (CT) scanners in the mid 1970s, applications of visualization in medicine have expanded dramatically. Today, three-dimensional (3D) medical visualization has expanded from using CT data, the first inherently digital source of 3D medical data, to using data from various medical imaging modalities, including magnetic resonance scanners, positron emission scanners, digital ultrasound, electronic and confocal microscopy, and other medical imaging modalities. We have advanced from rendering anatomy to aid diagnosis and visualize complex anatomic structures to planning and assisting surgery and radiation treatment. New, more accurate and cost-effective procedures for clinical services and biomedical research have become possible by integrating computer graphics technology with medical images. This trend is particularly noticeable in current market-driven health care environment. For example, interventional imaging, image-guided surgery, and stereotactic and visualization techniques are now stemming into surgical practice. In this presentation, we discuss only computer-display-based approaches of volumetric medical visualization. That is, we assume that the display device available is two-dimensional (2D) in nature and all analysis of multidimensional image data is to be carried out via the 2D screen of the device. There are technologies such as holography and virtual reality that do provide a open-quotes true 3D screenclose quotes. To confine the scope, this presentation will not discuss such approaches

  14. Employing WebGL to develop interactive stereoscopic 3D content for use in biomedical visualization

    Science.gov (United States)

    Johnston, Semay; Renambot, Luc; Sauter, Daniel

    2013-03-01

    Web Graphics Library (WebGL), the forthcoming web standard for rendering native 3D graphics in a browser, represents an important addition to the biomedical visualization toolset. It is projected to become a mainstream method of delivering 3D online content due to shrinking support for third-party plug-ins. Additionally, it provides a virtual reality (VR) experience to web users accommodated by the growing availability of stereoscopic displays (3D TV, desktop, and mobile). WebGL's value in biomedical visualization has been demonstrated by applications for interactive anatomical models, chemical and molecular visualization, and web-based volume rendering. However, a lack of instructional literature specific to the field prevents many from utilizing this technology. This project defines a WebGL design methodology for a target audience of biomedical artists with a basic understanding of web languages and 3D graphics. The methodology was informed by the development of an interactive web application depicting the anatomy and various pathologies of the human eye. The application supports several modes of stereoscopic displays for a better understanding of 3D anatomical structures.

  15. Early Prostate Cancer: Hedonic Prices Model of Provider-Patient Interactions and Decisions

    International Nuclear Information System (INIS)

    Jani, Ashesh B.; Hellman, Samuel

    2008-01-01

    Purpose: To determine the relative influence of treatment features and treatment availabilities on final treatment decisions in early prostate cancer. Methods and Materials: We describe and apply a model, based on hedonic prices, to understand provider-patient interactions in prostate cancer. This model included four treatments (observation, external beam radiotherapy, brachytherapy, and prostatectomy) and five treatment features (one efficacy and four treatment complication features). We performed a literature search to estimate (1) the intersections of the 'bid' functions and 'offer' functions with the price function along different treatment feature axes, and (2) the treatments actually rendered in different patient subgroups based on age. We performed regressions to determine the relative weight of each feature in the overall interaction and the relative availability of each treatment modality to explain differences between observed vs. predicted use of different modalities in different patient subpopulations. Results: Treatment efficacy and potency preservation are the major factors influencing decisions for young patients, whereas preservation of urinary and rectal function is much more important for very elderly patients. Referral patterns seem to be responsible for most of the deviations of observed use of different treatments from those predicted by idealized provider-patient interactions. Specifically, prostatectomy is used far more commonly in young patients and radiotherapy and observation used far more commonly in elderly patients than predicted by a uniform referral pattern. Conclusions: The hedonic prices approach facilitated identifying the relative importance of treatment features and quantification of the impact of the prevailing referral pattern on prostate cancer treatment decisions

  16. Rendering Intelligence at Physical Layer for Smart Addressing and Multiple Access

    DEFF Research Database (Denmark)

    Sanyal, Rajarshi; Prasad, Ramjee; Cianca, Ernestina

    2010-01-01

    addressing of a node. For a typical closed user group type of network, we propose a multiple access mechanism and network topology which will not only eliminate the need of intelligent core network equipments in the network area , but to use this intelligent physical layer to directly reach any node over......The primary objective of this work is to propose a technique of wireless communication, where we render intelligence to the physical layer. We aim to realize a physical layer that can take part in some processes which is otherwise confined to higher layer signalling activities, like for example...... the fundamentals behind the proposed multiple access scheme and draws out the benefits compared to the existing multiple access processes based on cellular approach....

  17. Scene reassembly after multimodal digitization and pipeline evaluation using photorealistic rendering

    DEFF Research Database (Denmark)

    Stets, Jonathan Dyssel; Dal Corso, Alessandro; Nielsen, Jannik Boll

    2017-01-01

    of the lighting environment. This enables pixelwise comparison of photographs of the real scene with renderings of the digital version of the scene. Such quantitative evaluation is useful for verifying acquired material appearance and reconstructed surface geometry, which is an important aspect of digital content......Transparent objects require acquisition modalities that are very different from the ones used for objects with more diffuse reflectance properties. Digitizing a scene where objects must be acquired with different modalities requires scene reassembly after reconstruction of the object surfaces....... This reassembly of a scene that was picked apart for scanning seems unexplored. We contribute with a multimodal digitization pipeline for scenes that require this step of reassembly. Our pipeline includes measurement of bidirectional reflectance distribution functions and high dynamic range imaging...

  18. Interactive visual exploration and analysis of origin-destination data

    Science.gov (United States)

    Ding, Linfang; Meng, Liqiu; Yang, Jian; Krisp, Jukka M.

    2018-05-01

    In this paper, we propose a visual analytics approach for the exploration of spatiotemporal interaction patterns of massive origin-destination data. Firstly, we visually query the movement database for data at certain time windows. Secondly, we conduct interactive clustering to allow the users to select input variables/features (e.g., origins, destinations, distance, and duration) and to adjust clustering parameters (e.g. distance threshold). The agglomerative hierarchical clustering method is applied for the multivariate clustering of the origin-destination data. Thirdly, we design a parallel coordinates plot for visualizing the precomputed clusters and for further exploration of interesting clusters. Finally, we propose a gradient line rendering technique to show the spatial and directional distribution of origin-destination clusters on a map view. We implement the visual analytics approach in a web-based interactive environment and apply it to real-world floating car data from Shanghai. The experiment results show the origin/destination hotspots and their spatial interaction patterns. They also demonstrate the effectiveness of our proposed approach.

  19. Interactive Data Exploration for High-Performance Fluid Flow Computations through Porous Media

    KAUST Repository

    Perovic, Nevena

    2014-09-01

    © 2014 IEEE. Huge data advent in high-performance computing (HPC) applications such as fluid flow simulations usually hinders the interactive processing and exploration of simulation results. Such an interactive data exploration not only allows scientiest to \\'play\\' with their data but also to visualise huge (distributed) data sets in both an efficient and easy way. Therefore, we propose an HPC data exploration service based on a sliding window concept, that enables researches to access remote data (available on a supercomputer or cluster) during simulation runtime without exceeding any bandwidth limitations between the HPC back-end and the user front-end.

  20. Interactions Between Channel Topography and Hydrokinetic Turbines: Sediment Transport, Turbine Performance, and Wake Characteristics

    Science.gov (United States)

    Hill, Craig Steven

    Accelerating marine hydrokinetic (MHK) renewable energy development towards commercial viability requires investigating interactions between the engineered environment and its surrounding physical and biological environments. Complex and energetic hydrodynamic and morphodynamic environments desired for such energy conversion installations present difficulties for designing efficient yet robust sustainable devices, while permitting agency uncertainties regarding MHK device environmental interactions result in lengthy and costly processes prior to installing and demonstrating emerging technologies. A research program at St. Anthony Falls Laboratory (SAFL), University of Minnesota, utilized multi-scale physical experiments to study the interactions between axial-flow hydrokinetic turbines, turbulent open channel flow, sediment transport, turbulent turbine wakes, and complex hydro-morphodynamic processes in channels. Model axial-flow current-driven three-bladed turbines (rotor diameters, dT = 0.15m and 0.5m) were installed in open channel flumes with both erodible and non-erodible substrates. Device-induced local scour was monitored over several hydraulic conditions and material sizes. Synchronous velocity, bed elevation and turbine performance measurements provide an indication into the effect channel topography has on device performance. Complimentary experiments were performed in a realistic meandering outdoor research channel with active sediment transport to investigate device interactions with bedform migration and secondary turbulent flow patterns in asymmetric channel environments. The suite of experiments undertaken during this research program at SAFL in multiple channels with stationary and mobile substrates under a variety of turbine configurations provides an in-depth investigation into how axial-flow hydrokinetic devices respond to turbulent channel flow and topographic complexity, and how they impact local and far-field sediment transport characteristics

  1. Interactive browsing of 3D environment over the Internet

    Science.gov (United States)

    Zhang, Cha; Li, Jin

    2000-12-01

    In this paper, we describe a system for wandering in a realistic environment over the Internet. The environment is captured by the concentric mosaic, compressed via the reference block coder (RBC), and accessed and delivered over the Internet through the virtual media (Vmedia) access protocol. Capturing the environment through the concentric mosaic is easy. We mount a camera at the end of a level beam, and shoot images as the beam rotates. The huge dataset of the concentric mosaic is then compressed through the RBC, which is specifically designed for both high compression efficiency and just-in-time (JIT) rendering. Through the JIT rendering function, only a portion of the RBC bitstream is accessed, decoded and rendered for each virtual view. A multimedia communication protocol -- the Vmedia protocol, is then proposed to deliver the compressed concentric mosaic data over the Internet. Only the bitstream segments corresponding to the current view are streamed over the Internet. Moreover, the delivered bitstream segments are managed by a local Vmedia cache so that frequently used bitstream segments need not be streamed over the Internet repeatedly, and the Vmedia is able to handle a RBC bitstream larger than its memory capacity. A Vmedia concentric mosaic interactive browser is developed where the user can freely wander in a realistic environment, e.g., rotate around, walk forward/backward and sidestep, even under a tight bandwidth of 33.6 kbps.

  2. Using rare earth doped thiosilicate phosphors in white light emitting LEDs: Towards low colour temperature and high colour rendering

    International Nuclear Information System (INIS)

    Smet, P.F.; Korthout, K.; Haecke, J.E. van; Poelman, D.

    2008-01-01

    Rare earth doped thiosilicates are promising materials for use in phosphor converted light emitting diodes (pcLEDs). These phosphors (including the hosts Ca 2 SiS 4 , BaSi 2 S 5 and Ba 2 SiS 4 in combination with Ce 3+ and/or Eu 2+ doping) cover the entire visible part of the spectrum, as the emission colour can be changed from deep blue to red. The photoluminescence emission spectrum and the overlap of the excitation spectrum with the emission of pumping LEDs is evaluated. The trade-off between high colour rendering and high electrical-to-optical power efficiency is discussed by simulation with both blue and UV emitting LEDs. Finally, a phosphor combination with low colour temperature (3000 K) and high colour rendering (CRI = 93) is proposed

  3. Segmentation, surface rendering, and surface simplification of 3-D skull images for the repair of a large skull defect

    Science.gov (United States)

    Wan, Weibing; Shi, Pengfei; Li, Shuguang

    2009-10-01

    Given the potential demonstrated by research into bone-tissue engineering, the use of medical image data for the rapid prototyping (RP) of scaffolds is a subject worthy of research. Computer-aided design and manufacture and medical imaging have created new possibilities for RP. Accurate and efficient design and fabrication of anatomic models is critical to these applications. We explore the application of RP computational methods to the repair of a pediatric skull defect. The focus of this study is the segmentation of the defect region seen in computerized tomography (CT) slice images of this patient's skull and the three-dimensional (3-D) surface rendering of the patient's CT-scan data. We see if our segmentation and surface rendering software can improve the generation of an implant model to fill a skull defect.

  4. High performance graphics processors for medical imaging applications

    International Nuclear Information System (INIS)

    Goldwasser, S.M.; Reynolds, R.A.; Talton, D.A.; Walsh, E.S.

    1989-01-01

    This paper describes a family of high- performance graphics processors with special hardware for interactive visualization of 3D human anatomy. The basic architecture expands to multiple parallel processors, each processor using pipelined arithmetic and logical units for high-speed rendering of Computed Tomography (CT), Magnetic Resonance (MR) and Positron Emission Tomography (PET) data. User-selectable display alternatives include multiple 2D axial slices, reformatted images in sagittal or coronal planes and shaded 3D views. Special facilities support applications requiring color-coded display of multiple datasets (such as radiation therapy planning), or dynamic replay of time- varying volumetric data (such as cine-CT or gated MR studies of the beating heart). The current implementation is a single processor system which generates reformatted images in true real time (30 frames per second), and shaded 3D views in a few seconds per frame. It accepts full scale medical datasets in their native formats, so that minimal preprocessing delay exists between data acquisition and display

  5. COMPARISON OF USER PERFORMANCE WITH INTERACTIVE AND STATIC 3D VISUALIZATION – PILOT STUDY

    Directory of Open Access Journals (Sweden)

    L. Herman

    2016-06-01

    Full Text Available Interactive 3D visualizations of spatial data are currently available and popular through various applications such as Google Earth, ArcScene, etc. Several scientific studies have focused on user performance with 3D visualization, but static perspective views are used as stimuli in most of the studies. The main objective of this paper is to try to identify potential differences in user performance with static perspective views and interactive visualizations. This research is an exploratory study. An experiment was designed as a between-subject study and a customized testing tool based on open web technologies was used for the experiment. The testing set consists of an initial questionnaire, a training task and four experimental tasks. Selection of the highest point and determination of visibility from the top of a mountain were used as the experimental tasks. Speed and accuracy of each task performance of participants were recorded. The movement and actions in the virtual environment were also recorded within the interactive variant. The results show that participants deal with the tasks faster when using static visualization. The average error rate was also higher in the static variant. The findings from this pilot study will be used for further testing, especially for formulating of hypotheses and designing of subsequent experiments.

  6. The Influence of Anxiety and Quality of Interaction on Collaborative Test Performance

    Science.gov (United States)

    Pandey, Carol; Kapitanoff, Susan

    2011-01-01

    This research investigated the relationships among test performance, anxiety, and the quality of interaction during collaborative testing of college students. It also explored which students are most likely to benefit from collaborative testing. It was randomly determined whether a student would take each of six examinations alone or with a…

  7. Adaptive statistical iterative reconstruction for volume-rendered computed tomography portovenography. Improvement of image quality

    International Nuclear Information System (INIS)

    Matsuda, Izuru; Hanaoka, Shohei; Akahane, Masaaki

    2010-01-01

    Adaptive statistical iterative reconstruction (ASIR) is a reconstruction technique for computed tomography (CT) that reduces image noise. The purpose of our study was to investigate whether ASIR improves the quality of volume-rendered (VR) CT portovenography. Institutional review board approval, with waived consent, was obtained. A total of 19 patients (12 men, 7 women; mean age 69.0 years; range 25-82 years) suspected of having liver lesions underwent three-phase enhanced CT. VR image sets were prepared with both the conventional method and ASIR. The required time to make VR images was recorded. Two radiologists performed independent qualitative evaluations of the image sets. The Wilcoxon signed-rank test was used for statistical analysis. Contrast-noise ratios (CNRs) of the portal and hepatic vein were also evaluated. Overall image quality was significantly improved by ASIR (P<0.0001 and P=0.0155 for each radiologist). ASIR enhanced CNRs of the portal and hepatic vein significantly (P<0.0001). The time required to create VR images was significantly shorter with ASIR (84.7 vs. 117.1 s; P=0.014). ASIR enhances CNRs and improves image quality in VR CT portovenography. It also shortens the time required to create liver VR CT portovenographs. (author)

  8. CT-guided Irreversible Electroporation in an Acute Porcine Liver Model: Effect of Previous Transarterial Iodized Oil Tissue Marking on Technical Parameters, 3D Computed Tomographic Rendering of the Electroporation Zone, and Histopathology

    International Nuclear Information System (INIS)

    Sommer, C. M.; Fritz, S.; Vollherbst, D.; Zelzer, S.; Wachter, M. F.; Bellemann, N.; Gockner, T.; Mokry, T.; Schmitz, A.; Aulmann, S.; Stampfl, U.; Pereira, P.; Kauczor, H. U.; Werner, J.; Radeleff, B. A.

    2015-01-01

    PurposeTo evaluate the effect of previous transarterial iodized oil tissue marking (ITM) on technical parameters, three-dimensional (3D) computed tomographic (CT) rendering of the electroporation zone, and histopathology after CT-guided irreversible electroporation (IRE) in an acute porcine liver model as a potential strategy to improve IRE performance.MethodsAfter Ethics Committee approval was obtained, in five landrace pigs, two IREs of the right and left liver (RL and LL) were performed under CT guidance with identical electroporation parameters. Before IRE, transarterial marking of the LL was performed with iodized oil. Nonenhanced and contrast-enhanced CT examinations followed. One hour after IRE, animals were killed and livers collected. Mean resulting voltage and amperage during IRE were assessed. For 3D CT rendering of the electroporation zone, parameters for size and shape were analyzed. Quantitative data were compared by the Mann–Whitney test. Histopathological differences were assessed.ResultsMean resulting voltage and amperage were 2,545.3 ± 66.0 V and 26.1 ± 1.8 A for RL, and 2,537.3 ± 69.0 V and 27.7 ± 1.8 A for LL without significant differences. Short axis, volume, and sphericity index were 16.5 ± 4.4 mm, 8.6 ± 3.2 cm 3 , and 1.7 ± 0.3 for RL, and 18.2 ± 3.4 mm, 9.8 ± 3.8 cm 3 , and 1.7 ± 0.3 for LL without significant differences. For RL and LL, the electroporation zone consisted of severely widened hepatic sinusoids containing erythrocytes and showed homogeneous apoptosis. For LL, iodized oil could be detected in the center and at the rim of the electroporation zone.ConclusionThere is no adverse effect of previous ITM on technical parameters, 3D CT rendering of the electroporation zone, and histopathology after CT-guided IRE of the liver

  9. CT-guided Irreversible Electroporation in an Acute Porcine Liver Model: Effect of Previous Transarterial Iodized Oil Tissue Marking on Technical Parameters, 3D Computed Tomographic Rendering of the Electroporation Zone, and Histopathology

    Energy Technology Data Exchange (ETDEWEB)

    Sommer, C. M., E-mail: christof.sommer@med.uni-heidelberg.de [University Hospital Heidelberg, Department of Diagnostic and Interventional Radiology (Germany); Fritz, S., E-mail: stefan.fritz@med.uni-heidelberg.de [University Hospital Heidelberg, Department of General Visceral and Transplantation Surgery (Germany); Vollherbst, D., E-mail: dominikvollherbst@web.de [University Hospital Heidelberg, Department of Diagnostic and Interventional Radiology (Germany); Zelzer, S., E-mail: s.zelzer@dkfz-heidelberg.de [German Cancer Research Center (dkfz), Medical and Biological Informatics (Germany); Wachter, M. F., E-mail: fredericwachter@googlemail.com; Bellemann, N., E-mail: nadine.bellemann@med.uni-heidelberg.de; Gockner, T., E-mail: theresa.gockner@med.uni-heidelberg.de; Mokry, T., E-mail: theresa.mokry@med.uni-heidelberg.de; Schmitz, A., E-mail: anne.schmitz@med.uni-heidelberg.de [University Hospital Heidelberg, Department of Diagnostic and Interventional Radiology (Germany); Aulmann, S., E-mail: sebastian.aulmann@mail.com [University Hospital Heidelberg, Department of General Pathology (Germany); Stampfl, U., E-mail: ulrike.stampfl@med.uni-heidelberg.de [University Hospital Heidelberg, Department of Diagnostic and Interventional Radiology (Germany); Pereira, P., E-mail: philippe.pereira@slk-kliniken.de [SLK Kliniken Heilbronn GmbH, Clinic for Radiology, Minimally-invasive Therapies and Nuclear Medicine (Germany); Kauczor, H. U., E-mail: hu.kauczor@med.uni-heidelberg.de [University Hospital Heidelberg, Department of Diagnostic and Interventional Radiology (Germany); Werner, J., E-mail: jens.werner@med.uni-heidelberg.de [University Hospital Heidelberg, Department of General Visceral and Transplantation Surgery (Germany); Radeleff, B. A., E-mail: boris.radeleff@med.uni-heidelberg.de [University Hospital Heidelberg, Department of Diagnostic and Interventional Radiology (Germany)

    2015-02-15

    PurposeTo evaluate the effect of previous transarterial iodized oil tissue marking (ITM) on technical parameters, three-dimensional (3D) computed tomographic (CT) rendering of the electroporation zone, and histopathology after CT-guided irreversible electroporation (IRE) in an acute porcine liver model as a potential strategy to improve IRE performance.MethodsAfter Ethics Committee approval was obtained, in five landrace pigs, two IREs of the right and left liver (RL and LL) were performed under CT guidance with identical electroporation parameters. Before IRE, transarterial marking of the LL was performed with iodized oil. Nonenhanced and contrast-enhanced CT examinations followed. One hour after IRE, animals were killed and livers collected. Mean resulting voltage and amperage during IRE were assessed. For 3D CT rendering of the electroporation zone, parameters for size and shape were analyzed. Quantitative data were compared by the Mann–Whitney test. Histopathological differences were assessed.ResultsMean resulting voltage and amperage were 2,545.3 ± 66.0 V and 26.1 ± 1.8 A for RL, and 2,537.3 ± 69.0 V and 27.7 ± 1.8 A for LL without significant differences. Short axis, volume, and sphericity index were 16.5 ± 4.4 mm, 8.6 ± 3.2 cm{sup 3}, and 1.7 ± 0.3 for RL, and 18.2 ± 3.4 mm, 9.8 ± 3.8 cm{sup 3}, and 1.7 ± 0.3 for LL without significant differences. For RL and LL, the electroporation zone consisted of severely widened hepatic sinusoids containing erythrocytes and showed homogeneous apoptosis. For LL, iodized oil could be detected in the center and at the rim of the electroporation zone.ConclusionThere is no adverse effect of previous ITM on technical parameters, 3D CT rendering of the electroporation zone, and histopathology after CT-guided IRE of the liver.

  10. Reconfigurable microfluidic hanging drop network for multi-tissue interaction and analysis.

    Science.gov (United States)

    Frey, Olivier; Misun, Patrick M; Fluri, David A; Hengstler, Jan G; Hierlemann, Andreas

    2014-06-30

    Integration of multiple three-dimensional microtissues into microfluidic networks enables new insights in how different organs or tissues of an organism interact. Here, we present a platform that extends the hanging-drop technology, used for multi-cellular spheroid formation, to multifunctional complex microfluidic networks. Engineered as completely open, 'hanging' microfluidic system at the bottom of a substrate, the platform features high flexibility in microtissue arrangements and interconnections, while fabrication is simple and operation robust. Multiple spheroids of different cell types are formed in parallel on the same platform; the different tissues are then connected in physiological order for multi-tissue experiments through reconfiguration of the fluidic network. Liquid flow is precisely controlled through the hanging drops, which enable nutrient supply, substance dosage and inter-organ metabolic communication. The possibility to perform parallelized microtissue formation on the same chip that is subsequently used for complex multi-tissue experiments renders the developed platform a promising technology for 'body-on-a-chip'-related research.

  11. Curved reconstructions versus three-dimensional surface rendering in the demonstration of cortical lesions in patients with extratemporal epilepsy

    NARCIS (Netherlands)

    Meiners, LC; Scheffers, JM; De Kort, GAP; Burger, H; Van Huffelen, AC; Van Rijen, PC; Van Veelen, CWM

    RATIONALE AND OBJECTIVES. TO compare the visibility and localization of extratemporal cortical lesions in extratemporal epilepsy by using curved reconstruction (CR) and three-dimensional surface rendering (3D SR) of 3D-acquired MR images and to study the degree of confidence with which localizations

  12. MRI of the labyrinth with volume rendering for cochlear implants candidates

    International Nuclear Information System (INIS)

    Sakata, Motomichi; Harada, Kuniaki; Shirase, Ryuji; Suzuki, Junpei; Nagahama, Hiroshi

    2009-01-01

    We demonstrated three-dimensional models of the labyrinth by volume rendering (VR) in preoperative assessment for cochlear implantation. MRI data sets were acquired in selected subjects using three-dimensional-fast spin echo sequences (3D-FSE). We produced the three-dimensional models of the labyrinth from axial heavily T2-weighted images. The three-dimensional models distinguished the scala tympani and scala vestibuli and provided multidirectional images. The optimal threshold three-dimensional models clearly showed the focal region of signal loss in the cochlear turns (47.1%) and the presence of inner ear anomalies (17.3%) in our series of patients. This study was concluded that these three-dimensional models by VR provide the oto-surgeon with precise, detailed, and easily interpreted information about the cochlear turns for cochlear implants candidates. (author)

  13. Interaction Problems Accessing E-Learning Environments in Multi-Touch Mobile Devices: A Case Study in TelEduc

    Science.gov (United States)

    da Silva, André Constantino; Freire, Fernanda Maria Pereira; de Arruda, Alan Victor Pereira; da Rocha, Heloísa Vieira

    2013-01-01

    e-Learning environments offer content, such text, audio, video, animations, using the Web infrastructure and they are designed to users interacting with keyboard, mouse and a medium-sized screen. Mobile devices, such as smartphones and tablets, have enough computation power to render Web pages, allowing browsing the Internet and access e-Learning…

  14. A High Performance Block Eigensolver for Nuclear Configuration Interaction Calculations

    International Nuclear Information System (INIS)

    Aktulga, Hasan Metin; Afibuzzaman, Md.; Williams, Samuel; Buluc, Aydin; Shao, Meiyue

    2017-01-01

    As on-node parallelism increases and the performance gap between the processor and the memory system widens, achieving high performance in large-scale scientific applications requires an architecture-aware design of algorithms and solvers. We focus on the eigenvalue problem arising in nuclear Configuration Interaction (CI) calculations, where a few extreme eigenpairs of a sparse symmetric matrix are needed. Here, we consider a block iterative eigensolver whose main computational kernels are the multiplication of a sparse matrix with multiple vectors (SpMM), and tall-skinny matrix operations. We then present techniques to significantly improve the SpMM and the transpose operation SpMM T by using the compressed sparse blocks (CSB) format. We achieve 3-4× speedup on the requisite operations over good implementations with the commonly used compressed sparse row (CSR) format. We develop a performance model that allows us to correctly estimate the performance of our SpMM kernel implementations, and we identify cache bandwidth as a potential performance bottleneck beyond DRAM. We also analyze and optimize the performance of LOBPCG kernels (inner product and linear combinations on multiple vectors) and show up to 15× speedup over using high performance BLAS libraries for these operations. The resulting high performance LOBPCG solver achieves 1.4× to 1.8× speedup over the existing Lanczos solver on a series of CI computations on high-end multicore architectures (Intel Xeons). We also analyze the performance of our techniques on an Intel Xeon Phi Knights Corner (KNC) processor.

  15. From Mouth to Hand: Obstacles in Rendering Verbal Events Faithfully into Standard Orthography. The Classroom Interaction Project Series.

    Science.gov (United States)

    Hays, Harriet Nutt

    This paper reports the initial phase of a series of experiments conducted on a large number of videotapes made for the purpose of analyzing public-school classroom interaction. The experiments originally aimed to preduct the most reliable, efficient and economic way of producing transcriptions which are sufficiently representative of the verbal…

  16. Cactus and Visapult: A case study of ultra-high performance distributed visualization using connectionless protocols

    Energy Technology Data Exchange (ETDEWEB)

    Shalf, John; Bethel, E. Wes

    2002-05-07

    This past decade has seen rapid growth in the size, resolution, and complexity of Grand Challenge simulation codes. Many such problems still require interactive visualization tools to make sense of multi-terabyte data stores. Visapult is a parallel volume rendering tool that employs distributed components, latency tolerant algorithms, and high performance network I/O for effective remote visualization of massive datasets. In this paper we discuss using connectionless protocols to accelerate Visapult network I/O and interfacing Visapult to the Cactus General Relativity code to enable scalable remote monitoring and steering capabilities. With these modifications, network utilization has moved from 25 percent of line-rate using tuned multi-streamed TCP to sustaining 88 percent of line rate using the new UDP-based transport protocol.

  17. Effects of reward and punishment on task performance, mood and autonomic nervous function, and the interaction with personality.

    Science.gov (United States)

    Sakuragi, Sokichi; Sugiyama, Yoshiki

    2009-06-01

    The effects of reward and punishment are different, and there are individual differences in sensitivity to reward and punishment. The purpose of this study was to investigate the effects of reward and punishment on task performance, mood, and autonomic nervous function, along with the interaction with personality. Twenty-one healthy female subjects volunteered for the experiment. The task performance was evaluated by required time and total errors while performing a Wisconsin Card Sorting Test. We assessed their personalities using the Minnesota Multiphasic Personality Inventory (MMPI) questionnaire, and mood states by a profile of mood states. Autonomic nervous function was estimated by a spectral analysis of heart rate variability, baroreflex sensitivity, and blood pressure. Repeated measures analysis of variance (ANOVA) revealed significant interaction of condition x time course on mood and autonomic nervous activity, which would indicate a less stressed state under the rewarding condition, but revealed no significant interaction of condition x time course on the task performance. The interactions with personality were further analyzed by repeated measures ANOVA applying the clinical scales of MMPI as independent variables, and significant interactions of condition x time course x Pt (psychasthenia) on task performance, mood, and blood pressure, were revealed. That is, the high Pt group, whose members tend to be sensitive and prone to worry, showed gradual improvement of task performance under the punishing situation with slight increase in systolic blood pressure, while showed no improvement under the rewarding situation with fatigue sense attenuation. In contrast, the low Pt group, whose members tend to be adaptive and self-confident, showed gradual improvement under the rewarding situation. Therefore, we should carefully choose the strategy of reward or punishment, considering the interaction with personality as well as the context in which it is given.

  18. Ego Depletion Does Not Interfere With Working Memory Performance.

    Science.gov (United States)

    Singh, Ranjit K; Göritz, Anja S

    2018-01-01

    Ego depletion happens if exerting self-control reduces a person's capacity to subsequently control themselves. Previous research has suggested that ego depletion not only interferes with subsequent self-control but also with working memory. However, recent meta-analytical evidence casts doubt onto this. The present study tackles the question if ego depletion does interfere with working memory performance. We induced ego depletion in two ways: using an e-crossing task and using a Stroop task. We then measured working memory performance using the letter-number sequencing task. There was no evidence of ego depletion interfering with working memory performance. Several aspects of our study render this null finding highly robust. We had a large and heterogeneous sample of N = 1,385, which provided sufficient power. We deployed established depletion tasks from two task families (e-crossing task and Stroop), thus making it less likely that the null finding is due to a specific depletion paradigm. We derived several performance scores from the working memory task and ran different analyses to maximize the chances of finding an effect. Lastly, we controlled for two potential moderators, the implicit theories about willpower and dispositional self-control capacity, to ensure that a possible effect on working memory is not obscured by an interaction effect. In sum, this experiment strengthens the position that ego depletion works but does not affect working memory performance.

  19. Interactive segmentation techniques algorithms and performance evaluation

    CERN Document Server

    He, Jia; Kuo, C-C Jay

    2013-01-01

    This book focuses on interactive segmentation techniques, which have been extensively studied in recent decades. Interactive segmentation emphasizes clear extraction of objects of interest, whose locations are roughly indicated by human interactions based on high level perception. This book will first introduce classic graph-cut segmentation algorithms and then discuss state-of-the-art techniques, including graph matching methods, region merging and label propagation, clustering methods, and segmentation methods based on edge detection. A comparative analysis of these methods will be provided

  20. A hardware and software architecture to deal with multimodal and collaborative interactions in multiuser virtual reality environments

    Science.gov (United States)

    Martin, P.; Tseu, A.; Férey, N.; Touraine, D.; Bourdot, P.

    2014-02-01

    Most advanced immersive devices provide collaborative environment within several users have their distinct head-tracked stereoscopic point of view. Combining with common used interactive features such as voice and gesture recognition, 3D mouse, haptic feedback, and spatialized audio rendering, these environments should faithfully reproduce a real context. However, even if many studies have been carried out on multimodal systems, we are far to definitively solve the issue of multimodal fusion, which consists in merging multimodal events coming from users and devices, into interpretable commands performed by the application. Multimodality and collaboration was often studied separately, despite of the fact that these two aspects share interesting similarities. We discuss how we address this problem, thought the design and implementation of a supervisor that is able to deal with both multimodal fusion and collaborative aspects. The aim of this supervisor is to ensure the merge of user's input from virtual reality devices in order to control immersive multi-user applications. We deal with this problem according to a practical point of view, because the main requirements of this supervisor was defined according to a industrial task proposed by our automotive partner, that as to be performed with multimodal and collaborative interactions in a co-located multi-user environment. In this task, two co-located workers of a virtual assembly chain has to cooperate to insert a seat into the bodywork of a car, using haptic devices to feel collision and to manipulate objects, combining speech recognition and two hands gesture recognition as multimodal instructions. Besides the architectural aspect of this supervisor, we described how we ensure the modularity of our solution that could apply on different virtual reality platforms, interactive contexts and virtual contents. A virtual context observer included in this supervisor in was especially designed to be independent to the

  1. Seating Arrangement, Group Composition and Competition-driven Interaction: Effects on Students' Performance in Physics

    International Nuclear Information System (INIS)

    Roxas, R. M.; Monterola, C.; Carreon-Monterola, S. L.

    2010-01-01

    We probe the effect of seating arrangement, group composition and group-based competition on students' performance in Physics using a teaching technique adopted from Mazur's peer instruction method. Ninety eight lectures, involving 2339 students, were conducted across nine learning institutions from February 2006 to June 2009. All the lectures were interspersed with student interaction opportunities (SIO), in which students work in groups to discuss and answer concept tests. Two individual assessments were administered before and after the SIO. The ratio of the post-assessment score to the pre-assessment score and the Hake factor were calculated to establish the improvement in student performance. Using actual assessment results and neural network (NN) modeling, an optimal seating arrangement for a class was determined based on student seating location. The NN model also provided a quantifiable method for sectioning students. Lastly, the study revealed that competition-driven interactions increase within-group cooperation and lead to higher improvement on the students' performance.

  2. Interactive physically-based sound simulation

    Science.gov (United States)

    Raghuvanshi, Nikunj

    The realization of interactive, immersive virtual worlds requires the ability to present a realistic audio experience that convincingly compliments their visual rendering. Physical simulation is a natural way to achieve such realism, enabling deeply immersive virtual worlds. However, physically-based sound simulation is very computationally expensive owing to the high-frequency, transient oscillations underlying audible sounds. The increasing computational power of desktop computers has served to reduce the gap between required and available computation, and it has become possible to bridge this gap further by using a combination of algorithmic improvements that exploit the physical, as well as perceptual properties of audible sounds. My thesis is a step in this direction. My dissertation concentrates on developing real-time techniques for both sub-problems of sound simulation: synthesis and propagation. Sound synthesis is concerned with generating the sounds produced by objects due to elastic surface vibrations upon interaction with the environment, such as collisions. I present novel techniques that exploit human auditory perception to simulate scenes with hundreds of sounding objects undergoing impact and rolling in real time. Sound propagation is the complementary problem of modeling the high-order scattering and diffraction of sound in an environment as it travels from source to listener. I discuss my work on a novel numerical acoustic simulator (ARD) that is hundred times faster and consumes ten times less memory than a high-accuracy finite-difference technique, allowing acoustic simulations on previously-intractable spaces, such as a cathedral, on a desktop computer. Lastly, I present my work on interactive sound propagation that leverages my ARD simulator to render the acoustics of arbitrary static scenes for multiple moving sources and listener in real time, while accounting for scene-dependent effects such as low-pass filtering and smooth attenuation

  3. In Vivo CT Direct Volume Rendering: A Three-Dimensional Anatomical Description of the Heart

    International Nuclear Information System (INIS)

    Cutroneo, Giuseppina; Bruschetta, Daniele; Trimarchi, Fabio; Cacciola, Alberto; Cinquegrani, Maria; Duca, Antonio; Rizzo, Giuseppina; Alati, Emanuela; Gaeta, Michele; Milardi, Demetrio

    2016-01-01

    Since cardiac anatomy continues to play an important role in the practice of medicine and in the development of medical devices, the study of the heart in three dimensions is particularly useful to understand its real structure, function and proper location in the body. This study demonstrates a fine use of direct volume rendering, processing the data set images obtained by Computed Tomography (CT) of the heart of 5 subjects with age range between 18 and 42 years (2 male, 3 female), with no history of any overt cardiac disease. The cardiac structure in CT images was first extracted from the thorax by marking manually the regions of interest on the computer, and then it was stacked to create new volumetric data. The use of a specific algorithm allowed us to observe with a good perception of depth the heart and the skeleton of the thorax at the same time. Besides, in all examined subjects, it was possible to depict its structure and its position within the body and to study the integrity of papillary muscles, the fibrous tissue of cardiac valve and chordae tendineae and the course of coronary arteries. Our results demonstrated that one of the greatest advantages of algorithmic modifications of direct volume rendering parameters is that this method provides much necessary information in a single radiologic study. It implies a better accuracy in the study of the heart, being complementary to other diagnostic methods and facilitating the therapeutic plans

  4. 高显色指数LED合成白光光源的研究%Study on LEDs Synthesized High Color Rendering Index White Light Source

    Institute of Scientific and Technical Information of China (English)

    胡奕彬; 庄其仁; 刘士伟; 赖传杜

    2016-01-01

    针对目前白光发光二极管(LED)照明灯具显色性不高的问题,基于测色法研究了LED合成白光显色指数的计算模型,根据参与合成的LED光源光谱及其数量,软件编程计算得出合成光源的色温、显色指数等参数.采用优化的遍历范围,将实验测量得到的冷、暖白光及单色LED的光谱导入程序进行模拟计算,得到不同色温下合成光源的显色指数最大值以及所对应的各种LED配比数量.结果表明,暖白光LED与红、绿、蓝LED合成可以获得色温L介于3500 K~12300 K、显色指数见介于92.0~97.7的白光;与红、绿、青LED合成可以获得Ra介于95.0~97.8的低色温白光(3500 K~4500 K).冷白光LED与红、绿、青LED合成可以获得Ra介于90.9~98.4的高色温白光(8200 K~13000 K).对理论计算的Tc=7803 K、Ra=97.29的LED配比进行实际制作,实验测量得到Tc=7992 K,Ra=97.1,理论计算结果与实验结果吻合.%Targeting poor color rendering property of current white light-emitting diode (LED) lamps,based on the colorimetry method,the calculation model for color rendering index of synthetic white light is studied and the parameters like color temperature and color rendering index of the synthetic LED light source are obtained based on the spectrum and quantity of light sources involved in the synthesis process.By using optimized traversal range,the spectra of cold and warm white light and single-color LEDs are imported into the program for simulating calculation,obtaining the maximum value of color rendering index of the synthesized light source under different color temperatures as well as corresponding matched quantity of various LEDs.The results show that the synthesis with warm white LEDs and red,green and blue LEDs can lead to white light whose color temperature falls in the range of 3500 K~12300 K and color rendering index Ra ranges between 92.0 and 97.7.The synthesis with warm white LEDs and red,green and bluish

  5. Drug repurposing based on drug-drug interaction.

    Science.gov (United States)

    Zhou, Bin; Wang, Rong; Wu, Ping; Kong, De-Xin

    2015-02-01

    Given the high risk and lengthy procedure of traditional drug development, drug repurposing is gaining more and more attention. Although many types of drug information have been used to repurpose drugs, drug-drug interaction data, which imply possible physiological effects or targets of drugs, remain unexploited. In this work, similarity of drug interaction was employed to infer similarity of the physiological effects or targets for the drugs. We collected 10,835 drug-drug interactions concerning 1074 drugs, and for 700 of them, drug similarity scores based on drug interaction profiles were computed and rendered using a drug association network with 589 nodes (drugs) and 2375 edges (drug similarity scores). The 589 drugs were clustered into 98 groups with Markov Clustering Algorithm, most of which were significantly correlated with certain drug functions. This indicates that the network can be used to infer the physiological effects of drugs. Furthermore, we evaluated the ability of this drug association network to predict drug targets. The results show that the method is effective for 317 of 561 drugs that have known targets. Comparison of this method with the structure-based approach shows that they are complementary. In summary, this study demonstrates the feasibility of drug repurposing based on drug-drug interaction data. © 2014 John Wiley & Sons A/S.

  6. Regimes of seasonal air-sea interaction and implications for performance of forced simulations

    Energy Technology Data Exchange (ETDEWEB)

    Wu, Renguang [Center for Ocean-Land-Atmosphere Studies, Calverton, MD (United States); Kirtman, Ben P. [Center for Ocean-Land-Atmosphere Studies, Calverton, MD (United States); George Mason University, School of Computational Sciences, Fairfax, VA (United States)

    2007-09-15

    Sea surface temperature (SST) anomalies can induce anomalous convection through surface evaporation and low-level moisture convergence. This SST forcing of the atmosphere is indicated in a positive local rainfall-SST correlation. Anomalous convection can feedback on SST through cloud-radiation and wind-evaporation effects and wind-induced oceanic mixing and upwelling. These atmospheric feedbacks are reflected in a negative local rainfall-SST tendency correlation. As such, the simultaneous rainfall-SST and rainfall-SST tendency correlations can indicate the nature of local air-sea interactions. Based on the magnitude of simultaneous rainfall-SST and rainfall-SST tendency correlations, the present study identifies three distinct regimes of local air-sea interactions. The relative importance of SST forcing and atmospheric forcing differs in these regimes. In the equatorial central-eastern Pacific and, to a smaller degree, in the western equatorial Indian Ocean, SST forcing dominates throughout the year and the surface heat flux acts mainly as a damping term. In the tropical Indo-western Pacific Ocean regions, SST forcing and atmospheric forcing dominate alternatively in different seasons. Atmospheric forcing dominates in the local warm/rainy season. SST forcing dominates with a positive wind-evaporation feedback during the transition to the cold/dry season. SST forcing also dominates during the transition to the warm/rainy season but with a negative cloud-radiation feedback. The performance of atmospheric general circulation model simulations forced by observed SST is closely linked to the regime of air-sea interaction. The forced simulations have good performance when SST forcing dominates. The performance is low or poor when atmospheric forcing dominates. (orig.)

  7. Time varying, multivariate volume data reduction

    Energy Technology Data Exchange (ETDEWEB)

    Ahrens, James P [Los Alamos National Laboratory; Fout, Nathaniel [UC DAVIS; Ma, Kwan - Liu [UC DAVIS

    2010-01-01

    Large-scale supercomputing is revolutionizing the way science is conducted. A growing challenge, however, is understanding the massive quantities of data produced by large-scale simulations. The data, typically time-varying, multivariate, and volumetric, can occupy from hundreds of gigabytes to several terabytes of storage space. Transferring and processing volume data of such sizes is prohibitively expensive and resource intensive. Although it may not be possible to entirely alleviate these problems, data compression should be considered as part of a viable solution, especially when the primary means of data analysis is volume rendering. In this paper we present our study of multivariate compression, which exploits correlations among related variables, for volume rendering. Two configurations for multidimensional compression based on vector quantization are examined. We emphasize quality reconstruction and interactive rendering, which leads us to a solution using graphics hardware to perform on-the-fly decompression during rendering. In this paper we present a solution which addresses the need for data reduction in large supercomputing environments where data resulting from simulations occupies tremendous amounts of storage. Our solution employs a lossy encoding scheme to acrueve data reduction with several options in terms of rate-distortion behavior. We focus on encoding of multiple variables together, with optional compression in space and time. The compressed volumes can be rendered directly with commodity graphics cards at interactive frame rates and rendering quality similar to that of static volume renderers. Compression results using a multivariate time-varying data set indicate that encoding multiple variables results in acceptable performance in the case of spatial and temporal encoding as compared to independent compression of variables. The relative performance of spatial vs. temporal compression is data dependent, although temporal compression has the

  8. Interactive directional subsurface scattering and transport of emergent light

    DEFF Research Database (Denmark)

    Dal Corso, Alessandro; Frisvad, Jeppe Revall; Mosegaard, Jesper

    2016-01-01

    need to store elements of irradiance from specific directions. To include changes in subsurface scattering due to changes in the direction of the incident light, we instead sample incident radiance and store scattered radiosity. This enables us to accommodate not only the common distance....... To build our maps of scattered radiosity, we progressively render the model from different directions using an importance sampling pattern based on the optical properties of the material. We obtain interactive frame rates, our subsurface scattering results are close to ground truth, and our technique...

  9. Use of multidetector row CT with volume renderings in right lobe living liver transplantation

    International Nuclear Information System (INIS)

    Ishifuro, Minoru; Akiyama, Yuji; Kushima, Toshio; Horiguchi, Jun; Nakashige, Aya; Tamura, Akihisa; Marukawa, Kazushi; Fukuda, Hiroshi; Ono, Chiaki; Ito, Katsuhide

    2002-01-01

    Multidetector row CT is a feasible diagnostic tool in pre- and postoperative liver partial transplantation. We can assess vascular anatomy and liver parenchyma as well as volumetry, which provide useful information for both donor selection and surgical planning. Disorders of the vascular and biliary systems are carefully observed in recipients. In addition, we evaluate liver regeneration of both the donor and the recipient by serial volumetry. We present how multidetector row CT with state-of-the-art three-dimensional volume renderings may be used in right lobe liver transplantation. (orig.)

  10. Relevance of the Interaction between the M-Phthalocyanines and Carbon Nanotubes in the Electroactivity toward ORR.

    Science.gov (United States)

    González-Gaitán, Carolina; Ruiz-Rosas, Ramiro; Morallón, Emilia; Cazorla-Amorós, Diego

    2017-10-31

    In this work, the influence of the interaction between the iron and cobalt-phthalocyanines (FePc and CoPc) and carbon nanotubes (CNTs) used as support in the electroactivity toward oxygen reduction reaction (ORR) in alkaline media has been investigated. A series of thermal treatments were performed on these materials in order to modify the interaction between the CNTs and the phthalocyanines. The FePc-based catalysts showed the highest activity, with comparable performance to the state-of-the-art Pt-Vulcan catalyst. A heat treatment at 400 °C improved the activity of FePc-based catalysts, while the use of higher temperatures or oxidative atmosphere rendered the decomposition of the macrocyclic compound and consequently the loss of the electrochemical activity of the complex. CoPc-based catalysts performance was negatively affected for all of the tested treatments. Thermogravimetric analyses demonstrated that the FePc was stabilized when loaded onto CNTs, while CoPc did not show such a feature, pointing to a better interaction of the FePc instead of the CoPc. Interestingly, electrochemical measurements demonstrated an improvement of the electron transfer rate in thermally treated FePc-based catalysts. They also allowed us to assess that only 15% of the iron in the catalyst was available for direct electron transfer. This is the same iron amount that remains on the catalyst after a strong acid washing with concentrated HCl (ca. 0.3 wt %), which is enough to deliver a comparable ORR activity. Durability tests confirmed that the catalysts deactivation occurs at a slower rate in those catalysts where FePc is strongly attached to the CNT surface. Thus, the highest ORR activity seems to be provided by those FePc molecules that are strongly attached to the CNT surface, pointing out the relevance of the interaction between the support and the FePc in these catalysts.

  11. The Influence of Reciprocal interactions in the Family on Academic Performance among Secondary School Students in Kenya

    Directory of Open Access Journals (Sweden)

    Rael Achieng Ogwari

    2014-08-01

    Full Text Available This study aimed to investigate the influence of reciprocal interactions in the family on academic performance among secondary school students in Siaya District. Stratified and purposive sampling techniques were used to select the study participants. The sample comprised of a total of 243 students (154 boys and 89 girls drawn from 27 public coeducational schools in the district.  Data was collected using student questionnaires. The researchers’ judgment of the representativeness of the items in the questionnaire to the study topic was used to determine content validity of the instrument while Cronbach’s alpha coefficient was used to ascertain validity and reliability of the instrument. Linear regression analysis and one way Analysis of Variance were used to analyze data. The results revealed significant relationship between reciprocal interactions in the family and academic performance of students. There was positive correlation between parental expectation, autonomy granting, cross-sex behaviour and students’ academic performance. Siblings’ sex dyads and birth order were also found to correlate with students’ academic performance. The findings may be used by policy makers to sensitize parents and students on the significance of specific interactions in the family on academic performance.

  12. Motion and emotion: depression reduces psychomotor performance and alters affective movements in caregiving interactions

    Directory of Open Access Journals (Sweden)

    Katherine S Young

    2015-02-01

    Full Text Available Background: Impaired social functioning is a well-established feature of depression. Evidence to date suggests that disrupted processing of emotional cues may constitute part of this impairment. Beyond processing of emotional cues, fluent social interactions require that people physically move in synchronised, contingent ways. Disruptions to physical movements are a diagnostic feature of depression (psychomotor disturbance but have not previously been assessed in the context of social functioning. Here we investigated the impact of psychomotor disturbance in depression on physical responsive behaviour in both an experimental and observational setting.Methods: In Experiment 1, we examined motor disturbance in depression in response to salient emotional sounds, using a laboratory-based effortful motor task. In Experiment 2, we explored whether psychomotor disturbance was apparent in real-life social interactions. Using mother-infant interactions as a model affective social situation, we compared physical behaviours of mothers with and without postnatal depression (PND.Results: We found impairments in precise, controlled psychomotor performance in adults with depression relative to healthy adults (Experiment 1. Despite this disruption, all adults showed enhanced performance following exposure to highly salient emotional cues (infant cries. Examining real-life interactions, we found differences in physical movements, namely reduced affective touching, in mothers with PND responding to their infants, compared to healthy mothers (Experiment 2.Conclusions: Together, these findings suggest that psychomotor disturbance may be an important feature of depression that can impair social functioning. Future work investigating whether improvements in physical movement in depression could have a positive impact on social interactions would be of much interest.

  13. Self-Efficacy, Task Complexity and Task Performance: Exploring Interactions in Two Versions of Vocabulary Learning Tasks

    Science.gov (United States)

    Wu, Xiaoli; Lowyck, Joost; Sercu, Lies; Elen, Jan

    2012-01-01

    The present study aimed for better understanding of the interactions between task complexity and students' self-efficacy beliefs and students' use of learning strategies, and finally their interacting effects on task performance. This investigation was carried out in the context of Chinese students learning English as a foreign language in a…

  14. Network Dynamics with BrainX3: A Large-Scale Simulation of the Human Brain Network with Real-Time Interaction

    OpenAIRE

    Xerxes D. Arsiwalla; Riccardo eZucca; Alberto eBetella; Enrique eMartinez; David eDalmazzo; Pedro eOmedas; Gustavo eDeco; Gustavo eDeco; Paul F.M.J. Verschure; Paul F.M.J. Verschure

    2015-01-01

    BrainX3 is a large-scale simulation of human brain activity with real-time interaction, rendered in 3D in a virtual reality environment, which combines computational power with human intuition for the exploration and analysis of complex dynamical networks. We ground this simulation on structural connectivity obtained from diffusion spectrum imaging data and model it on neuronal population dynamics. Users can interact with BrainX3 in real-time by perturbing brain regions with transient stimula...

  15. Network dynamics with BrainX3: a large-scale simulation of the human brain network with real-time interaction

    OpenAIRE

    Arsiwalla, Xerxes D.; Zucca, Riccardo; Betella, Alberto; Martínez, Enrique, 1961-; Dalmazzo, David; Omedas, Pedro; Deco, Gustavo; Verschure, Paul F. M. J.

    2015-01-01

    BrainX3 is a large-scale simulation of human brain activity with real-time interaction, rendered in 3D in a virtual reality environment, which combines computational power with human intuition for the exploration and analysis of complex dynamical networks. We ground this simulation on structural connectivity obtained from diffusion spectrum imaging data and model it on neuronal population dynamics. Users can interact with BrainX3 in real-time by perturbing brain regions with transient stimula...

  16. Latency and User Performance in Virtual Environments and Augmented Reality

    Science.gov (United States)

    Ellis, Stephen R.

    2009-01-01

    System rendering latency has been recognized by senior researchers, such as Professor Fredrick Brooks of UNC (Turing Award 1999), as a major factor limiting the realism and utility of head-referenced displays systems. Latency has been shown to reduce the user's sense of immersion within a virtual environment, disturb user interaction with virtual objects, and to contribute to motion sickness during some simulation tasks. Latency, however, is not just an issue for external display systems since finite nerve conduction rates and variation in transduction times in the human body's sensors also pose problems for latency management within the nervous system. Some of the phenomena arising from the brain's handling of sensory asynchrony due to latency will be discussed as a prelude to consideration of the effects of latency in interactive displays. The causes and consequences of the erroneous movement that appears in displays due to latency will be illustrated with examples of the user performance impact provided by several experiments. These experiments will review the generality of user sensitivity to latency when users judge either object or environment stability. Hardware and signal processing countermeasures will also be discussed. In particular the tuning of a simple extrapolative predictive filter not using a dynamic movement model will be presented. Results show that it is possible to adjust this filter so that the appearance of some latencies may be hidden without the introduction of perceptual artifacts such as overshoot. Several examples of the effects of user performance will be illustrated by three-dimensional tracking and tracing tasks executed in virtual environments. These experiments demonstrate classic phenomena known from work on manual control and show the need for very responsive systems if they are indented to support precise manipulation. The practical benefits of removing interfering latencies from interactive systems will be emphasized with some

  17. Interactions of Team Mental Models and Monitoring Behaviors Predict Team Performance in Simulated Anesthesia Inductions

    Science.gov (United States)

    Burtscher, Michael J.; Kolbe, Michaela; Wacker, Johannes; Manser, Tanja

    2011-01-01

    In the present study, we investigated how two team mental model properties (similarity vs. accuracy) and two forms of monitoring behavior (team vs. systems) interacted to predict team performance in anesthesia. In particular, we were interested in whether the relationship between monitoring behavior and team performance was moderated by team…

  18. The influence of interactive technology on student performance in an Oklahoma secondary Biology I program

    Science.gov (United States)

    Feltman, Vallery

    Over the last decade growth in technologies available to teach students and enhance curriculum has become an important consideration in the educational system. The profile of today's secondary students have also been found to be quite different than those of the past. Their learning styles and preferences are issues that should be addressed by educators. With the growth and availability of new technologies students are increasingly expecting to use these as learning tools in their classrooms. This study investigates how interactive technology may impact student performance. This study specifically focuses on the use of the Apple Ipad in 4 Biology I classrooms. This study used an experimental mixed method design to examine how using Ipads for learning impacted student achievement, motivation to learn, and learning strategies. Qualitatively the study examined observed student behaviors and student perceptions regarding the use of interactive technologies. Data was analyzed using descriptive statistics, t-tests, 2-way ANOVAs, and qualitative analysis. Quantitatively the results revealed no significant difference between students who used the interactive technology to learn and those who did not. Qualitative data revealed behaviors indicative of being highly engaged with the subject matter and the development of critical thinking skills which may improve student performance. Student perceptions also revealed overall positive experiences with using interactive technology in the classroom. It is recommended that further studies be done to look at using interactive technologies for a longer period of time using multiple subjects areas. This would provide a more in-depth exploration of interactive technologies on student achievement.

  19. Performing Belonging, celebrating invisibility?

    DEFF Research Database (Denmark)

    Juul, Kristine

    2014-01-01

    Serbian migrants living transnational lives consciously or unconsciously move between visibility and invisibility in their performance of migrant success stories. A case in point are public festivals, performed to make visible migrants’ successful inclusion in Danish society, i.e. celebrating...... invisibility. Meanwhile, other celebrations are consciously relegated to the invisible confines of the Serbian homeland. This article analyses celebrations in Denmark and in Serbia and shows how visible displays of ethnicity and difference tend to turn into easily palatable heritage versions of Serbian culture...... when performed in a Danish context. In turn, the visibility acquired through celebrations of migrants’ belonging in their homeland is inclined to render invisible those who did not take part in the migration experience....

  20. In situ peeling tests for assessing the cohesion and consolidation characteristic of historic plaster and render surfaces

    Czech Academy of Sciences Publication Activity Database

    Drdácký, Miloš; Slížková, Zuzana

    2015-01-01

    Roč. 60, č. 2 (2015), s. 121-130 ISSN 0039-3630 R&D Projects: GA MŠk(CZ) ED1.1.00/02.0060; GA ČR(CZ) GA103/09/2067 Institutional support: RVO:68378297 Keywords : peeling test * historic render * surface consolidation * cohesion * non-destructive testing Subject RIV: AL - Art, Architecture, Cultural Heritage Impact factor: 0.323, year: 2015

  1. Regression Trees Identify Relevant Interactions: Can This Improve the Predictive Performance of Risk Adjustment?

    Science.gov (United States)

    Buchner, Florian; Wasem, Jürgen; Schillo, Sonja

    2017-01-01

    Risk equalization formulas have been refined since their introduction about two decades ago. Because of the complexity and the abundance of possible interactions between the variables used, hardly any interactions are considered. A regression tree is used to systematically search for interactions, a methodologically new approach in risk equalization. Analyses are based on a data set of nearly 2.9 million individuals from a major German social health insurer. A two-step approach is applied: In the first step a regression tree is built on the basis of the learning data set. Terminal nodes characterized by more than one morbidity-group-split represent interaction effects of different morbidity groups. In the second step the 'traditional' weighted least squares regression equation is expanded by adding interaction terms for all interactions detected by the tree, and regression coefficients are recalculated. The resulting risk adjustment formula shows an improvement in the adjusted R 2 from 25.43% to 25.81% on the evaluation data set. Predictive ratios are calculated for subgroups affected by the interactions. The R 2 improvement detected is only marginal. According to the sample level performance measures used, not involving a considerable number of morbidity interactions forms no relevant loss in accuracy. Copyright © 2015 John Wiley & Sons, Ltd. Copyright © 2015 John Wiley & Sons, Ltd.

  2. S3D depth-axis interaction for video games: performance and engagement

    Science.gov (United States)

    Zerebecki, Chris; Stanfield, Brodie; Hogue, Andrew; Kapralos, Bill; Collins, Karen

    2013-03-01

    Game developers have yet to embrace and explore the interactive stereoscopic 3D medium. They typically view stereoscopy as a separate mode that can be disabled throughout the design process and rarely develop game mechanics that take advantage of the stereoscopic 3D medium. What if we designed games to be S3D-specific and viewed traditional 2D viewing as a separate mode that can be disabled? The design choices made throughout such a process may yield interesting and compelling results. Furthermore, we believe that interaction within a stereoscopic 3D environment is more important than the visual experience itself and therefore, further exploration is needed to take into account the interactive affordances presented by stereoscopic 3D displays. Stereoscopic 3D displays allow players to perceive objects at different depths, thus we hypothesize that designing a core mechanic to take advantage of this viewing paradigm will create compelling content. In this paper, we describe Z-Fighter a game that we have developed that requires the player to interact directly along the stereoscopic 3D depth axis. We also outline an experiment conducted to investigate the performance, perception, and enjoyment of this game in stereoscopic 3D vs. traditional 2D viewing.

  3. Interaction Between Strategy and Organizational Performance: The Influence of Family Management

    Directory of Open Access Journals (Sweden)

    Ieda Margarete Oro

    2017-01-01

    Full Text Available This article aims to analyze how occurs the interaction between business strategy and organizational performance in family firms. The research is classified as descriptive, with a qualitative approach, operationalized by the case study procedure. Data were collected through semi-structured interviews, documents and notices. Interviews were conducted with key informants and core family run. Evidence collected in the company searched, show that the business strategy with entrepreneurial attitude is characterized by the differentiation strategy (brand management and product innovation (creation and development of new products driven by family values disseminated within the organization. The results indicate that entrepreneurial orientation and family influence plays an important role for the realization of structural and strategic fit and, in turn, to the achievement of organizational performance.

  4. Human-scale interaction for virtual model displays: a clear case for real tools

    Science.gov (United States)

    Williams, George C.; McDowall, Ian E.; Bolas, Mark T.

    1998-04-01

    We describe a hand-held user interface for interacting with virtual environments displayed on a Virtual Model Display. The tool, constructed entirely of transparent materials, is see-through. We render a graphical counterpart of the tool on the display and map it one-to-one with the real tool. This feature, combined with a capability for touch- sensitive, discrete input, results in a useful spatial input device that is visually versatile. We discuss the tool's design and interaction techniques it supports. Briefly, we look at the human factors issues and engineering challenges presented by this tool and, in general, by the class of hand-held user interfaces that are see-through.

  5. GRAVE: An Interactive Geometry Construction and Visualization Software System for the TORT Nuclear Radiation Transport Code

    International Nuclear Information System (INIS)

    Blakeman, E.D.

    2000-01-01

    A software system, GRAVE (Geometry Rendering and Visual Editor), has been developed at the Oak Ridge National Laboratory (ORNL) to perform interactive visualization and development of models used as input to the TORT three-dimensional discrete ordinates radiation transport code. Three-dimensional and two-dimensional visualization displays are included. Display capabilities include image rotation, zoom, translation, wire-frame and translucent display, geometry cuts and slices, and display of individual component bodies and material zones. The geometry can be interactively edited and saved in TORT input file format. This system is an advancement over the current, non-interactive, two-dimensional display software. GRAVE is programmed in the Java programming language and can be implemented on a variety of computer platforms. Three- dimensional visualization is enabled through the Visualization Toolkit (VTK), a free-ware C++ software library developed for geometric and data visual display. Future plans include an extension of the system to read inputs using binary zone maps and combinatorial geometry models containing curved surfaces, such as those used for Monte Carlo code inputs. Also GRAVE will be extended to geometry visualization/editing for the DORT two-dimensional transport code and will be integrated into a single GUI-based system for all of the ORNL discrete ordinates transport codes

  6. Reconstituted Three-Dimensional Interactive Imaging

    Science.gov (United States)

    Hamilton, Joseph; Foley, Theodore; Duncavage, Thomas; Mayes, Terrence

    2010-01-01

    A method combines two-dimensional images, enhancing the images as well as rendering a 3D, enhanced, interactive computer image or visual model. Any advanced compiler can be used in conjunction with any graphics library package for this method, which is intended to take digitized images and virtually stack them so that they can be interactively viewed as a set of slices. This innovation can take multiple image sources (film or digital) and create a "transparent" image with higher densities in the image being less transparent. The images are then stacked such that an apparent 3D object is created in virtual space for interactive review of the set of images. This innovation can be used with any application where 3D images are taken as slices of a larger object. These could include machines, materials for inspection, geological objects, or human scanning. Illuminous values were stacked into planes with different transparency levels of tissues. These transparency levels can use multiple energy levels, such as density of CT scans or radioactive density. A desktop computer with enough video memory to produce the image is capable of this work. The memory changes with the size and resolution of the desired images to be stacked and viewed.

  7. On the practice of ignoring center-patient interactions in evaluating hospital performance.

    Science.gov (United States)

    Varewyck, Machteld; Vansteelandt, Stijn; Eriksson, Marie; Goetghebeur, Els

    2016-01-30

    We evaluate the performance of medical centers based on a continuous or binary patient outcome (e.g., 30-day mortality). Common practice adjusts for differences in patient mix through outcome regression models, which include patient-specific baseline covariates (e.g., age and disease stage) besides center effects. Because a large number of centers may need to be evaluated, the typical model postulates that the effect of a center on outcome is constant over patient characteristics. This may be violated, for example, when some centers are specialized in children or geriatric patients. Including interactions between certain patient characteristics and the many fixed center effects in the model increases the risk for overfitting, however, and could imply a loss of power for detecting centers with deviating mortality. Therefore, we assess how the common practice of ignoring such interactions impacts the bias and precision of directly and indirectly standardized risks. The reassuring conclusion is that the common practice of working with the main effects of a center has minor impact on hospital evaluation, unless some centers actually perform substantially better on a specific group of patients and there is strong confounding through the corresponding patient characteristic. The bias is then driven by an interplay of the relative center size, the overlap between covariate distributions, and the magnitude of the interaction effect. Interestingly, the bias on indirectly standardized risks is smaller than on directly standardized risks. We illustrate our findings by simulation and in an analysis of 30-day mortality on Riksstroke. © 2015 The Authors. Statistics in Medicine published by John Wiley & Sons Ltd.

  8. High-Efficiency and High-Color-Rendering-Index Semitransparent Polymer Solar Cells Induced by Photonic Crystals and Surface Plasmon Resonance.

    Science.gov (United States)

    Shen, Ping; Wang, Guoxin; Kang, Bonan; Guo, Wenbin; Shen, Liang

    2018-02-21

    Semitransparent polymer solar cells (ST-PSCs) show attractive potential in power-generating windows or building-integrated photovoltaics. However, the development of ST-PSCs is lagging behind opaque PSCs because of the contradiction between device efficiency and transmission. Herein, Ag/Au alloy nanoparticles and photonic crystals (PCs) were simultaneously introduced into ST-PSCs, acting compatibly as localized surface plasmon resonances and distributed Bragg reflectors to enhance light absorption and transmission. As a result, ST-PSCs based on a hybrid PTB7-Th:PC 71 BM active layer contribute an efficiency as high as 7.13 ± 0.15% and an average visible transmission beyond 20%, which are superior to most of the reported results. Furthermore, PCs can partly compensate valley range of transmission by balancing reflection and transmission regions, yielding a high color rendering index of 95. We believe that the idea of two light management methods compatibly enhancing the performance of ST-PSCs can offer a promising path to develop photovoltaic applications.

  9. Detection of pesticides and dioxins in tissue fats and rendering oils using laser-induced breakdown spectroscopy (LIBS).

    Science.gov (United States)

    Multari, Rosalie A; Cremers, David A; Scott, Thomas; Kendrick, Peter

    2013-03-13

    In laser-induced breakdown spectroscopy (LIBS), a series of powerful laser pulses are directed at a surface to form microplasmas from which light is collected and spectrally analyzed to identify the surface material. In most cases, no sample preparation is needed, and results can be automated and made available within seconds to minutes. Advances in LIBS spectral data analysis using multivariate regression techniques have led to the ability to detect organic chemicals in complex matrices such as foods. Here, the use of LIBS to differentiate samples contaminated with aldrin, 1,2,3,4,6,7,8-heptachlorodibenzo-p-dioxin, chlorpyrifos, and dieldrin in the complex matrices of tissue fats and rendering oils is described. The pesticide concentrations in the samples ranged from 0.005 to 0.1 μg/g. All samples were successfully differentiated from each other and from control samples. Sample concentrations could also be differentiated for all of the pesticides and the dioxin included in this study. The results presented here provide first proof-of-principle data for the ability to create LIBS-based instrumentation for the rapid analysis of pesticide and dioxin contamination in tissue fat and rendered oils.

  10. Semiconductive 3-D haloplumbate framework hybrids with high color rendering index white-light emission.

    Science.gov (United States)

    Wang, Guan-E; Xu, Gang; Wang, Ming-Sheng; Cai, Li-Zhen; Li, Wen-Hua; Guo, Guo-Cong

    2015-12-01

    Single-component white light materials may create great opportunities for novel conventional lighting applications and display systems; however, their reported color rendering index (CRI) values, one of the key parameters for lighting, are less than 90, which does not satisfy the demand of color-critical upmarket applications, such as photography, cinematography, and art galleries. In this work, two semiconductive chloroplumbate (chloride anion of lead(ii)) hybrids, obtained using a new inorganic-organic hybrid strategy, show unprecedented 3-D inorganic framework structures and white-light-emitting properties with high CRI values around 90, one of which shows the highest value to date.

  11. Preparation of high performance NBR/HNTs nanocomposites using an electron transferring interaction method

    Science.gov (United States)

    Yang, Shuyan; Zhou, Yanxue; Zhang, Peng; Cai, Zhuodi; Li, Yangping; Fan, Hongbo

    2017-12-01

    Interfacial interaction is one of the key factors to improve comprehensive properties of polymer/inorganic filler nanocomposites. In this work, a new interfacial interaction called electron transferring interaction is reported in the nitrile-butadiene rubber/halloysite nanotubes (NBR/HNTs) nanocomposites. The X-ray photoelectron spectroscopy (XPS) and in-situ controlling temperature Fourier transform infrared spectroscopy (FTIR) have confirmed that electrons of electron-rich -CN groups in NBR can transfer to the electron-deficiency aluminum atoms of HNTs, which packs a part of NBR molecules onto the surface of HNTs to form bound rubber and stabilize the homogeneous dispersion of HNTs with few agglomeration as revealed by scanning electron microscope (SEM) and dynamic mechanical analysis (DMA) performances, even at high HNTs addition, resulting in high light transmittance. The tensile strength of NBR/30wt%HNTs nanocomposites is about 291% higher than pure NBR, without sacrificing the elongation at break.

  12. Using a Feedback Environment to Improve Creative Performance: A Dynamic Affect Perspective.

    Science.gov (United States)

    Gong, Zhenxing; Zhang, Na

    2017-01-01

    Prior research on feedback and creative performance has neglected the dynamic nature of affect and has focused only on the influence of positive affect. We argue that creative performance is the result of a dynamic process in which a person experiences a phase of negative affect and subsequently enters a state of high positive affect that is influenced by the feedback environment. Hierarchical regression was used to analyze a sample of 264 employees from seven industry firms. The results indicate that employees' perceptions of a supportive supervisor feedback environment indirectly influence their level of creative performance through positive affect (t2); the negative affect (t1) moderates the relationship between positive affect (t2) and creative performance (t2), rendering the relationship more positive if negative affect (t1) is high. The change in positive affect mediates the relationship between the supervisor feedback environment and creative performance; a decrease in negative affect moderates the relationship between increased positive affect and creative performance, rendering the relationship more positive if the decrease in negative affect is large. The implications for improving the creative performances of employees are further discussed.

  13. Using a Feedback Environment to Improve Creative Performance: A Dynamic Affect Perspective

    Directory of Open Access Journals (Sweden)

    Zhenxing Gong

    2017-08-01

    Full Text Available Prior research on feedback and creative performance has neglected the dynamic nature of affect and has focused only on the influence of positive affect. We argue that creative performance is the result of a dynamic process in which a person experiences a phase of negative affect and subsequently enters a state of high positive affect that is influenced by the feedback environment. Hierarchical regression was used to analyze a sample of 264 employees from seven industry firms. The results indicate that employees’ perceptions of a supportive supervisor feedback environment indirectly influence their level of creative performance through positive affect (t2; the negative affect (t1 moderates the relationship between positive affect (t2 and creative performance (t2, rendering the relationship more positive if negative affect (t1 is high. The change in positive affect mediates the relationship between the supervisor feedback environment and creative performance; a decrease in negative affect moderates the relationship between increased positive affect and creative performance, rendering the relationship more positive if the decrease in negative affect is large. The implications for improving the creative performances of employees are further discussed.

  14. Weakly interacting topological insulators: Quantum criticality and the renormalization group approach

    Science.gov (United States)

    Chen, Wei

    2018-03-01

    For D -dimensional weakly interacting topological insulators in certain symmetry classes, the topological invariant can be calculated from a D - or (D +1 ) -dimensional integration over a certain curvature function that is expressed in terms of single-particle Green's functions. Based on the divergence of curvature function at the topological phase transition, we demonstrate how a renormalization group approach circumvents these integrations and reduces the necessary calculation to that for the Green's function alone, rendering a numerically efficient tool to identify topological phase transitions in a large parameter space. The method further unveils a number of statistical aspects related to the quantum criticality in weakly interacting topological insulators, including correlation function, critical exponents, and scaling laws, that can be used to characterize the topological phase transitions driven by either interacting or noninteracting parameters. We use 1D class BDI and 2D class A Dirac models with electron-electron and electron-phonon interactions to demonstrate these principles and find that interactions may change the critical exponents of the topological insulators.

  15. Personal vulnerability and work-home interaction: the effect of job performance-based self-esteem on work/home conflict and facilitation.

    Science.gov (United States)

    Innstrand, Siw Tone; Langballe, Ellen Melbye; Espnes, Geir Arild; Aasland, Olaf Gjerløw; Falkum, Erik

    2010-12-01

    The aim of the present study was to examine the longitudinal relationship between job performance-based self-esteem (JPB-SE) and work-home interaction (WHI) in terms of the direction of the interaction (work-to-home vs. home-to-work) and the effect (conflict vs. facilitation). A sample of 3,475 respondents from eight different occupational groups (lawyers, physicians, nurses, teachers, church ministers, bus drivers, and people working in advertising and information technology) supplied data at two points of time with a two-year time interval. The two-wave, cross-lagged structural equations modeling (SEM) analysis demonstrated reciprocal relationships between these variables, i.e., job performance-based self-esteem may act as a precursor as well as an outcome of work-home interaction. The strongest association was between job performance-based self-esteem and work-to-home conflict. Previous research on work-home interaction has mainly focused on situational factors. This longitudinal study expands the work-home literature by demonstrating how individual vulnerability (job performance-based self-esteem) contributes to the explanation of work-home interactions. © 2010 The Authors. Scandinavian Journal of Psychology © 2010 The Scandinavian Psychological Associations.

  16. Interactive initialization of 2D/3D rigid registration

    Energy Technology Data Exchange (ETDEWEB)

    Gong, Ren Hui; Güler, Özgür [The Sheikh Zayed Institute for Pediatric Surgical Innovation, Children' s National Medical Center, Washington, DC 20010 (United States); Kürklüoglu, Mustafa [Department of Cardiac Surgery, Children' s National Medical Center, Washington, DC 20010 (United States); Lovejoy, John [Department of Orthopaedic Surgery and Sports Medicine, Children' s National Medical Center, Washington, DC 20010 (United States); Yaniv, Ziv, E-mail: ZYaniv@childrensnational.org [The Sheikh Zayed Institute for Pediatric Surgical Innovation, Children' s National Medical Center, Washington, DC 20010 and Departments of Pediatrics and Radiology, George Washington University, Washington, DC 20037 (United States)

    2013-12-15

    Purpose: Registration is one of the key technical components in an image-guided navigation system. A large number of 2D/3D registration algorithms have been previously proposed, but have not been able to transition into clinical practice. The authors identify the primary reason for the lack of adoption with the prerequisite for a sufficiently accurate initial transformation, mean target registration error of about 10 mm or less. In this paper, the authors present two interactive initialization approaches that provide the desired accuracy for x-ray/MR and x-ray/CT registration in the operating room setting. Methods: The authors have developed two interactive registration methods based on visual alignment of a preoperative image, MR, or CT to intraoperative x-rays. In the first approach, the operator uses a gesture based interface to align a volume rendering of the preoperative image to multiple x-rays. The second approach uses a tracked tool available as part of a navigation system. Preoperatively, a virtual replica of the tool is positioned next to the anatomical structures visible in the volumetric data. Intraoperatively, the physical tool is positioned in a similar manner and subsequently used to align a volume rendering to the x-ray images using an augmented reality (AR) approach. Both methods were assessed using three publicly available reference data sets for 2D/3D registration evaluation. Results: In the authors' experiments, the authors show that for x-ray/MR registration, the gesture based method resulted in a mean target registration error (mTRE) of 9.3 ± 5.0 mm with an average interaction time of 146.3 ± 73.0 s, and the AR-based method had mTREs of 7.2 ± 3.2 mm with interaction times of 44 ± 32 s. For x-ray/CT registration, the gesture based method resulted in a mTRE of 7.4 ± 5.0 mm with an average interaction time of 132.1 ± 66.4 s, and the AR-based method had mTREs of 8.3 ± 5.0 mm with interaction times of 58 ± 52 s. Conclusions: Based on

  17. Interactive initialization of 2D/3D rigid registration

    International Nuclear Information System (INIS)

    Gong, Ren Hui; Güler, Özgür; Kürklüoglu, Mustafa; Lovejoy, John; Yaniv, Ziv

    2013-01-01

    Purpose: Registration is one of the key technical components in an image-guided navigation system. A large number of 2D/3D registration algorithms have been previously proposed, but have not been able to transition into clinical practice. The authors identify the primary reason for the lack of adoption with the prerequisite for a sufficiently accurate initial transformation, mean target registration error of about 10 mm or less. In this paper, the authors present two interactive initialization approaches that provide the desired accuracy for x-ray/MR and x-ray/CT registration in the operating room setting. Methods: The authors have developed two interactive registration methods based on visual alignment of a preoperative image, MR, or CT to intraoperative x-rays. In the first approach, the operator uses a gesture based interface to align a volume rendering of the preoperative image to multiple x-rays. The second approach uses a tracked tool available as part of a navigation system. Preoperatively, a virtual replica of the tool is positioned next to the anatomical structures visible in the volumetric data. Intraoperatively, the physical tool is positioned in a similar manner and subsequently used to align a volume rendering to the x-ray images using an augmented reality (AR) approach. Both methods were assessed using three publicly available reference data sets for 2D/3D registration evaluation. Results: In the authors' experiments, the authors show that for x-ray/MR registration, the gesture based method resulted in a mean target registration error (mTRE) of 9.3 ± 5.0 mm with an average interaction time of 146.3 ± 73.0 s, and the AR-based method had mTREs of 7.2 ± 3.2 mm with interaction times of 44 ± 32 s. For x-ray/CT registration, the gesture based method resulted in a mTRE of 7.4 ± 5.0 mm with an average interaction time of 132.1 ± 66.4 s, and the AR-based method had mTREs of 8.3 ± 5.0 mm with interaction times of 58 ± 52 s. Conclusions: Based on the

  18. Rendering Systems Visible for Design: Synthesis Maps as Constructivist Design Narratives

    Directory of Open Access Journals (Sweden)

    Peter Jones

    Full Text Available Synthesis maps integrate research evidence, system expertise, and design proposals into visual narratives. These narratives support communication and decision-making among stakeholders. Synthesis maps evolved from earlier visualization tools in systemics and design. They help stakeholders to understand design options for complex sociotechnical systems. Other visual approaches map complexity for effective collaboration across perspectives and knowledge domains. These help stakeholder groups to work in higher-order design contexts for sociotechnical or human-ecological systems. This article describes a constructivist pedagogy for collaborative learning in small teams of mixed-discipline designers. Synthesis mapping enables these teams to learn systems methods for design research in complex problem domains. Synthesis maps integrate knowledge from research cycles and iterative sensemaking to define a coherent design narrative. While synthesis maps may include formal system modeling techniques, they do not require them. Synthesis maps tangibly render research observations and design choices. As a hybrid system design method, synthesis maps are a contribution to the design genre of visual systems thinking.

  19. Communication and laboratory performance in parapsychology experiments: demand characteristics and the social organization of interaction.

    Science.gov (United States)

    Wooffitt, Robin

    2007-09-01

    This paper reports findings from a conversation analytic study of experimenter-participant interaction in parapsychology experiments. It shows how properties of communication through which the routine business of the experiment is conducted may have an impact on the research participant's subsequent performance. In this, the study explores social psychological features of the psychology laboratory. In particular, it examines aspects of Orne's (1962) account of what he called the demand characteristics of the psychological experiment. The data come from a corpus of audio recordings of experimenter-participant interaction during experiments on extra-sensory perception. These kinds of experiments, and the phenomena they purport to study, are undoubtedly controversial; however, the paper argues that there are grounds for social psychologists to consider parapsychology experiments as a class (albeit distinctive) of psychology experiments, and, therefore, as sites in which general social psychological and communicative phenomena can be studied. The empirical sections of the paper examine interaction during part of the experimental procedure when the experimenter verbally reviews a record of the participant's imagery reported during an earlier part of the experiment. The analysis shows that the way in which the experimenter acknowledges the research participants' utterances may be significant for the trajectory of the experiment and explores how the participants' subsequent performance in the experiment may be influenced by interactionally generated contingencies.

  20. Can thiolation render a low molecular weight polymer of just 20-kDa mucoadhesive?

    Science.gov (United States)

    Mahmood, Arshad; Bonengel, Sonja; Laffleur, Flavia; Ijaz, Muhammad; Idrees, Muneeb Ahmad; Hussain, Shah; Huck, Christian W; Matuszczak, Barbara; Bernkop-Schnürch, Andreas

    2016-01-01

    The objective was to investigate whether even low-molecular weight polymers (LMWPs) can be rendered mucoadhesive due to thiolation. Interceded by the double catalytic system carbodiimide/N-hydroxysuccinimide, cysteamine was covalently attached to a copolymer, poly(4-styrenesulfonic acid-co-maleic acid) (PSSA-MA) exhibiting a molecular weight of just 20 kDa. Depending on the amount of added N-hydroxysuccinimide and cysteamine, the resulting PSSA-MA-cysteamine (PC) conjugates exhibited increasing degree of thiolation, highest being "PC 2300" exhibiting 2300.16 ± 149.86 μmol thiol groups per gram of polymer (mean ± SD; n = 3). This newly developed thiolated polymer was evaluated regarding mucoadhesive, rheological and drug release properties as well from the toxicological point of view. Swelling behavior in 100 mM phosphate buffer pH 6.8 was improved up to 180-fold. Furthermore, due to thiolation, the mucoadhesive properties of the polymer were 240-fold improved. Rheological measurements of polymer/mucus mixtures confirmed results obtained by mucoadhesion studies. In comparison to unmodified polymer, PC 2300 showed 2.3-, 2.3- and 2.4-fold increase in dynamic viscosity, elastic modulus and viscous modulus, respectively. Sustained release of the model drug codeine HCl out of the thiomer was provided for 2.5 h (p polymer. Moreover, the thiomer was found non-toxic over Caco-2 cells for a period of 6- and 24-h exposure. Findings of the present study provide evidence that due to thiolation LMWPs can be rendered highly mucoadhesive as well as cohesive and that a controlled drug release out of such polymers can be provided.