806 resultados para Computer Graphics


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BACKGROUND: Molecular interaction Information is a key resource in modern biomedical research. Publicly available data have previously been provided in a broad array of diverse formats, making access to this very difficult. The publication and wide implementation of the Human Proteome Organisation Proteomics Standards Initiative Molecular Interactions (HUPO PSI-MI) format in 2004 was a major step towards the establishment of a single, unified format by which molecular interactions should be presented, but focused purely on protein-protein interactions. RESULTS: The HUPO-PSI has further developed the PSI-MI XML schema to enable the description of interactions between a wider range of molecular types, for example nucleic acids, chemical entities, and molecular complexes. Extensive details about each supported molecular interaction can now be captured, including the biological role of each molecule within that interaction, detailed description of interacting domains, and the kinetic parameters of the interaction. The format is supported by data management and analysis tools and has been adopted by major interaction data providers. Additionally, a simpler, tab-delimited format MITAB2.5 has been developed for the benefit of users who require only minimal information in an easy to access configuration. CONCLUSION: The PSI-MI XML2.5 and MITAB2.5 formats have been jointly developed by interaction data producers and providers from both the academic and commercial sector, and are already widely implemented and well supported by an active development community. PSI-MI XML2.5 enables the description of highly detailed molecular interaction data and facilitates data exchange between databases and users without loss of information. MITAB2.5 is a simpler format appropriate for fast Perl parsing or loading into Microsoft Excel.

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Introduction. Development of the fetal brain surfacewith concomitant gyrification is one of the majormaturational processes of the human brain. Firstdelineated by postmortem studies or by ultrasound, MRIhas recently become a powerful tool for studying in vivothe structural correlates of brain maturation. However,the quantitative measurement of fetal brain developmentis a major challenge because of the movement of the fetusinside the amniotic cavity, the poor spatial resolution,the partial volume effect and the changing appearance ofthe developing brain. Today extensive efforts are made todeal with the âeurooepost-acquisitionâeuro reconstruction ofhigh-resolution 3D fetal volumes based on severalacquisitions with lower resolution (Rousseau, F., 2006;Jiang, S., 2007). We here propose a framework devoted tothe segmentation of the basal ganglia, the gray-whitetissue segmentation, and in turn the 3D corticalreconstruction of the fetal brain. Method. Prenatal MRimaging was performed with a 1-T system (GE MedicalSystems, Milwaukee) using single shot fast spin echo(ssFSE) sequences in fetuses aged from 29 to 32gestational weeks (slice thickness 5.4mm, in planespatial resolution 1.09mm). For each fetus, 6 axialvolumes shifted by 1 mm were acquired (about 1 min pervolume). First, each volume is manually segmented toextract fetal brain from surrounding fetal and maternaltissues. Inhomogeneity intensity correction and linearintensity normalization are then performed. A highspatial resolution image of isotropic voxel size of 1.09mm is created for each fetus as previously published byothers (Rousseau, F., 2006). B-splines are used for thescattered data interpolation (Lee, 1997). Then, basalganglia segmentation is performed on this superreconstructed volume using active contour framework witha Level Set implementation (Bach Cuadra, M., 2010). Oncebasal ganglia are removed from the image, brain tissuesegmentation is performed (Bach Cuadra, M., 2009). Theresulting white matter image is then binarized andfurther given as an input in the Freesurfer software(http://surfer.nmr.mgh.harvard.edu/) to provide accuratethree-dimensional reconstructions of the fetal brain.Results. High-resolution images of the cerebral fetalbrain, as obtained from the low-resolution acquired MRI,are presented for 4 subjects of age ranging from 29 to 32GA. An example is depicted in Figure 1. Accuracy in theautomated basal ganglia segmentation is compared withmanual segmentation using measurement of Dice similarity(DSI), with values above 0.7 considering to be a verygood agreement. In our sample we observed DSI valuesbetween 0.785 and 0.856. We further show the results ofgray-white matter segmentation overlaid on thehigh-resolution gray-scale images. The results arevisually checked for accuracy using the same principlesas commonly accepted in adult neuroimaging. Preliminary3D cortical reconstructions of the fetal brain are shownin Figure 2. Conclusion. We hereby present a completepipeline for the automated extraction of accuratethree-dimensional cortical surface of the fetal brain.These results are preliminary but promising, with theultimate goal to provide âeurooemovieâeuro of the normal gyraldevelopment. In turn, a precise knowledge of the normalfetal brain development will allow the quantification ofsubtle and early but clinically relevant deviations.Moreover, a precise understanding of the gyraldevelopment process may help to build hypotheses tounderstand the pathogenesis of several neurodevelopmentalconditions in which gyrification have been shown to bealtered (e.g. schizophrenia, autismâeuro¦). References.Rousseau, F. (2006), 'Registration-Based Approach forReconstruction of High-Resolution In Utero Fetal MR Brainimages', IEEE Transactions on Medical Imaging, vol. 13,no. 9, pp. 1072-1081. Jiang, S. (2007), 'MRI of MovingSubjects Using Multislice Snapshot Images With VolumeReconstruction (SVR): Application to Fetal, Neonatal, andAdult Brain Studies', IEEE Transactions on MedicalImaging, vol. 26, no. 7, pp. 967-980. Lee, S. (1997),'Scattered data interpolation with multilevel B-splines',IEEE Transactions on Visualization and Computer Graphics,vol. 3, no. 3, pp. 228-244. Bach Cuadra, M. (2010),'Central and Cortical Gray Mater Segmentation of MagneticResonance Images of the Fetal Brain', ISMRM Conference.Bach Cuadra, M. (2009), 'Brain tissue segmentation offetal MR images', MICCAI.

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BACKGROUND/AIM: Raloxifene is the first selective estrogen receptor modulator that has been approved for the treatment and prevention of osteoporosis in postmenopausal women in Europe and in the US. Although raloxifene reduces the risk of invasive breast cancer in postmenopausal women with osteoporosis and in postmenopausal women at high risk for invasive breast cancer, it is approved in that indication in the US but not in the EU. The aim was to characterize the clinical profiles of postmenopausal women expected to benefit most from therapy with raloxifene based on published scientific evidence to date. METHODS: Key individual patient characteristics relevant to the prescription of raloxifene in daily practice were defined by a board of Swiss experts in the fields of menopause and metabolic bone diseases and linked to published scientific evidence. Consensus was reached about translating these insights into daily practice. RESULTS: Through estrogen agonistic effects on bone, raloxifene reduces biochemical markers of bone turnover to premenopausal levels, increases bone mineral density (BMD) at the lumbar spine, proximal femur, and total body, and reduces vertebral fracture risk in women with osteopenia or osteoporosis with and without prevalent vertebral fracture. Through estrogen antagonistic effects on breast tissue, raloxifene reduces the risk of invasive estrogen-receptor positive breast cancer in postmenopausal women with osteoporosis and in postmenopausal women at high risk for invasive breast cancer. Finally, raloxifene increases the incidence of hot flushes, the risk of venous thromboembolic events, and the risk of fatal stroke in postmenopausal women at increased risk for coronary heart disease. Postmenopausal women in whom the use of raloxifene is considered can be categorized in a 2 × 2 matrix reflecting their bone status (osteopenic or osteoporotic based on their BMD T-score by dual energy X-ray absorptiometry) and their breast cancer risk (low or high based on the modified Gail model). Women at high risk of breast cancer should be considered for treatment with raloxifene. CONCLUSION: Postmenopausal women between 50 and 70 years of age without climacteric symptoms with either osteopenia or osteoporosis should be evaluated with regard to their breast cancer risk and considered for treatment with raloxifene within the framework of its contraindications and precautions.

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Centrifuge is a user-friendly system to simultaneously access Arabidopsis gene annotations and intra- and inter-organism sequence comparison data. The tool allows rapid retrieval of user-selected data for each annotated Arabidopsis gene providing, in any combination, data on the following features: predicted protein properties such as mass, pI, cellular location and transmembrane domains; SWISS-PROT annotations; Interpro domains; Gene Ontology records; verified transcription; BLAST matches to the proteomes of A.thaliana, Oryza sativa (rice), Caenorhabditis elegans, Drosophila melanogaster and Homo sapiens. The tool lends itself particularly well to the rapid analysis of contigs or of tens or hundreds of genes identified by high-throughput gene expression experiments. In these cases, a summary table of principal predicted protein features for all genes is given followed by more detailed reports for each individual gene. Centrifuge can also be used for single gene analysis or in a word search mode. AVAILABILITY: http://centrifuge.unil.ch/ CONTACT: edward.farmer@unil.ch.

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Exposure to solar ultraviolet (UV) light is the main causative factor for skin cancer. UV exposure depends on environmental and individual factors. Individual exposure data remain scarce and development of alternative assessment methods is greatly needed. We developed a model simulating human exposure to solar UV. The model predicts the dose and distribution of UV exposure received on the basis of ground irradiation and morphological data. Standard 3D computer graphics techniques were adapted to develop a rendering engine that estimates the solar exposure of a virtual manikin depicted as a triangle mesh surface. The amount of solar energy received by each triangle was calculated, taking into account reflected, direct and diffuse radiation, and shading from other body parts. Dosimetric measurements (n = 54) were conducted in field conditions using a foam manikin as surrogate for an exposed individual. Dosimetric results were compared to the model predictions. The model predicted exposure to solar UV adequately. The symmetric mean absolute percentage error was 13%. Half of the predictions were within 17% range of the measurements. This model provides a tool to assess outdoor occupational and recreational UV exposures, without necessitating time-consuming individual dosimetry, with numerous potential uses in skin cancer prevention and research.

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Exposure to solar ultraviolet (UV) radiation is the main causative factor for skin cancer. UV exposure depends on environmental and individual factors, but individual exposure data remain scarce. UV irradiance is monitored via different techniques including ground measurements and satellite observations. However it is difficult to translate such observations into human UV exposure or dose because of confounding factors (shape of the exposed surface, shading, behavior, etc.) A collaboration between public health institutions, a meteorological office and an institute specialized in computing techniques developed a model predicting the dose and distribution of UV exposure on the basis of ground irradiation and morphological data. Standard 3D computer graphics techniques were adapted to develop this tool, which estimates solar exposure of a virtual manikin depicted as a triangle mesh surface. The amount of solar energy received by various body locations is computed for direct, diffuse and reflected radiation separately. The radiation components are deduced from corresponding measurements of UV irradiance, and the related UV dose received by each triangle of the virtual manikin is computed accounting for shading by other body parts and eventual protection measures. The model was verified with dosimetric measurements (n=54) in field conditions using a foam manikin as surrogate for an exposed individual. Dosimetric results were compared to the model predictions. The model predicted exposure to solar UV adequately. The symmetric mean absolute percentage error was 13%. Half of the predictions were within 17% range of the measurements. This model allows assessing outdoor occupational and recreational UV exposures, without necessitating time-consuming individual dosimetry, with numerous potential uses in skin cancer prevention and research. Using this tool, we investigated solar UV exposure patterns with respect to the relative contribution of the direct, diffuse and reflected radiation. We assessed exposure doses for various body parts and exposure scenarios of a standing individual (static and dynamic postures). As input, the model used erythemally-weighted ground irradiance data measured in 2009 at Payerne, Switzerland. A year-round daily exposure (8 am to 5 pm) without protection was assumed. For most anatomical sites, mean daily doses were high (typically 6.2-14.6 SED) and exceeded recommended exposure values. Direct exposure was important during specific periods (e.g. midday during summer), but contributed moderately to the annual dose, ranging from 15 to 24% for vertical and horizontal body parts, respectively. Diffuse irradiation explained about 80% of the cumulative annual exposure dose. Acute diffuse exposures were also obtained for cloudy summer days. The importance of diffuse UV radiation should not be underestimated when advocating preventive measures. Messages focused on avoiding acute direct exposures may be of limited efficiency to prevent skin cancers associated with chronic exposure (e.g., squamous cell carcinomas).

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In this article we propose a novel method for calculating cardiac 3-D strain. The method requires the acquisition of myocardial short-axis (SA) slices only and produces the 3-D strain tensor at every point within every pair of slices. Three-dimensional displacement is calculated from SA slices using zHARP which is then used for calculating the local displacement gradient and thus the local strain tensor. There are three main advantages of this method. First, the 3-D strain tensor is calculated for every pixel without interpolation; this is unprecedented in cardiac MR imaging. Second, this method is fast, in part because there is no need to acquire long-axis (LA) slices. Third, the method is accurate because the 3-D displacement components are acquired simultaneously and therefore reduces motion artifacts without the need for registration. This article presents the theory of computing 3-D strain from two slices using zHARP, the imaging protocol, and both phantom and in-vivo validation.

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We've developed a new ambient occlusion technique based on an information-theoretic framework. Essentially, our method computes a weighted visibility from each object polygon to all viewpoints; we then use these visibility values to obtain the information associated with each polygon. So, just as a viewpoint has information about the model's polygons, the polygons gather information on the viewpoints. We therefore have two measures associated with an information channel defined by the set of viewpoints as input and the object's polygons as output, or vice versa. From this polygonal information, we obtain an occlusion map that serves as a classic ambient occlusion technique. Our approach also offers additional applications, including an importance-based viewpoint-selection guide, and a means of enhancing object features and producing nonphotorealistic object visualizations

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Elmercat de jocs i de pel•lícules d'entreteniment demana constantment entornsmés realistes i efectes que sorprenguin a l'espectador.Els gràfics 3D interactius (per exemple, dels jocs) han vist una evoluciósorprenent en les dues últimes dècades. Hem passat de representacions moltesquemàtiques i simplificades dels entorns, a una qualitat visual que aviatserà indistingible de la realitat. El projecte tracta de desenvolupar un motor 3D des de zero. Es podria haver utilitzatun motor 3D ja disponible com a base, com per exemple el popular Unity,però s’ha decidit crear-lo ja que això dóna l’ oportunitat de conèixer com funcionen els motoscomercials i provar noves idees. En resum, és un treball difícil, però moltenriquidor, la qual cosa comporta una gran motivacio.S’han utilitzat noves tecnologies. No només s’ha volgut desenvoluparun motor 3D des de zero, si no que s’han volgut provar noves llibreries gràfiques i nous formats de dades 3d. El mercat té força oferta de les duess, per la qualcosa s’ha aprofitat l’ oportunitat per aprendre duess tecnologies noves.El procés de desenvolupar un projecte utilitzant tecnologies desconegudes permetrà aprendre els seus punts forts i febles, podent fer-neuna anàlisi crítica, que d'altra manera no es tindria.Finalment, s’ha implementat i comparat quatre algorismes de shading.La selecció dels quatre algorismes ha estat en base a les diferentsnecessitats que intenten cobrir. El primer, el Forward Shading, és l'algorismeclàssic, utilitzat des de fa dècades, però que teòricament escala malament respecte a la quantitat de llums. El segon, el Deferred Shading, teòricament,escala molt bé amb moltes llums, però té un cost base elevat, i un consum altde memòria. El tercer, el Deferred Lighting, és una variació de l'anterior queintenta reduir el cost base i l'úss de memòria. L'últim, el Inferred Lighting,intenta explotar la baixa freqüència de la il•luminació dels entorns 3D, persuportar una gran quantitat de llums amb un molt bon rendiment.Un cop implementats aquests quatre algorismes, s’han pogut compararrespecte el seu ús de la GPU, i el seu comportament en diferents tipusd'escenes, per tal de tenir una visió global de quin algorisme és adequat encada situació

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L’objectiu d’aquest projecte és el desenvolupament d’una eina d’alt nivell pel modelatged’edificis procedurals que permeti copiar i enganxar parts arbitràries d’un edifici en un altre.Els edificis procedurals es basen en l’execució iterativa d’un conjunt de regles, que es podenrepresentar per un graf d’operacions. Per tant, l’operació de copiar i enganxar es centra enla reescriptura dels grafs de regles amb l’objectiu de modificar els edificis per tal de duraquesta tasca. Donat que es treballa sobre la plataforma de recerca anomenada skylineEngine,que s’executa sobre el programari Houdini 3D, l’aplicació també estarà implementada a sobred’aquesta plataforma

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La simulació de la realitat és un fenomen que va sorgir fa uns anys per tal de predir esdeveniments sense haver de malbaratar recursos. El problema inicial de la simulació va ser la necessitat de simplificar la realitat a causa de la manca de capacitat dels ordinadors de l’època. Amb aquest projecte volem ajudar, per exemple, a estudis científics sobre la difusió de la contaminació en grans nuclis a causa de l’efecte del vent, càlculs de trajectòries amb forces externes degudes al vent, o incorporar en el món de la multimèdia efectes realistes de vent. El principal objectiu d’aquest projecte és desenvolupar un sistema que permeti realitzar simulacions realistes de vent per un paisatge 2D, i estudiar com el vent és veu afectat per la geometria de l’escena. Un punt important, és que tot ha de ser en temps real. Per aconseguir-ho, utilitzarem tècniques basades en el mètode de Lattice-Boltzmann, el qual consisteix en una xarxa regular que representa el fluid en posicions discretes, i estudiar com flueix. Escollint els paràmetres correctes de la simulació, es pot demostrar que aquest mètode convergeix a les equacions continues de Navier-Stokes, les qual són les més importants per descriure el comportament macroscòpic d’un fluid. Per accelerar tots els càlculs, utilitzarem la capacitat i la potencia de les targes gràfiques, ajustarem l’algorisme per poder-lo utilitzar en paral•lel, tot tenint en compte les restriccions de les GPUs. També haurem de generar un sistema per poder llegir les escenes 2D sobre les que realitzarem la simulació. Finalment, haurem de “pintar” el vent per tal de poder visualitzar el resultat de la simulació

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Spatial data representation and compression has become a focus issue in computer graphics and image processing applications. Quadtrees, as one of hierarchical data structures, basing on the principle of recursive decomposition of space, always offer a compact and efficient representation of an image. For a given image, the choice of quadtree root node plays an important role in its quadtree representation and final data compression. The goal of this thesis is to present a heuristic algorithm for finding a root node of a region quadtree, which is able to reduce the number of leaf nodes when compared with the standard quadtree decomposition. The empirical results indicate that, this proposed algorithm has quadtree representation and data compression improvement when in comparison with the traditional method.

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Le réalisme des images en infographie exige de créer des objets (ou des scènes) de plus en plus complexes, ce qui entraîne des coûts considérables. La modélisation procédurale peut aider à automatiser le processus de création, à simplifier le processus de modification ou à générer de multiples variantes d'une instance d'objet. Cependant même si plusieurs méthodes procédurales existent, aucune méthode unique permet de créer tous les types d'objets complexes, dont en particulier un édifice complet. Les travaux réalisés dans le cadre de cette thèse proposent deux solutions au problème de la modélisation procédurale: une solution au niveau de la géométrie de base, et l’autre sous forme d'un système général adapté à la modélisation des objets complexes. Premièrement, nous présentons le bloc, une nouvelle primitive de modélisation simple et générale, basée sur une forme cubique généralisée. Les blocs sont disposés et connectés entre eux pour constituer la forme de base des objets, à partir de laquelle est extrait un maillage de contrôle pouvant produire des arêtes lisses et vives. La nature volumétrique des blocs permet une spécification simple de la topologie, ainsi que le support des opérations de CSG entre les blocs. La paramétrisation de la surface, héritée des faces des blocs, fournit un soutien pour les textures et les fonctions de déplacements afin d'appliquer des détails de surface. Une variété d'exemples illustrent la généralité des blocs dans des contextes de modélisation à la fois interactive et procédurale. Deuxièmement, nous présentons un nouveau système de modélisation procédurale qui unifie diverses techniques dans un cadre commun. Notre système repose sur le concept de composants pour définir spatialement et sémantiquement divers éléments. À travers une série de déclarations successives exécutées sur un sous-ensemble de composants obtenus à l'aide de requêtes, nous créons un arbre de composants définissant ultimement un objet dont la géométrie est générée à l'aide des blocs. Nous avons appliqué notre concept de modélisation par composants à la génération d'édifices complets, avec intérieurs et extérieurs cohérents. Ce nouveau système s'avère général et bien adapté pour le partionnement des espaces, l'insertion d'ouvertures (portes et fenêtres), l'intégration d'escaliers, la décoration de façades et de murs, l'agencement de meubles, et diverses autres opérations nécessaires lors de la construction d'un édifice complet.

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Cette thèse s'intéresse à des aspects du tournage, de la projection et de la perception du cinéma stéréo panoramique, appelé aussi cinéma omnistéréo. Elle s'inscrit en grande partie dans le domaine de la vision par ordinateur, mais elle touche aussi aux domaines de l'infographie et de la perception visuelle humaine. Le cinéma omnistéréo projette sur des écrans immersifs des vidéos qui fournissent de l'information sur la profondeur de la scène tout autour des spectateurs. Ce type de cinéma comporte des défis liés notamment au tournage de vidéos omnistéréo de scènes dynamiques, à la projection polarisée sur écrans très réfléchissants rendant difficile l'estimation de leur forme par reconstruction active, aux distorsions introduites par l'omnistéréo pouvant fausser la perception des profondeurs de la scène. Notre thèse a tenté de relever ces défis en apportant trois contributions majeures. Premièrement, nous avons développé la toute première méthode de création de vidéos omnistéréo par assemblage d'images pour des mouvements stochastiques et localisés. Nous avons mis au point une expérience psychophysique qui montre l'efficacité de la méthode pour des scènes sans structure isolée, comme des courants d'eau. Nous proposons aussi une méthode de tournage qui ajoute à ces vidéos des mouvements moins contraints, comme ceux d'acteurs. Deuxièmement, nous avons introduit de nouveaux motifs lumineux qui permettent à une caméra et un projecteur de retrouver la forme d'objets susceptibles de produire des interréflexions. Ces motifs sont assez généraux pour reconstruire non seulement les écrans omnistéréo, mais aussi des objets très complexes qui comportent des discontinuités de profondeur du point de vue de la caméra. Troisièmement, nous avons montré que les distorsions omnistéréo sont négligeables pour un spectateur placé au centre d'un écran cylindrique, puisqu'elles se situent à la périphérie du champ visuel où l'acuité devient moins précise.