977 resultados para In-Shader Rendering
Resumo:
We outline a method for registration of images of cross sections using the concepts of The Generalized Hough Transform (GHT). The approach may be useful in situations where automation should be a concern. To overcome known problems of noise of traditional GHT we have implemented a slight modified version of the basic algorithm. The modification consists of eliminating points of no interest in the process before the application of the accumulation step of the algorithm. This procedure minimizes the amount of accumulation points while reducing the probability of appearing of spurious peaks. Also, we apply image warping techniques to interpolate images among cross sections. This is needed where the distance of samples between sections is too large. Then it is suggested that the step of registration with GHT can help the interpolation automation by simplifying the correspondence between points of images. Some results are shown.
Resumo:
In the last years, the well known ray tracing algorithm gained new popularity with the introduction of interactive ray tracing methods. The high modularity and the ability to produce highly realistic images make ray tracing an attractive alternative to raster graphics hardware. Interactive ray tracing also proved its potential in the field of Mixed Reality rendering and provides novel methods for seamless integration of real and virtual content. Actor insertion methods, a subdomain of Mixed Reality and closely related to virtual television studio techniques, can use ray tracing for achieving high output quality in conjunction with appropriate visual cues like shadows and reflections at interactive frame rates. In this paper, we show how interactive ray tracing techniques can provide new ways of implementing virtual studio applications.
Resumo:
PURPOSE: To evaluate changes to the pelvic floor of primiparous women with different delivery modes, using three-dimensional ultrasound. METHODS: A prospective cross-sectional study on 35 primiparae divided into groups according to the delivery mode: elective cesarean delivery (n=10), vaginal delivery (n=16), and forceps delivery (n=9). Three-dimensional ultrasound on the pelvic floor was performed on the second postpartum day with the patient in a resting position. A convex volumetric transducer (RAB4-8L) was used, in contact with the large labia, with the patient in the gynecological position. Biometric measurements of the urogenital hiatus were taken in the axial plane on images in the rendering mode, in order to assess the area, anteroposterior and transverse diameters, average thickness, and avulsion of the levator ani muscle. Differences between groups were evaluated by determining the mean differences and their respective 95% confidence intervals. The proportions of levator ani muscle avulsion were compared between elective cesarean section and vaginal birth using Fisher's exact test. RESULTS: The mean areas of the urogenital hiatus in the cases of vaginal and forceps deliveries were 17.0 and 20.1 cm², respectively, versus 12.4 cm² in the Control Group (elective cesarean). Avulsion of the levator ani muscle was observed in women who underwent vaginal delivery (3/25), however there was no statistically significant difference between cesarean section and vaginal delivery groups (p=0.5). CONCLUSION: Transperineal three-dimensional ultrasound was useful for assessing the pelvic floor of primiparous women, by allowing pelvic morphological changes to be differentiated according to the delivery mode.
Resumo:
La synthèse d'images dites photoréalistes nécessite d'évaluer numériquement la manière dont la lumière et la matière interagissent physiquement, ce qui, malgré la puissance de calcul impressionnante dont nous bénéficions aujourd'hui et qui ne cesse d'augmenter, est encore bien loin de devenir une tâche triviale pour nos ordinateurs. Ceci est dû en majeure partie à la manière dont nous représentons les objets: afin de reproduire les interactions subtiles qui mènent à la perception du détail, il est nécessaire de modéliser des quantités phénoménales de géométries. Au moment du rendu, cette complexité conduit inexorablement à de lourdes requêtes d'entrées-sorties, qui, couplées à des évaluations d'opérateurs de filtrage complexes, rendent les temps de calcul nécessaires à produire des images sans défaut totalement déraisonnables. Afin de pallier ces limitations sous les contraintes actuelles, il est nécessaire de dériver une représentation multiéchelle de la matière. Dans cette thèse, nous construisons une telle représentation pour la matière dont l'interface correspond à une surface perturbée, une configuration qui se construit généralement via des cartes d'élévations en infographie. Nous dérivons notre représentation dans le contexte de la théorie des microfacettes (conçue à l'origine pour modéliser la réflectance de surfaces rugueuses), que nous présentons d'abord, puis augmentons en deux temps. Dans un premier temps, nous rendons la théorie applicable à travers plusieurs échelles d'observation en la généralisant aux statistiques de microfacettes décentrées. Dans l'autre, nous dérivons une procédure d'inversion capable de reconstruire les statistiques de microfacettes à partir de réponses de réflexion d'un matériau arbitraire dans les configurations de rétroréflexion. Nous montrons comment cette théorie augmentée peut être exploitée afin de dériver un opérateur général et efficace de rééchantillonnage approximatif de cartes d'élévations qui (a) préserve l'anisotropie du transport de la lumière pour n'importe quelle résolution, (b) peut être appliqué en amont du rendu et stocké dans des MIP maps afin de diminuer drastiquement le nombre de requêtes d'entrées-sorties, et (c) simplifie de manière considérable les opérations de filtrage par pixel, le tout conduisant à des temps de rendu plus courts. Afin de valider et démontrer l'efficacité de notre opérateur, nous synthétisons des images photoréalistes anticrenelées et les comparons à des images de référence. De plus, nous fournissons une implantation C++ complète tout au long de la dissertation afin de faciliter la reproduction des résultats obtenus. Nous concluons avec une discussion portant sur les limitations de notre approche, ainsi que sur les verrous restant à lever afin de dériver une représentation multiéchelle de la matière encore plus générale.
Resumo:
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 of detail to be represented. Moreover, the interactions between the objects (grass, leaves) and external forces such as wind are complex to model. In this paper we concentrate in the rendering of falling leaves at low cost. We present a technique that exploits graphics hardware in order to render thousands of leaves with different falling paths in real time and low memory requirements.
Resumo:
This study aims to review the experience, at an institution, with patients who suffered electrical burns and study the peculiar characteristics of this type of burn as well as its complications and epidemiological aspects. The study includes medical records of patients with electrical burns who were admitted to the Burn Unit of Hospital das Clinicas in Sao Paulo, Brazil, from November 2001 to October 2006. They were classified into four categories: high voltage (>= 1000 V), low voltage (<1000 V), `flash burn` (in which there is no electrical current flow through the body of the patient) and burns caused by lightning. The complications were more severe and common in the high-voltage group, while longer hospital stays and more complex surgical procedures due to the greater depth of burns were also observed in this group. High-voltage burns are mainly labour-/occupation-related. The majority of the patients were young men at the beginning of their professional lives. This factor generates an important socio-economic impact due to the high incidence of sequelae, resulting in amputations, rendering them unable to maintain their occupations. (C) 2009 Elsevier Ltd and ISBI. All rights reserved.
Resumo:
Aberrations of Notch signaling have been implicated in a variety of human cancers. Oncogenic mutations in NOTCH1 are common in human T-cell leukemia and lymphomas. However, loss-of-function somatic mutations in NOTCH1 arising in solid tumors imply a tumor suppressor function, which highlights the need to understand Notch signaling more completely. Here, we describe the small GTPase RhoE/Rnd3 as a downstream mediator of Notch signaling in squamous cell carcinomas (SCC) that arise in skin epithelia. RhoE is a transcriptional target of activated Notch1, which is attenuated broadly in SCC cells. RhoE depletion suppresses Notch1-mediated signaling in vitro, rendering primary keratinocytes resistant to Notch1-mediated differentiation and thereby favoring a proliferative cell fate. Mechanistic investigations indicated that RhoE controls a key step in Notch1 signaling by mediating nuclear translocation of the activated portion of Notch1 (N1IC) through interaction with importins. Our results define RhoE as a Notch1 target that is essential for recruitment of N1IC to the promoters of Notch1 target genes, establishing a regulatory feedback loop in Notch1 signaling. This molecular circuitry may inform distinct cell fate decisions to Notch1 in epithelial tissues, where carcinomas such as SCC arise. Cancer Res; 74(7); 2082-93. ©2014 AACR.
Resumo:
Réalisé en cotutelle avec l'Université Bordeaux 1 (France)
Resumo:
O objectivo principal deste trabalho de investigação é na análise do aproveitamento das potencialidades da tecnologia da Web 2.0 pelos profissionais de informação na gestão do conhecimento nas bibliotecas, especialmente nas universitárias, onde a utilização destas tecnologias se revela de extrema importância. Para enquadrar o estudo no âmbito da aplicação das tecnologias da Web 2.0 ao serviço da biblioteca foi analisado, em primeiro lugar, o impacto que o desenvolvimento tecnológico teve na sociedade e a globalização do saber originado pelo software social. Para complementar o estudo e verificar a gestão de uma das redes sociais, o Blogue, foi usado o método qualitativo, através da aplicação de uma grelha de avaliação da qualidade dos Blogues desenvolvida por Luísa Alvim. Os resultados obtidos da análise dos Blogues foram submetidos à observação dos princípios da Web 2.0, defendidos por Maness. Concluiu-se que as potencialidades do Blogue não são completamente exploradas pelos profissionais de informação, nem mesmo nas bibliotecas universitárias. Este estudo pretende fazer a análise da situação, mas também ser um ponto de partida para que os responsáveis das bibliotecas, especialmente das bibliotecas universitárias, repensem o conceito e mais-valia da Web 2.0, de forma a que o Blogue seja gerido estrategicamente em benefício do utilizador, profissionais de informação e do próprio serviço da biblioteca.
Resumo:
We revisit the problem of visibility, which is to determine a set of primitives potentially visible in a set of geometry data represented by a data structure, such as a mesh of polygons or triangles, we propose a solution for speeding up the three-dimensional visualization processing in applications. We introduce a lean structure , in the sense of data abstraction and reduction, which can be used for online and interactive applications. The visibility problem is especially important in 3D visualization of scenes represented by large volumes of data, when it is not worthwhile keeping all polygons of the scene in memory. This implies a greater time spent in the rendering, or is even impossible to keep them all in huge volumes of data. In these cases, given a position and a direction of view, the main objective is to determine and load a minimum ammount of primitives (polygons) in the scene, to accelerate the rendering step. For this purpose, our algorithm performs cutting primitives (culling) using a hybrid paradigm based on three known techniques. The scene is divided into a cell grid, for each cell we associate the primitives that belong to them, and finally determined the set of primitives potentially visible. The novelty is the use of triangulation Ja 1 to create the subdivision grid. We chose this structure because of its relevant characteristics of adaptivity and algebrism (ease of calculations). The results show a substantial improvement over traditional methods when applied separately. The method introduced in this work can be used in devices with low or no dedicated processing power CPU, and also can be used to view data via the Internet, such as virtual museums applications
Resumo:
The visualization of three-dimensional(3D)images is increasigly being sed in the area of medicine, helping physicians diagnose desease. the advances achived in scaners esed for acquisition of these 3d exames, such as computerized tumography(CT) and Magnetic Resonance imaging (MRI), enable the generation of images with higher resolutions, thus, generating files with much larger sizes. Currently, the images of computationally expensive one, and demanding the use of a righ and computer for such task. The direct remote acess of these images thruogh the internet is not efficient also, since all images have to be trasferred to the user´s equipment before the 3D visualization process ca start. with these problems in mind, this work proposes and analyses a solution for the remote redering of 3D medical images, called Remote Rendering (RR3D). In RR3D, the whole hedering process is pefomed a server or a cluster of servers, with high computational power, and only the resulting image is tranferred to the client, still allowing the client to peform operations such as rotations, zoom, etc. the solution was developed using web services written in java and an architecture that uses the scientific visualization packcage paraview, the framework paraviewWeb and the PACS server DCM4CHEE.The solution was tested with two scenarios where the rendering process was performed by a sever with graphics hadwere (GPU) and by a server without GPUs. In the scenarios without GPUs, the soluction was executed in parallel with several number of cores (processing units)dedicated to it. In order to compare our solution to order medical visualization application, a third scenario was esed in the rendering process, was done locally. In all tree scenarios, the solution was tested for different network speeds. The solution solved satisfactorily the problem with the delay in the transfer of the DICOM files, while alowing the use of low and computers as client for visualizing the exams even, tablets and smart phones
Resumo:
Background: The use of all by-products of bovine slaughter is of high economic importance for the industries of products of animal origin. Among these products, fat has an important role, once fat rendering may generate several different products, such as protein material that may be used in the manufacture of meat products. However, in spite of the importance that the use of all by-products has for the economic balance of the industry, there are no reports on their use in Brazil, or studies that supply data on microbiological and physical-chemical local standards for this protein. Thus, the objective of this study was to evaluate microbiological and physical-chemical characteristics of protein material obtained from fat rendering, as well as to provide support for companies to use fat rendering to generate protein material, adding value to industrialized meat products.Materials, Methods & Results: The experimental production of edible protein obtained of fat rendering was conducted in slaughterhouse with supervision of the Brazilian Ministry of Agriculture, Livestock and Food Supply. Protein material was obtained in a continuous, humid heat system at high temperatures. Fat scraps containing protein were ground and cooked at high temperature (85 degrees C), and placed in a three phase decanter centrifuge. After centrifugation, protein material was ground again and packed. Samples were collected from 15 batches of protein material, and the following microbiological analyses were carried out: counts of aerobic mesophilic and psychrotrophic microorganisms, coliforms at 35 degrees C, Escherichia coli, sulfite-reducing Clostridium, and Staphylococcus aureus, besides presence or absence of Salmonella and Listeria monocytogens. The following physical-chemical analyses were also carried out: protein, total lipid, moisture, ash, carbohydrate, and energy content. Mean counts of mesophiles, psychrotrophs, and coliforms at 35 degrees C were 4.17; 3.69 and 1.87 (log CFU/g), respectively. Levels of protein, total lipids, moisture, ashes and carbohydrates were 27.50; 7.83; 63.88%; 0.24%; and 0.55%, respectively, and energy content was 182.63 kcal/100g.Discussion: Results of microbiological analyses demonstrated that, although low, the final product showed to be contaminated. Contamination that occurred during the second grinding procedure may be an explanation for these bacterial counts. Also, the temperature used for fat fusion was not enough to eliminate thermoduric microorganisms. However, even with the presence of indicator microorganisms in the samples, none was contaminated by E. coli, sulfite-reducing Clostridium, S. aureus, Salmonella or L. monocytogenes. Physical-chemical analyses showed that the product had adequate nutritional quality. Based on these results, it was possible to conclude that protein material obtained in fat rendering showed characteristics that enable the use of this product as raw material for processed meat products. Besides, the present study was the first one to present scientific results in relation to edible by-products obtained in fat rendering, supplying important information for slaughterhouses and meat-processing plants. The study also produced relevant data on the innocuousness of the product, which may be used to guide decision-making of health inspectors.
Resumo:
Approaching the world of the fairy tale as an adult, one soon realizes that things are not what they once seemed during story time in bed. Something that once appeared so innocent and simple can become rather complex when digging into its origin. A kiss, for example, can mean something else entirely. I can clearly remember my sister, who is ten years older than I am, telling me that the fairy tales I was told had a mysterious hidden meaning I could not understand. I was probably 9 or 10 when she told me that the story of Sleeping Beauty, which I used to love so much in Disney’s rendering, was nothing more than the story of an adolescent girl, with all the necessary steps needed to become a woman, the bleeding of menstruation and the sexual awakening - even though she did not really put it in these terms. This shocking news troubled me for a while, so much so that I haven’t watched that movie since. But in reality it was not fear that my sister had implanted in me: it was curiosity, the feeling that I was missing something terribly important behind the words and images. But it was not until last year during my semester abroad in Germany, where I had the chance to take a very interesting English literature seminar, that I fully understood what I had been looking for all these years. Thanks to what I learned from the work of Bruno Bettelheim, Jack Zipes, Vladimir Propp, and many other authors that wrote extensively about the subject, I feel I finally have the right tools to really get to know this fairy tale. But what I also know now is that the message behind fairy tales is not to be searched for behind only one version: on the contrary, since they come from oral traditions and their form was slowly shaped by centuries of recountals and retellings, the more one digs, the more complete the understanding of the tale will be. I will therefore look for Sleeping Beauty’s hidden meaning by looking for the reason why it did stick so consistently throughout time. To achieve this goal, I have organized my analysis in three chapters: in the first chapter, I will analyze the first known literary version of the tale, the French Perceforest, and then compare it with the following Italian version, Basile’s Sun, Moon, and Talia; in the second chapter, I will focus on the most famous and by now classical literary versions of Sleeping Beauty, La Belle Au Bois Dormant, written by the Frenchman, Perrault, and the German Dornröschen, recorded by the Brothers Grimm’s; finally, in the last chapter, I will analyze Almodovar’s film Talk to Her as a modern rewriting of this tale, which after a closer look, appears closely related to the earliest version of the story, Perceforest.
Resumo:
Efficient image blurring techniques based on the pyramid algorithm can be implemented on modern graphics hardware; thus, image blurring with arbitrary blur width is possible in real time even for large images. However, pyramidal blurring methods do not achieve the image quality provided by convolution filters; in particular, the shape of the corresponding filter kernel varies locally, which potentially results in objectionable rendering artifacts. In this work, a new analysis filter is designed that significantly reduces this variation for a particular pyramidal blurring technique. Moreover, the pyramidal blur algorithm is generalized to allow for a continuous variation of the blur width. Furthermore, an efficient implementation for programmable graphics hardware is presented. The proposed method is named “quasi-convolution pyramidal blurring” since the resulting effect is very close to image blurring based on a convolution filter for many applications.
Resumo:
The paper presents a comparative study of the personal and geographic names in the two complete Slavic translations of the Byzantine Versified Synaxarion, namely the Bulgarian and Serbian Prolog Stišnoj, which appeared around the first half of the 14 th century. On the basis of the March texts in seven South Slavic manuscripts, the differences in the rendering of the personal names are analysed on the level of phonetics, orthography, morphology and word formation. The data allow the following conclusions: 1) The differences in the forms of these names in the Bulgarian and Serbian Prolog Stišnoj give further arguments supporting their independent origin; 2) Several specific tendencies are noted which more or less differentiate them. The Bulgarian translation reproduces more accurately the graphics of the original names, allows dativus possessivus, often replaces the Greek anthroponyms and toponyms with adjectives, presents many local names in the plural, and sometimes retains Greek nominative endings in masculine personal names. The Serbian translation, on the other hand, follows more often the Byzantine pronunciation of the names, complies more strictly with their grammatical characteristics (case, number), separates more often the ending -ς from the stem, and incorporates the accusative ending -ν into the stem of certain anthroponyms several times. 3) The tendency towards Slavicisation of the personal names is nearly the same in both translations and cannot be viewed as peculiar of either of them.