Hybrid rendering of the chest and virtual bronchoscopy [corrected].
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.
Direct Visuo-Haptic 4D Volume Rendering Using Respiratory Motion Models.
Fortmeier, Dirk; Wilms, Matthias; Mastmeyer, Andre; Handels, Heinz
2015-01-01
This article presents methods for direct visuo-haptic 4D volume rendering of virtual patient models under respiratory motion. Breathing models are computed based on patient-specific 4D CT image data sequences. Virtual patient models are visualized in real-time by ray casting based rendering of a reference CT image warped by a time-variant displacement field, which is computed using the motion models at run-time. Furthermore, haptic interaction with the animated virtual patient models is provided by using the displacements computed at high rendering rates to translate the position of the haptic device into the space of the reference CT image. This concept is applied to virtual palpation and the haptic simulation of insertion of a virtual bendable needle. To this aim, different motion models that are applicable in real-time are presented and the methods are integrated into a needle puncture training simulation framework, which can be used for simulated biopsy or vessel puncture in the liver. To confirm real-time applicability, a performance analysis of the resulting framework is given. It is shown that the presented methods achieve mean update rates around 2,000 Hz for haptic simulation and interactive frame rates for volume rendering and thus are well suited for visuo-haptic rendering of virtual patients under respiratory motion.
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.
NASA Astrophysics Data System (ADS)
Mori, Kensaku; Suenaga, Yasuhito; Toriwaki, Jun-ichiro
2003-05-01
This paper describes a software-based fast volume rendering (VolR) method on a PC platform by using multimedia instructions, such as SIMD instructions, which are currently available in PCs' CPUs. This method achieves fast rendering speed through highly optimizing software rather than an improved rendering algorithm. In volume rendering using a ray casting method, the system requires fast execution of the following processes: (a) interpolation of voxel or color values at sample points, (b) computation of normal vectors (gray-level gradient vectors), (c) calculation of shaded values obtained by dot-products of normal vectors and light source direction vectors, (d) memory access to a huge area, and (e) efficient ray skipping at translucent regions. The proposed software implements these fundamental processes in volume rending by using special instruction sets for multimedia processing. The proposed software can generate virtual endoscopic images of a 3-D volume of 512x512x489 voxel size by volume rendering with perspective projection, specular reflection, and on-the-fly normal vector computation on a conventional PC without any special hardware at thirteen frames per second. Semi-translucent display is also possible.
Seemann, M D; Claussen, C D
2001-06-01
A hybrid rendering method which combines a color-coded surface rendering method and a volume rendering method is described, which enables virtual endoscopic examinations using different representation models. 14 patients with malignancies of the lung and mediastinum (n=11) and lung transplantation (n=3) underwent thin-section spiral computed tomography. The tracheobronchial system and anatomical and pathological features of the chest were segmented using an interactive threshold interval volume-growing segmentation algorithm and visualized with a color-coded surface rendering method. The structures of interest were then superimposed on a volume rendering of the other thoracic structures. For the virtual endoscopy of the tracheobronchial system, a shaded-surface model without color coding, a transparent color-coded shaded-surface model and a triangle-surface model were tested and compared. The hybrid rendering technique exploit the advantages of both rendering methods, provides an excellent overview of the tracheobronchial system and allows a clear depiction of the complex spatial relationships of anatomical and pathological features. Virtual bronchoscopy with a transparent color-coded shaded-surface model allows both a simultaneous visualization of an airway, an airway lesion and mediastinal structures and a quantitative assessment of the spatial relationship between these structures, thus improving confidence in the diagnosis of endotracheal and endobronchial diseases. Hybrid rendering and virtual endoscopy obviate the need for time consuming detailed analysis and presentation of axial source images. Virtual bronchoscopy with a transparent color-coded shaded-surface model offers a practical alternative to fiberoptic bronchoscopy and is particularly promising for patients in whom fiberoptic bronchoscopy is not feasible, contraindicated or refused. Furthermore, it can be used as a complementary procedure to fiberoptic bronchoscopy in evaluating airway stenosis and guiding bronchoscopic biopsy, surgical intervention and palliative therapy and is likely to be increasingly accepted as a screening method for people with suspected endobronchial malignancy and as control examination in the aftercare of patients with malignant diseases.
Volumetric depth peeling for medical image display
NASA Astrophysics Data System (ADS)
Borland, David; Clarke, John P.; Fielding, Julia R.; TaylorII, Russell M.
2006-01-01
Volumetric depth peeling (VDP) is an extension to volume rendering that enables display of otherwise occluded features in volume data sets. VDP decouples occlusion calculation from the volume rendering transfer function, enabling independent optimization of settings for rendering and occlusion. The algorithm is flexible enough to handle multiple regions occluding the object of interest, as well as object self-occlusion, and requires no pre-segmentation of the data set. VDP was developed as an improvement for virtual arthroscopy for the diagnosis of shoulder-joint trauma, and has been generalized for use in other simple and complex joints, and to enable non-invasive urology studies. In virtual arthroscopy, the surfaces in the joints often occlude each other, allowing limited viewpoints from which to evaluate these surfaces. In urology studies, the physician would like to position the virtual camera outside the kidney collecting system and see inside it. By rendering invisible all voxels between the observer's point of view and objects of interest, VDP enables viewing from unconstrained positions. In essence, VDP can be viewed as a technique for automatically defining an optimal data- and task-dependent clipping surface. Radiologists using VDP display have been able to perform evaluations of pathologies more easily and more rapidly than with clinical arthroscopy, standard volume rendering, or standard MRI/CT slice viewing.
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.
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.
NASA Astrophysics Data System (ADS)
Li, Jing; Wu, Huayi; Yang, Chaowei; Wong, David W.; Xie, Jibo
2011-09-01
Geoscientists build dynamic models to simulate various natural phenomena for a better understanding of our planet. Interactive visualizations of these geoscience models and their outputs through virtual globes on the Internet can help the public understand the dynamic phenomena related to the Earth more intuitively. However, challenges arise when the volume of four-dimensional data (4D), 3D in space plus time, is huge for rendering. Datasets loaded from geographically distributed data servers require synchronization between ingesting and rendering data. Also the visualization capability of display clients varies significantly in such an online visualization environment; some may not have high-end graphic cards. To enhance the efficiency of visualizing dynamic volumetric data in virtual globes, this paper proposes a systematic framework, in which an octree-based multiresolution data structure is implemented to organize time series 3D geospatial data to be used in virtual globe environments. This framework includes a view-dependent continuous level of detail (LOD) strategy formulated as a synchronized part of the virtual globe rendering process. Through the octree-based data retrieval process, the LOD strategy enables the rendering of the 4D simulation at a consistent and acceptable frame rate. To demonstrate the capabilities of this framework, data of a simulated dust storm event are rendered in World Wind, an open source virtual globe. The rendering performances with and without the octree-based LOD strategy are compared. The experimental results show that using the proposed data structure and processing strategy significantly enhances the visualization performance when rendering dynamic geospatial phenomena in virtual globes.
Real-time volume rendering of 4D image using 3D texture mapping
NASA Astrophysics Data System (ADS)
Hwang, Jinwoo; Kim, June-Sic; Kim, Jae Seok; Kim, In Young; Kim, Sun Il
2001-05-01
Four dimensional image is 3D volume data that varies with time. It is used to express deforming or moving object in virtual surgery of 4D ultrasound. It is difficult to render 4D image by conventional ray-casting or shear-warp factorization methods because of their time-consuming rendering time or pre-processing stage whenever the volume data are changed. Even 3D texture mapping is used, repeated volume loading is also time-consuming in 4D image rendering. In this study, we propose a method to reduce data loading time using coherence between currently loaded volume and previously loaded volume in order to achieve real time rendering based on 3D texture mapping. Volume data are divided into small bricks and each brick being loaded is tested for similarity to one which was already loaded in memory. If the brick passed the test, it is defined as 3D texture by OpenGL functions. Later, the texture slices of the brick are mapped into polygons and blended by OpenGL blending functions. All bricks undergo this test. Continuously deforming fifty volumes are rendered in interactive time with SGI ONYX. Real-time volume rendering based on 3D texture mapping is currently available on PC.
Automatic Perceptual Color Map Generation for Realistic Volume Visualization
Silverstein, Jonathan C.; Parsad, Nigel M.; Tsirline, Victor
2008-01-01
Advances in computed tomography imaging technology and inexpensive high performance computer graphics hardware are making high-resolution, full color (24-bit) volume visualizations commonplace. However, many of the color maps used in volume rendering provide questionable value in knowledge representation and are non-perceptual thus biasing data analysis or even obscuring information. These drawbacks, coupled with our need for realistic anatomical volume rendering for teaching and surgical planning, has motivated us to explore the auto-generation of color maps that combine natural colorization with the perceptual discriminating capacity of grayscale. As evidenced by the examples shown that have been created by the algorithm described, the merging of perceptually accurate and realistically colorized virtual anatomy appears to insightfully interpret and impartially enhance volume rendered patient data. PMID:18430609
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.
Virtual Sonography Through the Internet: Volume Compression Issues
Vilarchao-Cavia, Joseba; Troyano-Luque, Juan-Mario; Clavijo, Matilde
2001-01-01
Background Three-dimensional ultrasound images allow virtual sonography even at a distance. However, the size of final 3-D files limits their transmission through slow networks such as the Internet. Objective To analyze compression techniques that transform ultrasound images into small 3-D volumes that can be transmitted through the Internet without loss of relevant medical information. Methods Samples were selected from ultrasound examinations performed during, 1999-2000, in the Obstetrics and Gynecology Department at the University Hospital in La Laguna, Canary Islands, Spain. The conventional ultrasound video output was recorded at 25 fps (frames per second) on a PC, producing 100- to 120-MB files (for from 500 to 550 frames). Processing to obtain 3-D images progressively reduced file size. Results The original frames passed through different compression stages: selecting the region of interest, rendering techniques, and compression for storage. Final 3-D volumes reached 1:25 compression rates (1.5- to 2-MB files). Those volumes need 7 to 8 minutes to be transmitted through the Internet at a mean data throughput of 6.6 Kbytes per second. At the receiving site, virtual sonography is possible using orthogonal projections or oblique cuts. Conclusions Modern volume-rendering techniques allowed distant virtual sonography through the Internet. This is the result of their efficient data compression that maintains its attractiveness as a main criterion for distant diagnosis. PMID:11720963
[Virtual endoscopy with a volumetric reconstruction technic: the technical aspects].
Pavone, P; Laghi, A; Panebianco, V; Catalano, C; Giura, R; Passariello, R
1998-06-01
We analyze the peculiar technical features of virtual endoscopy obtained with volume rendering. Our preliminary experience is based on virtual endoscopy images from volumetric data acquired with spiral CT (Siemens, Somatom Plus 4) using acquisition protocols standardized for different anatomic areas. Images are reformatted at the CT console, to obtain 1 mm thick contiguous slices, and transferred in DICOM format to an O2 workstation (Silicon Graphics, Mountain View CA, USA) with processor speed of 180 Mhz, 256 Mbyte RAM memory and 4.1 Gbyte hard disk. The software is Vitrea 1.0 (Vital Images, Fairfield, Iowa), running on a Unix platform. Image output is obtained through the Ethernet network to a Macintosh computer and a thermic printer (Kodak 8600 XLS). Diagnostic quality images were obtained in all the cases. Fly-through in the airways allowed correct evaluation of the main bronchi and of the origin of segmentary bronchi. In the vascular district, both carotid strictures and abdominal aortic aneurysms were depicted, with the same accuracy as with conventional reconstruction techniques. In the colon studies, polypoid lesions were correctly depicted in all the cases, with good correlation with endoscopic and double-contrast barium enema findings. In a case of lipoma of the ascending colon, virtual endoscopy allowed to study the colon both cranially and caudally to the lesion. The simultaneous evaluation of axial CT images permitted to characterize the lesion correctly on the basis of its density values. The peculiar feature of volume rendering is the use of the whole information inside the imaging volume to reconstruct three-dimensional images; no threshold values are used and no data are lost as opposite to conventional image reconstruction techniques. The different anatomic structures are visualized modifying the reciprocal opacities, showing the structures of no interest as translucent. The modulation of different opacities is obtained modifying the shape of the opacity curve, either using pre-set curves or in a completely independent way. Other technical features of volume rendering are the perspective evaluation of the objects, color and lighting. In conclusion, volume rendering is a promising technique to elaborate three-dimensional images, offering very realistic endoscopic views. At present, the main limitation is represented by the need of powerful and high-cost workstations.
Beaulieu, C F; Jeffrey, R B; Karadi, C; Paik, D S; Napel, S
1999-07-01
To determine the sensitivity of radiologist observers for detecting colonic polyps by using three different data review (display) modes for computed tomographic (CT) colonography, or "virtual colonoscopy." CT colonographic data in a patient with a normal colon were used as base data for insertion of digitally synthesized polyps. Forty such polyps (3.5, 5, 7, and 10 mm in diameter) were randomly inserted in four copies of the base data. Axial CT studies, volume-rendered virtual endoscopic movies, and studies from a three-dimensional mode termed "panoramic endoscopy" were reviewed blindly and independently by two radiologists. Detection improved with increasing polyp size. Trends in sensitivity were dependent on whether all inserted lesions or only visible lesions were considered, because modes differed in how completely the colonic surface was depicted. For both reviewers and all polyps 7 mm or larger, panoramic endoscopy resulted in significantly greater sensitivity (90%) than did virtual endoscopy (68%, P = .014). For visible lesions only, the sensitivities were 85%, 81%, and 60% for one reader and 65%, 62%, and 28% for the other for virtual endoscopy, panoramic endoscopy, and axial CT, respectively. Three-dimensional displays were more sensitive than two-dimensional displays (P < .05). The sensitivity of panoramic endoscopy is higher than that of virtual endoscopy, because the former displays more of the colonic surface. Higher sensitivities for three-dimensional displays may justify the additional computation and review time.
Simulation and training of lumbar punctures using haptic volume rendering and a 6DOF haptic device
NASA Astrophysics Data System (ADS)
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.
Thong, Patricia S P; Tandjung, Stephanus S; Movania, Muhammad Mobeen; Chiew, Wei-Ming; Olivo, Malini; Bhuvaneswari, Ramaswamy; Seah, Hock-Soon; Lin, Feng; Qian, Kemao; Soo, Khee-Chee
2012-05-01
Oral lesions are conventionally diagnosed using white light endoscopy and histopathology. This can pose a challenge because the lesions may be difficult to visualise under white light illumination. Confocal laser endomicroscopy can be used for confocal fluorescence imaging of surface and subsurface cellular and tissue structures. To move toward real-time "virtual" biopsy of oral lesions, we interfaced an embedded computing system to a confocal laser endomicroscope to achieve a prototype three-dimensional (3-D) fluorescence imaging system. A field-programmable gated array computing platform was programmed to enable synchronization of cross-sectional image grabbing and Z-depth scanning, automate the acquisition of confocal image stacks and perform volume rendering. Fluorescence imaging of the human and murine oral cavities was carried out using the fluorescent dyes fluorescein sodium and hypericin. Volume rendering of cellular and tissue structures from the oral cavity demonstrate the potential of the system for 3-D fluorescence visualization of the oral cavity in real-time. We aim toward achieving a real-time virtual biopsy technique that can complement current diagnostic techniques and aid in targeted biopsy for better clinical outcomes.
Three-Dimensional Reconstruction of Thoracic Structures: Based on Chinese Visible Human
Luo, Na; Tan, Liwen; Fang, Binji; Li, Ying; Xie, Bing; Liu, Kaijun; Chu, Chun; Li, Min
2013-01-01
We managed to establish three-dimensional digitized visible model of human thoracic structures and to provide morphological data for imaging diagnosis and thoracic and cardiovascular surgery. With Photoshop software, the contour line of lungs and mediastinal structures including heart, aorta and its ramus, azygos vein, superior vena cava, inferior vena cava, thymus, esophagus, diaphragm, phrenic nerve, vagus nerve, sympathetic trunk, thoracic vertebrae, sternum, thoracic duct, and so forth were segmented from the Chinese Visible Human (CVH)-1 data set. The contour data set of segmented thoracic structures was imported to Amira software and 3D thorax models were reconstructed via surface rendering and volume rendering. With Amira software, surface rendering reconstructed model of thoracic organs and its volume rendering reconstructed model were 3D reconstructed and can be displayed together clearly and accurately. It provides a learning tool of interpreting human thoracic anatomy and virtual thoracic and cardiovascular surgery for medical students and junior surgeons. PMID:24369489
NASA Astrophysics Data System (ADS)
Zheng, Guoyan
2007-03-01
Surgical navigation systems visualize the positions and orientations of surgical instruments and implants as graphical overlays onto a medical image of the operated anatomy on a computer monitor. The orthopaedic surgical navigation systems could be categorized according to the image modalities that are used for the visualization of surgical action. In the so-called CT-based systems or 'surgeon-defined anatomy' based systems, where a 3D volume or surface representation of the operated anatomy could be constructed from the preoperatively acquired tomographic data or through intraoperatively digitized anatomy landmarks, a photorealistic rendering of the surgical action has been identified to greatly improve usability of these navigation systems. However, this may not hold true when the virtual representation of surgical instruments and implants is superimposed onto 2D projection images in a fluoroscopy-based navigation system due to the so-called image occlusion problem. Image occlusion occurs when the field of view of the fluoroscopic image is occupied by the virtual representation of surgical implants or instruments. In these situations, the surgeon may miss part of the image details, even if transparency and/or wire-frame rendering is used. In this paper, we propose to use non-photorealistic rendering to overcome this difficulty. Laboratory testing results on foamed plastic bones during various computer-assisted fluoroscopybased surgical procedures including total hip arthroplasty and long bone fracture reduction and osteosynthesis are shown.
Speksnijder, L; Rousian, M; Steegers, E A P; Van Der Spek, P J; Koning, A H J; Steensma, A B
2012-07-01
Virtual reality is a novel method of visualizing ultrasound data with the perception of depth and offers possibilities for measuring non-planar structures. The levator ani hiatus has both convex and concave aspects. The aim of this study was to compare levator ani hiatus volume measurements obtained with conventional three-dimensional (3D) ultrasound and with a virtual reality measurement technique and to establish their reliability and agreement. 100 symptomatic patients visiting a tertiary pelvic floor clinic with a normal intact levator ani muscle diagnosed on translabial ultrasound were selected. Datasets were analyzed using a rendered volume with a slice thickness of 1.5 cm at the level of minimal hiatal dimensions during contraction. The levator area (in cm(2)) was measured and multiplied by 1.5 to get the levator ani hiatus volume in conventional 3D ultrasound (in cm(3)). Levator ani hiatus volume measurements were then measured semi-automatically in virtual reality (cm(3) ) using a segmentation algorithm. An intra- and interobserver analysis of reliability and agreement was performed in 20 randomly chosen patients. The mean difference between levator ani hiatus volume measurements performed using conventional 3D ultrasound and virtual reality was 0.10 (95% CI, - 0.15 to 0.35) cm(3). The intraclass correlation coefficient (ICC) comparing conventional 3D ultrasound with virtual reality measurements was > 0.96. Intra- and interobserver ICCs for conventional 3D ultrasound measurements were > 0.94 and for virtual reality measurements were > 0.97, indicating good reliability for both. Levator ani hiatus volume measurements performed using virtual reality were reliable and the results were similar to those obtained with conventional 3D ultrasonography. Copyright © 2012 ISUOG. Published by John Wiley & Sons, Ltd.
Immersive volume rendering of blood vessels
NASA Astrophysics Data System (ADS)
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.
A spatially augmented reality sketching interface for architectural daylighting design.
Sheng, Yu; Yapo, Theodore C; Young, Christopher; Cutler, Barbara
2011-01-01
We present an application of interactive global illumination and spatially augmented reality to architectural daylight modeling that allows designers to explore alternative designs and new technologies for improving the sustainability of their buildings. Images of a model in the real world, captured by a camera above the scene, are processed to construct a virtual 3D model. To achieve interactive rendering rates, we use a hybrid rendering technique, leveraging radiosity to simulate the interreflectance between diffuse patches and shadow volumes to generate per-pixel direct illumination. The rendered images are then projected on the real model by four calibrated projectors to help users study the daylighting illumination. The virtual heliodon is a physical design environment in which multiple designers, a designer and a client, or a teacher and students can gather to experience animated visualizations of the natural illumination within a proposed design by controlling the time of day, season, and climate. Furthermore, participants may interactively redesign the geometry and materials of the space by manipulating physical design elements and see the updated lighting simulation. © 2011 IEEE Published by the IEEE Computer Society
Virtual probing system for medical volume data
NASA Astrophysics Data System (ADS)
Xiao, Yongfei; Fu, Yili; Wang, Shuguo
2007-12-01
Because of the huge computation in 3D medical data visualization, looking into its inner data interactively is always a problem to be resolved. In this paper, we present a novel approach to explore 3D medical dataset in real time by utilizing a 3D widget to manipulate the scanning plane. With the help of the 3D texture property in modern graphics card, a virtual scanning probe is used to explore oblique clipping plane of medical volume data in real time. A 3D model of the medical dataset is also rendered to illustrate the relationship between the scanning-plane image and the other tissues in medical data. It will be a valuable tool in anatomy education and understanding of medical images in the medical research.
NASA Astrophysics Data System (ADS)
Bada, Adedayo; Wang, Qi; Alcaraz-Calero, Jose M.; Grecos, Christos
2016-04-01
This paper proposes a new approach to improving the application of 3D video rendering and streaming by jointly exploring and optimizing both cloud-based virtualization and web-based delivery. The proposed web service architecture firstly establishes a software virtualization layer based on QEMU (Quick Emulator), an open-source virtualization software that has been able to virtualize system components except for 3D rendering, which is still in its infancy. The architecture then explores the cloud environment to boost the speed of the rendering at the QEMU software virtualization layer. The capabilities and inherent limitations of Virgil 3D, which is one of the most advanced 3D virtual Graphics Processing Unit (GPU) available, are analyzed through benchmarking experiments and integrated into the architecture to further speed up the rendering. Experimental results are reported and analyzed to demonstrate the benefits of the proposed approach.
Yunus, Mahira
2012-11-01
To study the use of helical computed tomography 2-D and 3-D images, and virtual endoscopy in the evaluation of airway disease in neonates, infants and children and its value in lesion detection, characterisation and extension. Conducted at Al-Noor Hospital, Makkah, Saudi Arabia, from January 1 to June 30, 2006, the study comprised of 40 patients with strider, having various causes of airway obstruction. They were examined by helical CT scan with 2-D and 3-D reconstructions and virtual endoscopy. The level and characterisation of lesions were carried out and results were compared with actual endoscopic findings. Conventional endoscopy was chosen as the gold standard, and the evaluation of endoscopy was done in terms of sensitivity and specificity of the procedure. For statistical purposes, SPSS version 10 was used. All CT methods detected airway stenosis or obstruction. Accuracy was 98% (n=40) for virtual endoscopy, 96% (n=48) for 3-D external rendering, 90% (n=45) for multiplanar reconstructions and 86% (n=43) for axial images. Comparing the results of 3-D internal and external volume rendering images with conventional endoscopy for detection and grading of stenosis were closer than with 2-D minimum intensity multiplanar reconstruction and axial CT slices. Even high-grade stenosis could be evaluated with virtual endoscope through which conventional endoscope cannot be passed. A case of 4-year-old patient with tracheomalacia could not be diagnosed by helical CT scan and virtual bronchoscopy which was diagriosed on conventional endoscopy and needed CT scan in inspiration and expiration. Virtual endoscopy [VE] enabled better assessment of stenosis compared to the reading of 3-D external rendering, 2-D multiplanar reconstruction [MPR] or axial slices. It can replace conventional endoscopy in the assessment of airway disease without any additional risk.
Virtual reality simulation: basic concepts and use in endoscopic neurosurgery training.
Cohen, Alan R; Lohani, Subash; Manjila, Sunil; Natsupakpong, Suriya; Brown, Nathan; Cavusoglu, M Cenk
2013-08-01
Virtual reality simulation is a promising alternative to training surgical residents outside the operating room. It is also a useful aide to anatomic study, residency training, surgical rehearsal, credentialing, and recertification. Surgical simulation is based on a virtual reality with varying degrees of immersion and realism. Simulators provide a no-risk environment for harmless and repeatable practice. Virtual reality has three main components of simulation: graphics/volume rendering, model behavior/tissue deformation, and haptic feedback. The challenge of accurately simulating the forces and tactile sensations experienced in neurosurgery limits the sophistication of a virtual simulator. The limited haptic feedback available in minimally invasive neurosurgery makes it a favorable subject for simulation. Virtual simulators with realistic graphics and force feedback have been developed for ventriculostomy, intraventricular surgery, and transsphenoidal pituitary surgery, thus allowing preoperative study of the individual anatomy and increasing the safety of the procedure. The authors also present experiences with their own virtual simulation of endoscopic third ventriculostomy.
Uninjured trees - a meaningful guide to white-pine weevil control decisions
William E. Waters
1962-01-01
The white-pine weevil, Pissodes strobi, is a particularly insidious forest pest that can render a stand of host trees virtually worthless. It rarely, if ever, kills a tree; but the crooks, forks, and internal defects that develop in attacked trees over a period of years may reduce the merchantable volume and value of the tree at harvest age to zero. Dollar losses are...
NASA Astrophysics Data System (ADS)
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.
Chen, Jian; Smith, Andrew D; Khan, Majid A; Sinning, Allan R; Conway, Marianne L; Cui, Dongmei
2017-11-01
Recent improvements in three-dimensional (3D) virtual modeling software allows anatomists to generate high-resolution, visually appealing, colored, anatomical 3D models from computed tomography (CT) images. In this study, high-resolution CT images of a cadaver were used to develop clinically relevant anatomic models including facial skull, nasal cavity, septum, turbinates, paranasal sinuses, optic nerve, pituitary gland, carotid artery, cervical vertebrae, atlanto-axial joint, cervical spinal cord, cervical nerve root, and vertebral artery that can be used to teach clinical trainees (students, residents, and fellows) approaches for trans-sphenoidal pituitary surgery and cervical spine injection procedure. Volume, surface rendering and a new rendering technique, semi-auto-combined, were applied in the study. These models enable visualization, manipulation, and interaction on a computer and can be presented in a stereoscopic 3D virtual environment, which makes users feel as if they are inside the model. Anat Sci Educ 10: 598-606. © 2017 American Association of Anatomists. © 2017 American Association of Anatomists.
Virtual acoustic environments for comprehensive evaluation of model-based hearing devices.
Grimm, Giso; Luberadzka, Joanna; Hohmann, Volker
2018-06-01
Create virtual acoustic environments (VAEs) with interactive dynamic rendering for applications in audiology. A toolbox for creation and rendering of dynamic virtual acoustic environments (TASCAR) that allows direct user interaction was developed for application in hearing aid research and audiology. The software architecture and the simulation methods used to produce VAEs are outlined. Example environments are described and analysed. With the proposed software, a tool for simulation of VAEs is available. A set of VAEs rendered with the proposed software was described.
Silverstein, Jonathan C; Dech, Fred; Kouchoukos, Philip L
2004-01-01
Radiological volumes are typically reviewed by surgeons using cross-sections and iso-surface reconstructions. Applications that combine collaborative stereo volume visualization with symbolic anatomic information and data fusions would expand surgeons' capabilities in interpretation of data and in planning treatment. Such an application has not been seen clinically. We are developing methods to systematically combine symbolic anatomy (term hierarchies and iso-surface atlases) with patient data using data fusion. We describe our progress toward integrating these methods into our collaborative virtual reality application. The fully combined application will be a feature-rich stereo collaborative volume visualization environment for use by surgeons in which DICOM datasets will self-report underlying anatomy with visual feedback. Using hierarchical navigation of SNOMED-CT anatomic terms integrated with our existing Tele-immersive DICOM-based volumetric rendering application, we will display polygonal representations of anatomic systems on the fly from menus that query a database. The methods and tools involved in this application development are SNOMED-CT, DICOM, VISIBLE HUMAN, volumetric fusion and C++ on a Tele-immersive platform. This application will allow us to identify structures and display polygonal representations from atlas data overlaid with the volume rendering. First, atlas data is automatically translated, rotated, and scaled to the patient data during loading using a public domain volumetric fusion algorithm. This generates a modified symbolic representation of the underlying canonical anatomy. Then, through the use of collision detection or intersection testing of various transparent polygonal representations, the polygonal structures are highlighted into the volumetric representation while the SNOMED names are displayed. Thus, structural names and polygonal models are associated with the visualized DICOM data. This novel juxtaposition of information promises to expand surgeons' abilities to interpret images and plan treatment.
Evaluating progressive-rendering algorithms in appearance design tasks.
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.
Virtual arthroscopy of the visible human female temporomandibular joint.
Ishimaru, T; Lew, D; Haller, J; Vannier, M W
1999-07-01
This study was designed to obtain views of the temporomandibular joint (TMJ) by means of computed arthroscopic simulation (virtual arthroscopy) using three-dimensional (3D) processing. Volume renderings of the TMJ from very thin cryosection slices of the Visible Human Female were taken off the Internet. Analyze(AVW) software (Biomedical Imaging Resource, Mayo Foundation, Rochester, MN) on a Silicon Graphics 02 workstation (Mountain View, CA) was then used to obtain 3D images and allow the navigation "fly-through" of the simulated joint. Good virtual arthroscopic views of the upper and lower joint spaces of both TMJs were obtained by fly-through simulation from the lateral and endaural sides. It was possible to observe the presence of a partial defect in the articular disc and an osteophyte on the condyle. Virtual arthroscopy provided visualization of regions not accessible to real arthroscopy. These results indicate that virtual arthroscopy will be a new technique to investigate the TMJ of the patient with TMJ disorders in the near future.
Ray Casting of Large Multi-Resolution Volume Datasets
NASA Astrophysics Data System (ADS)
Lux, C.; Fröhlich, B.
2009-04-01
High quality volume visualization through ray casting on graphics processing units (GPU) has become an important approach for many application domains. We present a GPU-based, multi-resolution ray casting technique for the interactive visualization of massive volume data sets commonly found in the oil and gas industry. Large volume data sets are represented as a multi-resolution hierarchy based on an octree data structure. The original volume data is decomposed into small bricks of a fixed size acting as the leaf nodes of the octree. These nodes are the highest resolution of the volume. Coarser resolutions are represented through inner nodes of the hierarchy which are generated by down sampling eight neighboring nodes on a finer level. Due to limited memory resources of current desktop workstations and graphics hardware only a limited working set of bricks can be locally maintained for a frame to be displayed. This working set is chosen to represent the whole volume at different local resolution levels depending on the current viewer position, transfer function and distinct areas of interest. During runtime the working set of bricks is maintained in CPU- and GPU memory and is adaptively updated by asynchronously fetching data from external sources like hard drives or a network. The CPU memory hereby acts as a secondary level cache for these sources from which the GPU representation is updated. Our volume ray casting algorithm is based on a 3D texture-atlas in GPU memory. This texture-atlas contains the complete working set of bricks of the current multi-resolution representation of the volume. This enables the volume ray casting algorithm to access the whole working set of bricks through only a single 3D texture. For traversing rays through the volume, information about the locations and resolution levels of visited bricks are required for correct compositing computations. We encode this information into a small 3D index texture which represents the current octree subdivision on its finest level and spatially organizes the bricked data. This approach allows us to render a bricked multi-resolution volume data set utilizing only a single rendering pass with no loss of compositing precision. In contrast most state-of-the art volume rendering systems handle the bricked data as individual 3D textures, which are rendered one at a time while the results are composited into a lower precision frame buffer. Furthermore, our method enables us to integrate advanced volume rendering techniques like empty-space skipping, adaptive sampling and preintegrated transfer functions in a very straightforward manner with virtually no extra costs. Our interactive volume ray tracing implementation allows high quality visualizations of massive volume data sets of tens of Gigabytes in size on standard desktop workstations.
NASA Astrophysics Data System (ADS)
Rodrigues, Pedro L.; Rodrigues, Nuno F.; Fonseca, Jaime C.; Vilaça, João. L.
2015-03-01
An accurate percutaneous puncture is essential for disintegration and removal of renal stones. Although this procedure has proven to be safe, some organs surrounding the renal target might be accidentally perforated. This work describes a new intraoperative framework where tracked surgical tools are superimposed within 4D ultrasound imaging for security assessment of the percutaneous puncture trajectory (PPT). A PPT is first generated from the skin puncture site towards an anatomical target, using the information retrieved by electromagnetic motion tracking sensors coupled to surgical tools. Then, 2D ultrasound images acquired with a tracked probe are used to reconstruct a 4D ultrasound around the PPT under GPU processing. Volume hole-filling was performed in different processing time intervals by a tri-linear interpolation method. At spaced time intervals, the volume of the anatomical structures was segmented to ascertain if any vital structure is in between PPT and might compromise the surgical success. To enhance the volume visualization of the reconstructed structures, different render transfer functions were used. Results: Real-time US volume reconstruction and rendering with more than 25 frames/s was only possible when rendering only three orthogonal slice views. When using the whole reconstructed volume one achieved 8-15 frames/s. 3 frames/s were reached when one introduce the segmentation and detection if some structure intersected the PPT. The proposed framework creates a virtual and intuitive platform that can be used to identify and validate a PPT to safely and accurately perform the puncture in percutaneous nephrolithotomy.
Culbertson, Heather; Kuchenbecker, Katherine J
2017-01-01
Interacting with physical objects through a tool elicits tactile and kinesthetic sensations that comprise your haptic impression of the object. These cues, however, are largely missing from interactions with virtual objects, yielding an unrealistic user experience. This article evaluates the realism of virtual surfaces rendered using haptic models constructed from data recorded during interactions with real surfaces. The models include three components: surface friction, tapping transients, and texture vibrations. We render the virtual surfaces on a SensAble Phantom Omni haptic interface augmented with a Tactile Labs Haptuator for vibration output. We conducted a human-subject study to assess the realism of these virtual surfaces and the importance of the three model components. Following a perceptual discrepancy paradigm, subjects compared each of 15 real surfaces to a full rendering of the same surface plus versions missing each model component. The realism improvement achieved by including friction, tapping, or texture in the rendering was found to directly relate to the intensity of the surface's property in that domain (slipperiness, hardness, or roughness). A subsequent analysis of forces and vibrations measured during interactions with virtual surfaces indicated that the Omni's inherent mechanical properties corrupted the user's haptic experience, decreasing realism of the virtual surface.
NASA Astrophysics Data System (ADS)
Wu, S.; Yan, Y.; Du, Z.; Zhang, F.; Liu, R.
2017-10-01
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.
Cranial implant design using augmented reality immersive system.
Ai, Zhuming; Evenhouse, Ray; Leigh, Jason; Charbel, Fady; Rasmussen, Mary
2007-01-01
Software tools that utilize haptics for sculpting precise fitting cranial implants are utilized in an augmented reality immersive system to create a virtual working environment for the modelers. The virtual environment is designed to mimic the traditional working environment as closely as possible, providing more functionality for the users. The implant design process uses patient CT data of a defective area. This volumetric data is displayed in an implant modeling tele-immersive augmented reality system where the modeler can build a patient specific implant that precisely fits the defect. To mimic the traditional sculpting workspace, the implant modeling augmented reality system includes stereo vision, viewer centered perspective, sense of touch, and collaboration. To achieve optimized performance, this system includes a dual-processor PC, fast volume rendering with three-dimensional texture mapping, the fast haptic rendering algorithm, and a multi-threading architecture. The system replaces the expensive and time consuming traditional sculpting steps such as physical sculpting, mold making, and defect stereolithography. This augmented reality system is part of a comprehensive tele-immersive system that includes a conference-room-sized system for tele-immersive small group consultation and an inexpensive, easily deployable networked desktop virtual reality system for surgical consultation, evaluation and collaboration. This system has been used to design patient-specific cranial implants with precise fit.
Realistic Real-Time Outdoor Rendering in Augmented Reality
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
Realistic real-time outdoor rendering in augmented reality.
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.
Speksnijder, L; Oom, D M J; Koning, A H J; Biesmeijer, C S; Steegers, E A P; Steensma, A B
2016-08-01
Imaging of the levator ani hiatus provides valuable information for the diagnosis and follow-up of patients with pelvic organ prolapse (POP). This study compared measurements of levator ani hiatal volume during rest and on maximum Valsalva, obtained using conventional three-dimensional (3D) translabial ultrasound and virtual reality imaging. Our objectives were to establish their agreement and reliability, and their relationship with prolapse symptoms and POP quantification (POP-Q) stage. One hundred women with an intact levator ani were selected from our tertiary clinic database. Information on clinical symptoms were obtained using standardized questionnaires. Ultrasound datasets were analyzed using a rendered volume with a slice thickness of 1.5 cm, at the level of minimal hiatal dimensions, during rest and on maximum Valsalva. The levator area (in cm(2) ) was measured and multiplied by 1.5 to obtain the levator ani hiatal volume (in cm(3) ) on conventional 3D ultrasound. Levator ani hiatal volume (in cm(3) ) was measured semi-automatically by virtual reality imaging using a segmentation algorithm. Twenty patients were chosen randomly to analyze intra- and interobserver agreement. The mean difference between levator hiatal volume measurements on 3D ultrasound and by virtual reality was 1.52 cm(3) (95% CI, 1.00-2.04 cm(3) ) at rest and 1.16 cm(3) (95% CI, 0.56-1.76 cm(3) ) during maximum Valsalva (P < 0.001). Both intra- and interobserver intraclass correlation coefficients were ≥ 0.96 for conventional 3D ultrasound and > 0.99 for virtual reality. Patients with prolapse symptoms or POP-Q Stage ≥ 2 had significantly larger hiatal measurements than those without symptoms or POP-Q Stage < 2. Levator ani hiatal volume at rest and on maximum Valsalva is significantly smaller when using virtual reality compared with conventional 3D ultrasound; however, this difference does not seem clinically important. Copyright © 2015 ISUOG. Published by John Wiley & Sons Ltd. Copyright © 2015 ISUOG. Published by John Wiley & Sons Ltd.
Realistic soft tissue deformation strategies for real time surgery simulation.
Shen, Yunhe; Zhou, Xiangmin; Zhang, Nan; Tamma, Kumar; Sweet, Robert
2008-01-01
A volume-preserving deformation method (VPDM) is developed in complement with the mass-spring method (MSM) to improve the deformation quality of the MSM to model soft tissue in surgical simulation. This method can also be implemented as a stand-alone model. The proposed VPDM satisfies the Newton's laws of motion by obtaining the resultant vectors form an equilibrium condition. The proposed method has been tested in virtual surgery systems with haptic rendering demands.
Venkatesh, S K; Wang, G; Seet, J E; Teo, L L S; Chong, V F H
2013-03-01
To evaluate the feasibility of magnetic resonance imaging (MRI) for the transformation of preserved organs and their disease entities into digital formats for medical education and creation of a virtual museum. MRI of selected 114 pathology specimen jars representing different organs and their diseases was performed using a 3 T MRI machine with two or more MRI sequences including three-dimensional (3D) T1-weighted (T1W), 3D-T2W, 3D-FLAIR (fluid attenuated inversion recovery), fat-water separation (DIXON), and gradient-recalled echo (GRE) sequences. Qualitative assessment of MRI for depiction of disease and internal anatomy was performed. Volume rendering was performed on commercially available workstations. The digital images, 3D models, and photographs of specimens were archived into a workstation serving as a virtual pathology museum. MRI was successfully performed on all specimens. The 3D-T1W and 3D-T2W sequences demonstrated the best contrast between normal and pathological tissues. The digital material is a useful aid for understanding disease by giving insights into internal structural changes not apparent on visual inspection alone. Volume rendering produced vivid 3D models with better contrast between normal tissue and diseased tissue compared to real specimens or their photographs in some cases. The digital library provides good illustration material for radiological-pathological correlation by enhancing pathological anatomy and information on nature and signal characteristics of tissues. In some specimens, the MRI appearance may be different from corresponding organ and disease in vivo due to dead tissue and changes induced by prolonged contact with preservative fluid. MRI of pathology specimens is feasible and provides excellent images for education and creating a virtual pathology museum that can serve as permanent record of digital material for self-directed learning, improving teaching aids, and radiological-pathological correlation. Copyright © 2012 The Royal College of Radiologists. Published by Elsevier Ltd. All rights reserved.
Virtual Acoustics: Evaluation of Psychoacoustic Parameters
NASA Technical Reports Server (NTRS)
Begault, Durand R.; Null, Cynthia H. (Technical Monitor)
1997-01-01
Current virtual acoustic displays for teleconferencing and virtual reality are usually limited to very simple or non-existent renderings of reverberation, a fundamental part of the acoustic environmental context that is encountered in day-to-day hearing. Several research efforts have produced results that suggest that environmental cues dramatically improve perceptual performance within virtual acoustic displays, and that is possible to manipulate signal processing parameters to effectively reproduce important aspects of virtual acoustic perception in real-time. However, the computational resources for rendering reverberation remain formidable. Our efforts at NASA Ames have been focused using a several perceptual threshold metrics, to determine how various "trade-offs" might be made in real-time acoustic rendering. This includes both original work and confirmation of existing data that was obtained in real rather than virtual environments. The talk will consider the importance of using individualized versus generalized pinnae cues (the "Head-Related Transfer Function"); the use of head movement cues; threshold data for early reflections and late reverberation; and consideration of the necessary accuracy for measuring and rendering octave-band absorption characteristics of various wall surfaces. In addition, a consideration of the analysis-synthesis of the reverberation within "everyday spaces" (offices, conference rooms) will be contrasted to the commonly used paradigm of concert hall spaces.
NASA Astrophysics Data System (ADS)
Yoon, Jayoung; Kim, Gerard J.
2003-04-01
Traditionally, three dimension models have been used for building virtual worlds, and a data structure called the "scene graph" is often employed to organize these 3D objects in the virtual space. On the other hand, image-based rendering has recently been suggested as a probable alternative VR platform for its photo-realism, however, due to limited interactivity, it has only been used for simple navigation systems. To combine the merits of these two approaches to object/scene representations, this paper proposes for a scene graph structure in which both 3D models and various image-based scenes/objects can be defined, traversed, and rendered together. In fact, as suggested by Shade et al., these different representations can be used as different LOD's for a given object. For instance, an object might be rendered using a 3D model at close range, a billboard at an intermediate range, and as part of an environment map at far range. The ultimate objective of this mixed platform is to breath more interactivity into the image based rendered VE's by employing 3D models as well. There are several technical challenges in devising such a platform: designing scene graph nodes for various types of image based techniques, establishing criteria for LOD/representation selection, handling their transitions, implementing appropriate interaction schemes, and correctly rendering the overall scene. Currently, we have extended the scene graph structure of the Sense8's WorldToolKit, to accommodate new node types for environment maps billboards, moving textures and sprites, "Tour-into-the-Picture" structure, and view interpolated objects. As for choosing the right LOD level, the usual viewing distance and image space criteria are used, however, the switching between the image and 3D model occurs at a distance from the user where the user starts to perceive the object's internal depth. Also, during interaction, regardless of the viewing distance, a 3D representation would be used, it if exists. Before rendering, objects are conservatively culled from the view frustum using the representation with the largest volume. Finally, we carried out experiments to verify the theoretical derivation of the switching rule and obtained positive results.
Creation of anatomical models from CT data
NASA Astrophysics Data System (ADS)
Alaytsev, Innokentiy K.; Danilova, Tatyana V.; Manturov, Alexey O.; Mareev, Gleb O.; Mareev, Oleg V.
2018-04-01
Computed tomography is a great source of biomedical data because it allows a detailed exploration of complex anatomical structures. Some structures are not visible on CT scans, and some are hard to distinguish due to partial volume effect. CT datasets require preprocessing before using them as anatomical models in a simulation system. The work describes segmentation and data transformation methods for an anatomical model creation from the CT data. The result models may be used for visual and haptic rendering and drilling simulation in a virtual surgery system.
NASA Astrophysics Data System (ADS)
Robins, Marthony; Solomon, Justin; Sahbaee, Pooyan; Sedlmair, Martin; Choudhury, Kingshuk Roy; Pezeshk, Aria; Sahiner, Berkman; Samei, Ehsan
2017-09-01
Virtual nodule insertion paves the way towards the development of standardized databases of hybrid CT images with known lesions. The purpose of this study was to assess three methods (an established and two newly developed techniques) for inserting virtual lung nodules into CT images. Assessment was done by comparing virtual nodule volume and shape to the CT-derived volume and shape of synthetic nodules. 24 synthetic nodules (three sizes, four morphologies, two repeats) were physically inserted into the lung cavity of an anthropomorphic chest phantom (KYOTO KAGAKU). The phantom was imaged with and without nodules on a commercial CT scanner (SOMATOM Definition Flash, Siemens) using a standard thoracic CT protocol at two dose levels (1.4 and 22 mGy CTDIvol). Raw projection data were saved and reconstructed with filtered back-projection and sinogram affirmed iterative reconstruction (SAFIRE, strength 5) at 0.6 mm slice thickness. Corresponding 3D idealized, virtual nodule models were co-registered with the CT images to determine each nodule’s location and orientation. Virtual nodules were voxelized, partial volume corrected, and inserted into nodule-free CT data (accounting for system imaging physics) using two methods: projection-based Technique A, and image-based Technique B. Also a third Technique C based on cropping a region of interest from the acquired image of the real nodule and blending it into the nodule-free image was tested. Nodule volumes were measured using a commercial segmentation tool (iNtuition, TeraRecon, Inc.) and deformation was assessed using the Hausdorff distance. Nodule volumes and deformations were compared between the idealized, CT-derived and virtual nodules using a linear mixed effects regression model which utilized the mean, standard deviation, and coefficient of variation (Mea{{n}RHD} , ST{{D}RHD} and C{{V}RHD}{) }~ of the regional Hausdorff distance. Overall, there was a close concordance between the volumes of the CT-derived and virtual nodules. Percent differences between them were less than 3% for all insertion techniques and were not statistically significant in most cases. Correlation coefficient values were greater than 0.97. The deformation according to the Hausdorff distance was also similar between the CT-derived and virtual nodules with minimal statistical significance in the (C{{V}RHD} ) for Techniques A, B, and C. This study shows that both projection-based and image-based nodule insertion techniques yield realistic nodule renderings with statistical similarity to the synthetic nodules with respect to nodule volume and deformation. These techniques could be used to create a database of hybrid CT images containing nodules of known size, location and morphology.
Robins, Marthony; Solomon, Justin; Sahbaee, Pooyan; Sedlmair, Martin; Choudhury, Kingshuk Roy; Pezeshk, Aria; Sahiner, Berkman; Samei, Ehsan
2017-01-01
Virtual nodule insertion paves the way towards the development of standardized databases of hybrid CT images with known lesions. The purpose of this study was to assess three methods (an established and two newly developed techniques) for inserting virtual lung nodules into CT images. Assessment was done by comparing virtual nodule volume and shape to the CT-derived volume and shape of synthetic nodules. 24 synthetic nodules (three sizes, four morphologies, two repeats) were physically inserted into the lung cavity of an anthropomorphic chest phantom (KYOTO KAGAKU). The phantom was imaged with and without nodules on a commercial CT scanner (SOMATOM Definition Flash, Siemens) using a standard thoracic CT protocol at two dose levels (1.4 and 22 mGy CTDIvol). Raw projection data were saved and reconstructed with filtered back-projection and sinogram affirmed iterative reconstruction (SAFIRE, strength 5) at 0.6 mm slice thickness. Corresponding 3D idealized, virtual nodule models were co-registered with the CT images to determine each nodule’s location and orientation. Virtual nodules were voxelized, partial volume corrected, and inserted into nodule-free CT data (accounting for system imaging physics) using two methods: projection-based Technique A, and image-based Technique B. Also a third Technique C based on cropping a region of interest from the acquired image of the real nodule and blending it into the nodule-free image was tested. Nodule volumes were measured using a commercial segmentation tool (iNtuition, TeraRecon, Inc.) and deformation was assessed using the Hausdorff distance. Nodule volumes and deformations were compared between the idealized, CT-derived and virtual nodules using a linear mixed effects regression model which utilized the mean, standard deviation, and coefficient of variation (MeanRHD, and STDRHD CVRHD) of the regional Hausdorff distance. Overall, there was a close concordance between the volumes of the CT-derived and virtual nodules. Percent differences between them were less than 3% for all insertion techniques and were not statistically significant in most cases. Correlation coefficient values were greater than 0.97. The deformation according to the Hausdorff distance was also similar between the CT-derived and virtual nodules with minimal statistical significance in the (CVRHD) for Techniques A, B, and C. This study shows that both projection-based and image-based nodule insertion techniques yield realistic nodule renderings with statistical similarity to the synthetic nodules with respect to nodule volume and deformation. These techniques could be used to create a database of hybrid CT images containing nodules of known size, location and morphology. PMID:28786399
Real-time interactive virtual tour on the World Wide Web (WWW)
NASA Astrophysics Data System (ADS)
Yoon, Sanghyuk; Chen, Hai-jung; Hsu, Tom; Yoon, Ilmi
2003-12-01
Web-based Virtual Tour has become a desirable and demanded application, yet challenging due to the nature of web application's running environment such as limited bandwidth and no guarantee of high computation power on the client side. Image-based rendering approach has attractive advantages over traditional 3D rendering approach in such Web Applications. Traditional approach, such as VRML, requires labor-intensive 3D modeling process, high bandwidth and computation power especially for photo-realistic virtual scenes. QuickTime VR and IPIX as examples of image-based approach, use panoramic photos and the virtual scenes that can be generated from photos directly skipping the modeling process. But, these image-based approaches may require special cameras or effort to take panoramic views and provide only one fixed-point look-around and zooming in-out rather than 'walk around', that is a very important feature to provide immersive experience to virtual tourists. The Web-based Virtual Tour using Tour into the Picture employs pseudo 3D geometry with image-based rendering approach to provide viewers with immersive experience of walking around the virtual space with several snap shots of conventional photos.
Virtual reality for spherical images
NASA Astrophysics Data System (ADS)
Pilarczyk, Rafal; Skarbek, Władysław
2017-08-01
Paper presents virtual reality application framework and application concept for mobile devices. Framework uses Google Cardboard library for Android operating system. Framework allows to create virtual reality 360 video player using standard OpenGL ES rendering methods. Framework provides network methods in order to connect to web server as application resource provider. Resources are delivered using JSON response as result of HTTP requests. Web server also uses Socket.IO library for synchronous communication between application and server. Framework implements methods to create event driven process of rendering additional content based on video timestamp and virtual reality head point of view.
HVS: an image-based approach for constructing virtual environments
NASA Astrophysics Data System (ADS)
Zhang, Maojun; Zhong, Li; Sun, Lifeng; Li, Yunhao
1998-09-01
Virtual Reality Systems can construct virtual environment which provide an interactive walkthrough experience. Traditionally, walkthrough is performed by modeling and rendering 3D computer graphics in real-time. Despite the rapid advance of computer graphics technique, the rendering engine usually places a limit on scene complexity and rendering quality. This paper presents a approach which uses the real-world image or synthesized image to comprise a virtual environment. The real-world image or synthesized image can be recorded by camera, or synthesized by off-line multispectral image processing for Landsat TM (Thematic Mapper) Imagery and SPOT HRV imagery. They are digitally warped on-the-fly to simulate walking forward/backward, to left/right and 360-degree watching around. We have developed a system HVS (Hyper Video System) based on these principles. HVS improves upon QuickTime VR and Surround Video in the walking forward/backward.
A review of haptic simulator for oral and maxillofacial surgery based on virtual reality.
Chen, Xiaojun; Hu, Junlei
2018-06-01
Traditional medical training in oral and maxillofacial surgery (OMFS) may be limited by its low efficiency and high price due to the shortage of cadaver resources. With the combination of visual rendering and feedback force, surgery simulators become increasingly popular in hospitals and medical schools as an alternative to the traditional training. Areas covered: The major goal of this review is to provide a comprehensive reference source of current and future developments of haptic OMFS simulators based on virtual reality (VR) for relevant researchers. Expert commentary: Visual rendering, haptic rendering, tissue deformation, and evaluation are key components of haptic surgery simulator based on VR. Compared with traditional medical training, virtual and tactical fusion of virtual environment in surgery simulator enables considerably vivid sensation, and the operators have more opportunities to practice surgical skills and receive objective evaluation as reference.
A Parallel Pipelined Renderer for the Time-Varying Volume Data
NASA Technical Reports Server (NTRS)
Chiueh, Tzi-Cker; Ma, Kwan-Liu
1997-01-01
This paper presents a strategy for efficiently rendering time-varying volume data sets on a distributed-memory parallel computer. Time-varying volume data take large storage space and visualizing them requires reading large files continuously or periodically throughout the course of the visualization process. Instead of using all the processors to collectively render one volume at a time, a pipelined rendering process is formed by partitioning processors into groups to render multiple volumes concurrently. In this way, the overall rendering time may be greatly reduced because the pipelined rendering tasks are overlapped with the I/O required to load each volume into a group of processors; moreover, parallelization overhead may be reduced as a result of partitioning the processors. We modify an existing parallel volume renderer to exploit various levels of rendering parallelism and to study how the partitioning of processors may lead to optimal rendering performance. Two factors which are important to the overall execution time are re-source utilization efficiency and pipeline startup latency. The optimal partitioning configuration is the one that balances these two factors. Tests on Intel Paragon computers show that in general optimal partitionings do exist for a given rendering task and result in 40-50% saving in overall rendering time.
Teistler, M; Breiman, R S; Lison, T; Bott, O J; Pretschner, D P; Aziz, A; Nowinski, W L
2008-10-01
Volumetric imaging (computed tomography and magnetic resonance imaging) provides increased diagnostic detail but is associated with the problem of navigation through large amounts of data. In an attempt to overcome this problem, a novel 3D navigation tool has been designed and developed that is based on an alternative input device. A 3D mouse allows for simultaneous definition of position and orientation of orthogonal or oblique multiplanar reformatted images or slabs, which are presented within a virtual 3D scene together with the volume-rendered data set and additionally as 2D images. Slabs are visualized with maximum intensity projection, average intensity projection, or standard volume rendering technique. A prototype has been implemented based on PC technology that has been tested by several radiologists. It has shown to be easily understandable and usable after a very short learning phase. Our solution may help to fully exploit the diagnostic potential of volumetric imaging by allowing for a more efficient reading process compared to currently deployed solutions based on conventional mouse and keyboard.
A heterogeneous computing environment for simulating astrophysical fluid flows
NASA Technical Reports Server (NTRS)
Cazes, J.
1994-01-01
In the Concurrent Computing Laboratory in the Department of Physics and Astronomy at Louisiana State University we have constructed a heterogeneous computing environment that permits us to routinely simulate complicated three-dimensional fluid flows and to readily visualize the results of each simulation via three-dimensional animation sequences. An 8192-node MasPar MP-1 computer with 0.5 GBytes of RAM provides 250 MFlops of execution speed for our fluid flow simulations. Utilizing the parallel virtual machine (PVM) language, at periodic intervals data is automatically transferred from the MP-1 to a cluster of workstations where individual three-dimensional images are rendered for inclusion in a single animation sequence. Work is underway to replace executions on the MP-1 with simulations performed on the 512-node CM-5 at NCSA and to simultaneously gain access to more potent volume rendering workstations.
Interactive 3D visualization for theoretical virtual observatories
NASA Astrophysics Data System (ADS)
Dykes, T.; Hassan, A.; Gheller, C.; Croton, D.; Krokos, M.
2018-06-01
Virtual observatories (VOs) are online hubs of scientific knowledge. They encompass a collection of platforms dedicated to the storage and dissemination of astronomical data, from simple data archives to e-research platforms offering advanced tools for data exploration and analysis. Whilst the more mature platforms within VOs primarily serve the observational community, there are also services fulfilling a similar role for theoretical data. Scientific visualization can be an effective tool for analysis and exploration of data sets made accessible through web platforms for theoretical data, which often contain spatial dimensions and properties inherently suitable for visualization via e.g. mock imaging in 2D or volume rendering in 3D. We analyse the current state of 3D visualization for big theoretical astronomical data sets through scientific web portals and virtual observatory services. We discuss some of the challenges for interactive 3D visualization and how it can augment the workflow of users in a virtual observatory context. Finally we showcase a lightweight client-server visualization tool for particle-based data sets, allowing quantitative visualization via data filtering, highlighting two example use cases within the Theoretical Astrophysical Observatory.
Development of a virtual speaking simulator using Image Based Rendering.
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.
Niu, Qiang; Chi, Xiaoyi; Leu, Ming C; Ochoa, Jorge
2008-01-01
This paper describes image processing, geometric modeling and data management techniques for the development of a virtual bone surgery system. Image segmentation is used to divide CT scan data into different segments representing various regions of the bone. A region-growing algorithm is used to extract cortical bone and trabecular bone structures systematically and efficiently. Volume modeling is then used to represent the bone geometry based on the CT scan data. Material removal simulation is achieved by continuously performing Boolean subtraction of the surgical tool model from the bone model. A quadtree-based adaptive subdivision technique is developed to handle the large set of data in order to achieve the real-time simulation and visualization required for virtual bone surgery. A Marching Cubes algorithm is used to generate polygonal faces from the volumetric data. Rendering of the generated polygons is performed with the publicly available VTK (Visualization Tool Kit) software. Implementation of the developed techniques consists of developing a virtual bone-drilling software program, which allows the user to manipulate a virtual drill to make holes with the use of a PHANToM device on a bone model derived from real CT scan data.
Computing and Visualizing Reachable Volumes for Maneuvering Satellites
NASA Astrophysics Data System (ADS)
Jiang, M.; de Vries, W.; Pertica, A.; Olivier, S.
2011-09-01
Detecting and predicting maneuvering satellites is an important problem for Space Situational Awareness. The spatial envelope of all possible locations within reach of such a maneuvering satellite is known as the Reachable Volume (RV). As soon as custody of a satellite is lost, calculating the RV and its subsequent time evolution is a critical component in the rapid recovery of the satellite. In this paper, we present a Monte Carlo approach to computing the RV for a given object. Essentially, our approach samples all possible trajectories by randomizing thrust-vectors, thrust magnitudes and time of burn. At any given instance, the distribution of the "point-cloud" of the virtual particles defines the RV. For short orbital time-scales, the temporal evolution of the point-cloud can result in complex, multi-reentrant manifolds. Visualization plays an important role in gaining insight and understanding into this complex and evolving manifold. In the second part of this paper, we focus on how to effectively visualize the large number of virtual trajectories and the computed RV. We present a real-time out-of-core rendering technique for visualizing the large number of virtual trajectories. We also examine different techniques for visualizing the computed volume of probability density distribution, including volume slicing, convex hull and isosurfacing. We compare and contrast these techniques in terms of computational cost and visualization effectiveness, and describe the main implementation issues encountered during our development process. Finally, we will present some of the results from our end-to-end system for computing and visualizing RVs using examples of maneuvering satellites.
Transform coding for hardware-accelerated volume rendering.
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.
An Analysis of Scalable GPU-Based Ray-Guided Volume Rendering
Fogal, Thomas; Schiewe, Alexander; Krüger, Jens
2014-01-01
Volume rendering continues to be a critical method for analyzing large-scale scalar fields, in disciplines as diverse as biomedical engineering and computational fluid dynamics. Commodity desktop hardware has struggled to keep pace with data size increases, challenging modern visualization software to deliver responsive interactions for O(N3) algorithms such as volume rendering. We target the data type common in these domains: regularly-structured data. In this work, we demonstrate that the major limitation of most volume rendering approaches is their inability to switch the data sampling rate (and thus data size) quickly. Using a volume renderer inspired by recent work, we demonstrate that the actual amount of visualizable data for a scene is typically bound considerably lower than the memory available on a commodity GPU. Our instrumented renderer is used to investigate design decisions typically swept under the rug in volume rendering literature. The renderer is freely available, with binaries for all major platforms as well as full source code, to encourage reproduction and comparison with future research. PMID:25506079
An augmented reality tool for learning spatial anatomy on mobile devices.
Jain, Nishant; Youngblood, Patricia; Hasel, Matthew; Srivastava, Sakti
2017-09-01
Augmented Realty (AR) offers a novel method of blending virtual and real anatomy for intuitive spatial learning. Our first aim in the study was to create a prototype AR tool for mobile devices. Our second aim was to complete a technical evaluation of our prototype AR tool focused on measuring the system's ability to accurately render digital content in the real world. We imported Computed Tomography (CT) data derived virtual surface models into a 3D Unity engine environment and implemented an AR algorithm to display these on mobile devices. We investigated the accuracy of the virtual renderings by comparing a physical cube with an identical virtual cube for dimensional accuracy. Our comparative study confirms that our AR tool renders 3D virtual objects with a high level of accuracy as evidenced by the degree of similarity between measurements of the dimensions of a virtual object (a cube) and the corresponding physical object. We developed an inexpensive and user-friendly prototype AR tool for mobile devices that creates highly accurate renderings. This prototype demonstrates an intuitive, portable, and integrated interface for spatial interaction with virtual anatomical specimens. Integrating this AR tool with a library of CT derived surface models provides a platform for spatial learning in the anatomy curriculum. The segmentation methodology implemented to optimize human CT data for mobile viewing can be extended to include anatomical variations and pathologies. The ability of this inexpensive educational platform to deliver a library of interactive, 3D models to students worldwide demonstrates its utility as a supplemental teaching tool that could greatly benefit anatomical instruction. Clin. Anat. 30:736-741, 2017. © 2017Wiley Periodicals, Inc. © 2017 Wiley Periodicals, Inc.
Lee, Whal; Kim, Ho Sung; Kim, Seok Jung; Kim, Hyung Ho; Chung, Jin Wook; Kang, Heung Sik; Choi, Ja-Young
2004-01-01
Objective To determine the diagnostic accuracy of CT arthrography and virtual arthroscopy in the diagnosis of anterior cruciate ligament and meniscus pathology. Materials and Methods Thirty-eight consecutive patients who underwent CT arthrography and arthroscopy of the knee were included in this study. The ages of the patients ranged from 19 to 52 years and all of the patients were male. Sagittal, coronal, transverse and oblique coronal multiplanar reconstruction images were reformatted from CT arthrography. Virtual arthroscopy was performed from 6 standard views using a volume rendering technique. Three radiologists analyzed the MPR images and two orthopedic surgeons analyzed the virtual arthroscopic images. Results The sensitivity and specificity of CT arthrography for the diagnosis of anterior cruciate ligament abnormalities were 87.5%-100% and 93.3-96.7%, respectively, and those for meniscus abnormalities were 91.7%-100% and 98.1%, respectively. The sensitivity and specificity of virtual arthroscopy for the diagnosis of anterior cruciate ligament abnormalities were 87.5% and 83.3-90%, respectively, and those for meniscus abnormalities were 83.3%-87.5% and 96.1-98.1%, respectively. Conclusion CT arthrography and virtual arthroscopy showed good diagnostic accuracy for anterior cruciate ligament and meniscal abnormalities. PMID:15064559
Multi-viewpoint Image Array Virtual Viewpoint Rapid Generation Algorithm Based on Image Layering
NASA Astrophysics Data System (ADS)
Jiang, Lu; Piao, Yan
2018-04-01
The use of multi-view image array combined with virtual viewpoint generation technology to record 3D scene information in large scenes has become one of the key technologies for the development of integrated imaging. This paper presents a virtual viewpoint rendering method based on image layering algorithm. Firstly, the depth information of reference viewpoint image is quickly obtained. During this process, SAD is chosen as the similarity measure function. Then layer the reference image and calculate the parallax based on the depth information. Through the relative distance between the virtual viewpoint and the reference viewpoint, the image layers are weighted and panned. Finally the virtual viewpoint image is rendered layer by layer according to the distance between the image layers and the viewer. This method avoids the disadvantages of the algorithm DIBR, such as high-precision requirements of depth map and complex mapping operations. Experiments show that, this algorithm can achieve the synthesis of virtual viewpoints in any position within 2×2 viewpoints range, and the rendering speed is also very impressive. The average result proved that this method can get satisfactory image quality. The average SSIM value of the results relative to real viewpoint images can reaches 0.9525, the PSNR value can reaches 38.353 and the image histogram similarity can reaches 93.77%.
Foundations for Measuring Volume Rendering Quality
NASA Technical Reports Server (NTRS)
Williams, Peter L.; Uselton, Samuel P.; Chancellor, Marisa K. (Technical Monitor)
1997-01-01
The goal of this paper is to provide a foundation for objectively comparing volume rendered images. The key elements of the foundation are: (1) a rigorous specification of all the parameters that need to be specified to define the conditions under which a volume rendered image is generated; (2) a methodology for difference classification, including a suite of functions or metrics to quantify and classify the difference between two volume rendered images that will support an analysis of the relative importance of particular differences. The results of this method can be used to study the changes caused by modifying particular parameter values, to compare and quantify changes between images of similar data sets rendered in the same way, and even to detect errors in the design, implementation or modification of a volume rendering system. If one has a benchmark image, for example one created by a high accuracy volume rendering system, the method can be used to evaluate the accuracy of a given image.
Construction and Evaluation of an Ultra Low Latency Frameless Renderer for VR.
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.
Openwebglobe 2: Visualization of Complex 3D-GEODATA in the (mobile) Webbrowser
NASA Astrophysics Data System (ADS)
Christen, M.
2016-06-01
Providing worldwide high resolution data for virtual globes consists of compute and storage intense tasks for processing data. Furthermore, rendering complex 3D-Geodata, such as 3D-City models with an extremely high polygon count and a vast amount of textures at interactive framerates is still a very challenging task, especially on mobile devices. This paper presents an approach for processing, caching and serving massive geospatial data in a cloud-based environment for large scale, out-of-core, highly scalable 3D scene rendering on a web based virtual globe. Cloud computing is used for processing large amounts of geospatial data and also for providing 2D and 3D map data to a large amount of (mobile) web clients. In this paper the approach for processing, rendering and caching very large datasets in the currently developed virtual globe "OpenWebGlobe 2" is shown, which displays 3D-Geodata on nearly every device.
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.
The physics of volume rendering
NASA Astrophysics Data System (ADS)
Peters, Thomas
2014-11-01
Radiation transfer is an important topic in several physical disciplines, probably most prominently in astrophysics. Computer scientists use radiation transfer, among other things, for the visualization of complex data sets with direct volume rendering. In this article, I point out the connection between physical radiation transfer and volume rendering, and I describe an implementation of direct volume rendering in the astrophysical radiation transfer code RADMC-3D. I show examples for the use of this module on analytical models and simulation data.
Elasticity-based three dimensional ultrasound real-time volume rendering
NASA Astrophysics Data System (ADS)
Boctor, Emad M.; Matinfar, Mohammad; Ahmad, Omar; Rivaz, Hassan; Choti, Michael; Taylor, Russell H.
2009-02-01
Volumetric ultrasound imaging has not gained wide recognition, despite the availability of real-time 3D ultrasound scanners and the anticipated potential of 3D ultrasound imaging in diagnostic and interventional radiology. Their use, however, has been hindered by the lack of real-time visualization methods that are capable of producing high quality 3D rendering of the target/surface of interest. Volume rendering is a known visualization method, which can display clear surfaces out of the acquired volumetric data, and has an increasing number of applications utilizing CT and MRI data. The key element of any volume rendering pipeline is the ability to classify the target/surface of interest by setting an appropriate opacity function. Practical and successful real-time 3D ultrasound volume rendering can be achieved in Obstetrics and Angio applications where setting these opacity functions can be done rapidly, and reliably. Unfortunately, 3D ultrasound volume rendering of soft tissues is a challenging task due to the presence of significant amount of noise and speckle. Recently, several research groups have shown the feasibility of producing 3D elasticity volume from two consecutive 3D ultrasound scans. This report describes a novel volume rendering pipeline utilizing elasticity information. The basic idea is to compute B-mode voxel opacity from the rapidly calculated strain values, which can also be mixed with conventional gradient based opacity function. We have implemented the volume renderer using GPU unit, which gives an update rate of 40 volume/sec.
Zibrek, Katja; Kokkinara, Elena; Mcdonnell, Rachel
2018-04-01
Virtual characters that appear almost photo-realistic have been shown to induce negative responses from viewers in traditional media, such as film and video games. This effect, described as the uncanny valley, is the reason why realism is often avoided when the aim is to create an appealing virtual character. In Virtual Reality, there have been few attempts to investigate this phenomenon and the implications of rendering virtual characters with high levels of realism on user enjoyment. In this paper, we conducted a large-scale experiment on over one thousand members of the public in order to gather information on how virtual characters are perceived in interactive virtual reality games. We were particularly interested in whether different render styles (realistic, cartoon, etc.) would directly influence appeal, or if a character's personality was the most important indicator of appeal. We used a number of perceptual metrics such as subjective ratings, proximity, and attribution bias in order to test our hypothesis. Our main result shows that affinity towards virtual characters is a complex interaction between the character's appearance and personality, and that realism is in fact a positive choice for virtual characters in virtual reality.
Volonté, Francesco; Buchs, Nicolas C; Pugin, François; Spaltenstein, Joël; Schiltz, Boris; Jung, Minoa; Hagen, Monika; Ratib, Osman; Morel, Philippe
2013-09-01
Computerized management of medical information and 3D imaging has become the norm in everyday medical practice. Surgeons exploit these emerging technologies and bring information previously confined to the radiology rooms into the operating theatre. The paper reports the authors' experience with integrated stereoscopic 3D-rendered images in the da Vinci surgeon console. Volume-rendered images were obtained from a standard computed tomography dataset using the OsiriX DICOM workstation. A custom OsiriX plugin was created that permitted the 3D-rendered images to be displayed in the da Vinci surgeon console and to appear stereoscopic. These rendered images were displayed in the robotic console using the TilePro multi-input display. The upper part of the screen shows the real endoscopic surgical field and the bottom shows the stereoscopic 3D-rendered images. These are controlled by a 3D joystick installed on the console, and are updated in real time. Five patients underwent a robotic augmented reality-enhanced procedure. The surgeon was able to switch between the classical endoscopic view and a combined virtual view during the procedure. Subjectively, the addition of the rendered images was considered to be an undeniable help during the dissection phase. With the rapid evolution of robotics, computer-aided surgery is receiving increasing interest. This paper details the authors' experience with 3D-rendered images projected inside the surgical console. The use of this intra-operative mixed reality technology is considered very useful by the surgeon. It has been shown that the usefulness of this technique is a step toward computer-aided surgery that will progress very quickly over the next few years. Copyright © 2012 John Wiley & Sons, Ltd.
Real-time volume rendering of digital medical images on an iOS device
NASA Astrophysics Data System (ADS)
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.
Parallel Rendering of Large Time-Varying Volume Data
NASA Technical Reports Server (NTRS)
Garbutt, Alexander E.
2005-01-01
Interactive visualization of large time-varying 3D volume datasets has been and still is a great challenge to the modem computational world. It stretches the limits of the memory capacity, the disk space, the network bandwidth and the CPU speed of a conventional computer. In this SURF project, we propose to develop a parallel volume rendering program on SGI's Prism, a cluster computer equipped with state-of-the-art graphic hardware. The proposed program combines both parallel computing and hardware rendering in order to achieve an interactive rendering rate. We use 3D texture mapping and a hardware shader to implement 3D volume rendering on each workstation. We use SGI's VisServer to enable remote rendering using Prism's graphic hardware. And last, we will integrate this new program with ParVox, a parallel distributed visualization system developed at JPL. At the end of the project, we Will demonstrate remote interactive visualization using this new hardware volume renderer on JPL's Prism System using a time-varying dataset from selected JPL applications.
Synthesis of Virtual Environments for Aircraft Community Noise Impact Studies
NASA Technical Reports Server (NTRS)
Rizzi, Stephen A.; Sullivan, Brenda M.
2005-01-01
A new capability has been developed for the creation of virtual environments for the study of aircraft community noise. It is applicable for use with both recorded and synthesized aircraft noise. When using synthesized noise, a three-stage process is adopted involving non-real-time prediction and synthesis stages followed by a real-time rendering stage. Included in the prediction-based source noise synthesis are temporal variations associated with changes in operational state, and low frequency fluctuations that are present under all operating conditions. Included in the rendering stage are the effects of spreading loss, absolute delay, atmospheric absorption, ground reflections, and binaural filtering. Results of prediction, synthesis and rendering stages are presented.
A Case-Based Study with Radiologists Performing Diagnosis Tasks in Virtual Reality.
Venson, José Eduardo; Albiero Berni, Jean Carlo; Edmilson da Silva Maia, Carlos; Marques da Silva, Ana Maria; Cordeiro d'Ornellas, Marcos; Maciel, Anderson
2017-01-01
In radiology diagnosis, medical images are most often visualized slice by slice. At the same time, the visualization based on 3D volumetric rendering of the data is considered useful and has increased its field of application. In this work, we present a case-based study with 16 medical specialists to assess the diagnostic effectiveness of a Virtual Reality interface in fracture identification over 3D volumetric reconstructions. We developed a VR volume viewer compatible with both the Oculus Rift and handheld-based head mounted displays (HMDs). We then performed user experiments to validate the approach in a diagnosis environment. In addition, we assessed the subjects' perception of the 3D reconstruction quality, ease of interaction and ergonomics, and also the users opinion on how VR applications can be useful in healthcare. Among other results, we have found a high level of effectiveness of the VR interface in identifying superficial fractures on head CTs.
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
PRISM: An open source framework for the interactive design of GPU volume rendering shaders.
Drouin, Simon; Collins, D Louis
2018-01-01
Direct volume rendering has become an essential tool to explore and analyse 3D medical images. Despite several advances in the field, it remains a challenge to produce an image that highlights the anatomy of interest, avoids occlusion of important structures, provides an intuitive perception of shape and depth while retaining sufficient contextual information. Although the computer graphics community has proposed several solutions to address specific visualization problems, the medical imaging community still lacks a general volume rendering implementation that can address a wide variety of visualization use cases while avoiding complexity. In this paper, we propose a new open source framework called the Programmable Ray Integration Shading Model, or PRISM, that implements a complete GPU ray-casting solution where critical parts of the ray integration algorithm can be replaced to produce new volume rendering effects. A graphical user interface allows clinical users to easily experiment with pre-existing rendering effect building blocks drawn from an open database. For programmers, the interface enables real-time editing of the code inside the blocks. We show that in its default mode, the PRISM framework produces images very similar to those produced by a widely-adopted direct volume rendering implementation in VTK at comparable frame rates. More importantly, we demonstrate the flexibility of the framework by showing how several volume rendering techniques can be implemented in PRISM with no more than a few lines of code. Finally, we demonstrate the simplicity of our system in a usability study with 5 medical imaging expert subjects who have none or little experience with volume rendering. The PRISM framework has the potential to greatly accelerate development of volume rendering for medical applications by promoting sharing and enabling faster development iterations and easier collaboration between engineers and clinical personnel.
PRISM: An open source framework for the interactive design of GPU volume rendering shaders
Collins, D. Louis
2018-01-01
Direct volume rendering has become an essential tool to explore and analyse 3D medical images. Despite several advances in the field, it remains a challenge to produce an image that highlights the anatomy of interest, avoids occlusion of important structures, provides an intuitive perception of shape and depth while retaining sufficient contextual information. Although the computer graphics community has proposed several solutions to address specific visualization problems, the medical imaging community still lacks a general volume rendering implementation that can address a wide variety of visualization use cases while avoiding complexity. In this paper, we propose a new open source framework called the Programmable Ray Integration Shading Model, or PRISM, that implements a complete GPU ray-casting solution where critical parts of the ray integration algorithm can be replaced to produce new volume rendering effects. A graphical user interface allows clinical users to easily experiment with pre-existing rendering effect building blocks drawn from an open database. For programmers, the interface enables real-time editing of the code inside the blocks. We show that in its default mode, the PRISM framework produces images very similar to those produced by a widely-adopted direct volume rendering implementation in VTK at comparable frame rates. More importantly, we demonstrate the flexibility of the framework by showing how several volume rendering techniques can be implemented in PRISM with no more than a few lines of code. Finally, we demonstrate the simplicity of our system in a usability study with 5 medical imaging expert subjects who have none or little experience with volume rendering. The PRISM framework has the potential to greatly accelerate development of volume rendering for medical applications by promoting sharing and enabling faster development iterations and easier collaboration between engineers and clinical personnel. PMID:29534069
Advanced 3-dimensional planning in neurosurgery.
Ferroli, Paolo; Tringali, Giovanni; Acerbi, Francesco; Schiariti, Marco; Broggi, Morgan; Aquino, Domenico; Broggi, Giovanni
2013-01-01
During the past decades, medical applications of virtual reality technology have been developing rapidly, ranging from a research curiosity to a commercially and clinically important area of medical informatics and technology. With the aid of new technologies, the user is able to process large amounts of data sets to create accurate and almost realistic reconstructions of anatomic structures and related pathologies. As a result, a 3-diensional (3-D) representation is obtained, and surgeons can explore the brain for planning or training. Further improvement such as a feedback system increases the interaction between users and models by creating a virtual environment. Its use for advanced 3-D planning in neurosurgery is described. Different systems of medical image volume rendering have been used and analyzed for advanced 3-D planning: 1 is a commercial "ready-to-go" system (Dextroscope, Bracco, Volume Interaction, Singapore), whereas the others are open-source-based software (3-D Slicer, FSL, and FreesSurfer). Different neurosurgeons at our institution experienced how advanced 3-D planning before surgery allowed them to facilitate and increase their understanding of the complex anatomic and pathological relationships of the lesion. They all agreed that the preoperative experience of virtually planning the approach was helpful during the operative procedure. Virtual reality for advanced 3-D planning in neurosurgery has achieved considerable realism as a result of the available processing power of modern computers. Although it has been found useful to facilitate the understanding of complex anatomic relationships, further effort is needed to increase the quality of the interaction between the user and the model.
High-quality slab-based intermixing method for fusion rendering of multiple medical objects.
Kim, Dong-Joon; Kim, Bohyoung; Lee, Jeongjin; Shin, Juneseuk; Kim, Kyoung Won; Shin, Yeong-Gil
2016-01-01
The visualization of multiple 3D objects has been increasingly required for recent applications in medical fields. Due to the heterogeneity in data representation or data configuration, it is difficult to efficiently render multiple medical objects in high quality. In this paper, we present a novel intermixing scheme for fusion rendering of multiple medical objects while preserving the real-time performance. First, we present an in-slab visibility interpolation method for the representation of subdivided slabs. Second, we introduce virtual zSlab, which extends an infinitely thin boundary (such as polygonal objects) into a slab with a finite thickness. Finally, based on virtual zSlab and in-slab visibility interpolation, we propose a slab-based visibility intermixing method with the newly proposed rendering pipeline. Experimental results demonstrate that the proposed method delivers more effective multiple-object renderings in terms of rendering quality, compared to conventional approaches. And proposed intermixing scheme provides high-quality intermixing results for the visualization of intersecting and overlapping surfaces by resolving aliasing and z-fighting problems. Moreover, two case studies are presented that apply the proposed method to the real clinical applications. These case studies manifest that the proposed method has the outstanding advantages of the rendering independency and reusability. Copyright © 2015 Elsevier Ireland Ltd. All rights reserved.
Three-dimensional spiral CT during arterial portography: comparison of three rendering techniques.
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.
NASA Technical Reports Server (NTRS)
1994-01-01
This symposium on measurement and control in robotics included sessions on: (1) rendering, including tactile perception and applied virtual reality; (2) applications in simulated medical procedures and telerobotics; (3) tracking sensors in a virtual environment; (4) displays for virtual reality applications; (5) sensory feedback including a virtual environment application with partial gravity simulation; and (6) applications in education, entertainment, technical writing, and animation.
A Three-Dimensional Virtual Simulator for Aircraft Flyover Presentation
NASA Technical Reports Server (NTRS)
Rizzi, Stephen A.; Sullivan, Brenda M.; Sandridge, Christopher A.
2003-01-01
This paper presents a system developed at NASA Langley Research Center to render aircraft flyovers in a virtual reality environment. The present system uses monaural recordings of actual aircraft flyover noise and presents these binaurally using head tracking information. The three-dimensional audio is simultaneously rendered with a visual presentation using a head-mounted display (HMD). The final system will use flyover noise synthesized using data from various analytical and empirical modeling systems. This will permit presentation of flyover noise from candidate low-noise flight operations to subjects for psychoacoustical evaluation.
A Study of Power and Individualism in Virtual Teams: Trends, Challenges, and Solutions
ERIC Educational Resources Information Center
Jablonski, Deirdre
2013-01-01
This study investigated the relationship between cultural values and effectiveness of virtual team processes. In order to render an acceptable degree of comparison, four specific team outcomes of virtual team effectiveness were aligned on Hofstede's cultural dimensions of power distance and individualism. The lack of awareness of how power and…
The Potential for Scientific Collaboration in Virtual Ecosystems
ERIC Educational Resources Information Center
Magerko, Brian
2010-01-01
This article explores the potential benefits of creating "virtual ecosystems" from real-world data. These ecosystems are intended to be realistic virtual representations of environments that may be costly or difficult to access in person. They can be constructed as 3D worlds rendered from stereo video data, augmented with scientific data, and then…
Naver: a PC-cluster-based VR system
NASA Astrophysics Data System (ADS)
Park, ChangHoon; Ko, HeeDong; Kim, TaiYun
2003-04-01
In this paper, we present a new framework NAVER for virtual reality application. The NAVER is based on a cluster of low-cost personal computers. The goal of NAVER is to provide flexible, extensible, scalable and re-configurable framework for the virtual environments defined as the integration of 3D virtual space and external modules. External modules are various input or output devices and applications on the remote hosts. From the view of system, personal computers are divided into three servers according to its specific functions: Render Server, Device Server and Control Server. While Device Server contains external modules requiring event-based communication for the integration, Control Server contains external modules requiring synchronous communication every frame. And, the Render Server consists of 5 managers: Scenario Manager, Event Manager, Command Manager, Interaction Manager and Sync Manager. These managers support the declaration and operation of virtual environment and the integration with external modules on remote servers.
Synthesized view comparison method for no-reference 3D image quality assessment
NASA Astrophysics Data System (ADS)
Luo, Fangzhou; Lin, Chaoyi; Gu, Xiaodong; Ma, Xiaojun
2018-04-01
We develop a no-reference image quality assessment metric to evaluate the quality of synthesized view rendered from the Multi-view Video plus Depth (MVD) format. Our metric is named Synthesized View Comparison (SVC), which is designed for real-time quality monitoring at the receiver side in a 3D-TV system. The metric utilizes the virtual views in the middle which are warped from left and right views by Depth-image-based rendering algorithm (DIBR), and compares the difference between the virtual views rendered from different cameras by Structural SIMilarity (SSIM), a popular 2D full-reference image quality assessment metric. The experimental results indicate that our no-reference quality assessment metric for the synthesized images has competitive prediction performance compared with some classic full-reference image quality assessment metrics.
Visualizing astronomy data using VRML
NASA Astrophysics Data System (ADS)
Beeson, Brett; Lancaster, Michael; Barnes, David G.; Bourke, Paul D.; Rixon, Guy T.
2004-09-01
Visualisation is a powerful tool for understanding the large data sets typical of astronomical surveys and can reveal unsuspected relationships and anomalous regions of parameter space which may be difficult to find programatically. Visualisation is a classic information technology for optimising scientific return. We are developing a number of generic on-line visualisation tools as a component of the Australian Virtual Observatory project. The tools will be deployed within the framework of the International Virtual Observatory Alliance (IVOA), and follow agreed-upon standards to make them accessible by other programs and people. We and our IVOA partners plan to utilise new information technologies (such as grid computing and web services) to advance the scientific return of existing and future instrumentation. Here we present a new tool - VOlume - which visualises point data. Visualisation of astronomical data normally requires the local installation of complex software, the downloading of potentially large datasets, and very often time-consuming and tedious data format conversions. VOlume enables the astronomer to visualise data using just a web browser and plug-in. This is achieved using IVOA standards which allow us to pass data between Web Services, Java Servlet Technology and Common Gateway Interface programs. Data from a catalogue server can be streamed in eXtensible Mark-up Language format to a servlet which produces Virtual Reality Modeling Language output. The user selects elements of the catalogue to map to geometry and then visualises the result in a browser plug-in such as Cortona or FreeWRL. Other than requiring an input VOTable format file, VOlume is very general. While its major use will likely be to display and explore astronomical source catalogues, it can easily render other important parameter fields such as the sky and redshift coverage of proposed surveys or the sampling of the visibility plane by a rotation-synthesis interferometer.
Rapid Decimation for Direct Volume Rendering
NASA Technical Reports Server (NTRS)
Gibbs, Jonathan; VanGelder, Allen; Verma, Vivek; Wilhelms, Jane
1997-01-01
An approach for eliminating unnecessary portions of a volume when producing a direct volume rendering is described. This reduction in volume size sacrifices some image quality in the interest of rendering speed. Since volume visualization is often used as an exploratory visualization technique, it is important to reduce rendering times, so the user can effectively explore the volume. The methods presented can speed up rendering by factors of 2 to 3 with minor image degradation. A family of decimation algorithms to reduce the number of primitives in the volume without altering the volume's grid in any way is introduced. This allows the decimation to be computed rapidly, making it easier to change decimation levels on the fly. Further, because very little extra space is required, this method is suitable for the very large volumes that are becoming common. The method is also grid-independent, so it is suitable for multiple overlapping curvilinear and unstructured, as well as regular, grids. The decimation process can proceed automatically, or can be guided by the user so that important regions of the volume are decimated less than unimportant regions. A formal error measure is described based on a three-dimensional analog of the Radon transform. Decimation methods are evaluated based on this metric and on direct comparison with reference images.
Man, mind, and machine: the past and future of virtual reality simulation in neurologic surgery.
Robison, R Aaron; Liu, Charles Y; Apuzzo, Michael L J
2011-11-01
To review virtual reality in neurosurgery, including the history of simulation and virtual reality and some of the current implementations; to examine some of the technical challenges involved; and to propose a potential paradigm for the development of virtual reality in neurosurgery going forward. A search was made on PubMed using key words surgical simulation, virtual reality, haptics, collision detection, and volumetric modeling to assess the current status of virtual reality in neurosurgery. Based on previous results, investigators extrapolated the possible integration of existing efforts and potential future directions. Simulation has a rich history in surgical training, and there are numerous currently existing applications and systems that involve virtual reality. All existing applications are limited to specific task-oriented functions and typically sacrifice visual realism for real-time interactivity or vice versa, owing to numerous technical challenges in rendering a virtual space in real time, including graphic and tissue modeling, collision detection, and direction of the haptic interface. With ongoing technical advancements in computer hardware and graphic and physical rendering, incremental or modular development of a fully immersive, multipurpose virtual reality neurosurgical simulator is feasible. The use of virtual reality in neurosurgery is predicted to change the nature of neurosurgical education, and to play an increased role in surgical rehearsal and the continuing education and credentialing of surgical practitioners. Copyright © 2011 Elsevier Inc. All rights reserved.
Lemole, G Michael; Banerjee, P Pat; Luciano, Cristian; Neckrysh, Sergey; Charbel, Fady T
2007-07-01
Mastery of the neurosurgical skill set involves many hours of supervised intraoperative training. Convergence of political, economic, and social forces has limited neurosurgical resident operative exposure. There is need to develop realistic neurosurgical simulations that reproduce the operative experience, unrestricted by time and patient safety constraints. Computer-based, virtual reality platforms offer just such a possibility. The combination of virtual reality with dynamic, three-dimensional stereoscopic visualization, and haptic feedback technologies makes realistic procedural simulation possible. Most neurosurgical procedures can be conceptualized and segmented into critical task components, which can be simulated independently or in conjunction with other modules to recreate the experience of a complex neurosurgical procedure. We use the ImmersiveTouch (ImmersiveTouch, Inc., Chicago, IL) virtual reality platform, developed at the University of Illinois at Chicago, to simulate the task of ventriculostomy catheter placement as a proof-of-concept. Computed tomographic data are used to create a virtual anatomic volume. Haptic feedback offers simulated resistance and relaxation with passage of a virtual three-dimensional ventriculostomy catheter through the brain parenchyma into the ventricle. A dynamic three-dimensional graphical interface renders changing visual perspective as the user's head moves. The simulation platform was found to have realistic visual, tactile, and handling characteristics, as assessed by neurosurgical faculty, residents, and medical students. We have developed a realistic, haptics-based virtual reality simulator for neurosurgical education. Our first module recreates a critical component of the ventriculostomy placement task. This approach to task simulation can be assembled in a modular manner to reproduce entire neurosurgical procedures.
Scalable Multi-Platform Distribution of Spatial 3d Contents
NASA Astrophysics Data System (ADS)
Klimke, J.; Hagedorn, B.; Döllner, J.
2013-09-01
Virtual 3D city models provide powerful user interfaces for communication of 2D and 3D geoinformation. Providing high quality visualization of massive 3D geoinformation in a scalable, fast, and cost efficient manner is still a challenging task. Especially for mobile and web-based system environments, software and hardware configurations of target systems differ significantly. This makes it hard to provide fast, visually appealing renderings of 3D data throughout a variety of platforms and devices. Current mobile or web-based solutions for 3D visualization usually require raw 3D scene data such as triangle meshes together with textures delivered from server to client, what makes them strongly limited in terms of size and complexity of the models they can handle. In this paper, we introduce a new approach for provisioning of massive, virtual 3D city models on different platforms namely web browsers, smartphones or tablets, by means of an interactive map assembled from artificial oblique image tiles. The key concept is to synthesize such images of a virtual 3D city model by a 3D rendering service in a preprocessing step. This service encapsulates model handling and 3D rendering techniques for high quality visualization of massive 3D models. By generating image tiles using this service, the 3D rendering process is shifted from the client side, which provides major advantages: (a) The complexity of the 3D city model data is decoupled from data transfer complexity (b) the implementation of client applications is simplified significantly as 3D rendering is encapsulated on server side (c) 3D city models can be easily deployed for and used by a large number of concurrent users, leading to a high degree of scalability of the overall approach. All core 3D rendering techniques are performed on a dedicated 3D rendering server, and thin-client applications can be compactly implemented for various devices and platforms.
Accelerating Time-Varying Hardware Volume Rendering Using TSP Trees and Color-Based Error Metrics
NASA Technical Reports Server (NTRS)
Ellsworth, David; Chiang, Ling-Jen; Shen, Han-Wei; Kwak, Dochan (Technical Monitor)
2000-01-01
This paper describes a new hardware volume rendering algorithm for time-varying data. The algorithm uses the Time-Space Partitioning (TSP) tree data structure to identify regions within the data that have spatial or temporal coherence. By using this coherence, the rendering algorithm can improve performance when the volume data is larger than the texture memory capacity by decreasing the amount of textures required. This coherence can also allow improved speed by appropriately rendering flat-shaded polygons instead of textured polygons, and by not rendering transparent regions. To reduce the polygonization overhead caused by the use of the hierarchical data structure, we introduce an optimization method using polygon templates. The paper also introduces new color-based error metrics, which more accurately identify coherent regions compared to the earlier scalar-based metrics. By showing experimental results from runs using different data sets and error metrics, we demonstrate that the new methods give substantial improvements in volume rendering performance.
Distributed shared memory for roaming large volumes.
Castanié, Laurent; Mion, Christophe; Cavin, Xavier; Lévy, Bruno
2006-01-01
We present a cluster-based volume rendering system for roaming very large volumes. This system allows to move a gigabyte-sized probe inside a total volume of several tens or hundreds of gigabytes in real-time. While the size of the probe is limited by the total amount of texture memory on the cluster, the size of the total data set has no theoretical limit. The cluster is used as a distributed graphics processing unit that both aggregates graphics power and graphics memory. A hardware-accelerated volume renderer runs in parallel on the cluster nodes and the final image compositing is implemented using a pipelined sort-last rendering algorithm. Meanwhile, volume bricking and volume paging allow efficient data caching. On each rendering node, a distributed hierarchical cache system implements a global software-based distributed shared memory on the cluster. In case of a cache miss, this system first checks page residency on the other cluster nodes instead of directly accessing local disks. Using two Gigabit Ethernet network interfaces per node, we accelerate data fetching by a factor of 4 compared to directly accessing local disks. The system also implements asynchronous disk access and texture loading, which makes it possible to overlap data loading, volume slicing and rendering for optimal volume roaming.
A novel scene management technology for complex virtual battlefield environment
NASA Astrophysics Data System (ADS)
Sheng, Changchong; Jiang, Libing; Tang, Bo; Tang, Xiaoan
2018-04-01
The efficient scene management of virtual environment is an important research content of computer real-time visualization, which has a decisive influence on the efficiency of drawing. However, Traditional scene management methods do not suitable for complex virtual battlefield environments, this paper combines the advantages of traditional scene graph technology and spatial data structure method, using the idea of management and rendering separation, a loose object-oriented scene graph structure is established to manage the entity model data in the scene, and the performance-based quad-tree structure is created for traversing and rendering. In addition, the collaborative update relationship between the above two structural trees is designed to achieve efficient scene management. Compared with the previous scene management method, this method is more efficient and meets the needs of real-time visualization.
A Distributed GPU-Based Framework for Real-Time 3D Volume Rendering of Large Astronomical Data Cubes
NASA Astrophysics Data System (ADS)
Hassan, A. H.; Fluke, C. J.; Barnes, D. G.
2012-05-01
We present a framework to volume-render three-dimensional data cubes interactively using distributed ray-casting and volume-bricking over a cluster of workstations powered by one or more graphics processing units (GPUs) and a multi-core central processing unit (CPU). The main design target for this framework is to provide an in-core visualization solution able to provide three-dimensional interactive views of terabyte-sized data cubes. We tested the presented framework using a computing cluster comprising 64 nodes with a total of 128GPUs. The framework proved to be scalable to render a 204GB data cube with an average of 30 frames per second. Our performance analyses also compare the use of NVIDIA Tesla 1060 and 2050GPU architectures and the effect of increasing the visualization output resolution on the rendering performance. Although our initial focus, as shown in the examples presented in this work, is volume rendering of spectral data cubes from radio astronomy, we contend that our approach has applicability to other disciplines where close to real-time volume rendering of terabyte-order three-dimensional data sets is a requirement.
Exposure Render: An Interactive Photo-Realistic Volume Rendering Framework
Kroes, Thomas; Post, Frits H.; Botha, Charl P.
2012-01-01
The field of volume visualization has undergone rapid development during the past years, both due to advances in suitable computing hardware and due to the increasing availability of large volume datasets. Recent work has focused on increasing the visual realism in Direct Volume Rendering (DVR) by integrating a number of visually plausible but often effect-specific rendering techniques, for instance modeling of light occlusion and depth of field. Besides yielding more attractive renderings, especially the more realistic lighting has a positive effect on perceptual tasks. Although these new rendering techniques yield impressive results, they exhibit limitations in terms of their exibility and their performance. Monte Carlo ray tracing (MCRT), coupled with physically based light transport, is the de-facto standard for synthesizing highly realistic images in the graphics domain, although usually not from volumetric data. Due to the stochastic sampling of MCRT algorithms, numerous effects can be achieved in a relatively straight-forward fashion. For this reason, we have developed a practical framework that applies MCRT techniques also to direct volume rendering (DVR). With this work, we demonstrate that a host of realistic effects, including physically based lighting, can be simulated in a generic and flexible fashion, leading to interactive DVR with improved realism. In the hope that this improved approach to DVR will see more use in practice, we have made available our framework under a permissive open source license. PMID:22768292
Post-processing methods of rendering and visualizing 3-D reconstructed tomographic images
DOE Office of Scientific and Technical Information (OSTI.GOV)
Wong, S.T.C.
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,more » 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.« less
Evaluation of haptic interfaces for simulation of drill vibration in virtual temporal bone surgery.
Ghasemloonia, Ahmad; Baxandall, Shalese; Zareinia, Kourosh; Lui, Justin T; Dort, Joseph C; Sutherland, Garnette R; Chan, Sonny
2016-11-01
Surgical training is evolving from an observership model towards a new paradigm that includes virtual-reality (VR) simulation. In otolaryngology, temporal bone dissection has become intimately linked with VR simulation as the complexity of anatomy demands a high level of surgeon aptitude and confidence. While an adequate 3D visualization of the surgical site is available in current simulators, the force feedback rendered during haptic interaction does not convey vibrations. This lack of vibration rendering limits the simulation fidelity of a surgical drill such as that used in temporal bone dissection. In order to develop an immersive simulation platform capable of haptic force and vibration feedback, the efficacy of hand controllers for rendering vibration in different drilling circumstances needs to be investigated. In this study, the vibration rendering ability of four different haptic hand controllers were analyzed and compared to find the best commercial haptic hand controller. A test-rig was developed to record vibrations encountered during temporal bone dissection and a software was written to render the recorded signals without adding hardware to the system. An accelerometer mounted on the end-effector of each device recorded the rendered vibration signals. The newly recorded vibration signal was compared with the input signal in both time and frequency domains by coherence and cross correlation analyses to quantitatively measure the fidelity of these devices in terms of rendering vibrotactile drilling feedback in different drilling conditions. This method can be used to assess the vibration rendering ability in VR simulation systems and selection of ideal haptic devices. Copyright © 2016 Elsevier Ltd. All rights reserved.
NASA Astrophysics Data System (ADS)
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.
Topology-aware illumination design for volume rendering.
Zhou, Jianlong; Wang, Xiuying; Cui, Hui; Gong, Peng; Miao, Xianglin; Miao, Yalin; Xiao, Chun; Chen, Fang; Feng, Dagan
2016-08-19
Direct volume rendering is one of flexible and effective approaches to inspect large volumetric data such as medical and biological images. In conventional volume rendering, it is often time consuming to set up a meaningful illumination environment. Moreover, conventional illumination approaches usually assign same values of variables of an illumination model to different structures manually and thus neglect the important illumination variations due to structure differences. We introduce a novel illumination design paradigm for volume rendering on the basis of topology to automate illumination parameter definitions meaningfully. The topological features are extracted from the contour tree of an input volumetric data. The automation of illumination design is achieved based on four aspects of attenuation, distance, saliency, and contrast perception. To better distinguish structures and maximize illuminance perception differences of structures, a two-phase topology-aware illuminance perception contrast model is proposed based on the psychological concept of Just-Noticeable-Difference. The proposed approach allows meaningful and efficient automatic generations of illumination in volume rendering. Our results showed that our approach is more effective in depth and shape depiction, as well as providing higher perceptual differences between structures.
Employing WebGL to develop interactive stereoscopic 3D content for use in biomedical visualization
NASA Astrophysics Data System (ADS)
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.
Interactive Molecular Graphics for Augmented Reality Using HoloLens.
Müller, Christoph; Krone, Michael; Huber, Markus; Biener, Verena; Herr, Dominik; Koch, Steffen; Reina, Guido; Weiskopf, Daniel; Ertl, Thomas
2018-06-13
Immersive technologies like stereo rendering, virtual reality, or augmented reality (AR) are often used in the field of molecular visualisation. Modern, comparably lightweight and affordable AR headsets like Microsoft's HoloLens open up new possibilities for immersive analytics in molecular visualisation. A crucial factor for a comprehensive analysis of molecular data in AR is the rendering speed. HoloLens, however, has limited hardware capabilities due to requirements like battery life, fanless cooling and weight. Consequently, insights from best practises for powerful desktop hardware may not be transferable. Therefore, we evaluate the capabilities of the HoloLens hardware for modern, GPU-enabled, high-quality rendering methods for the space-filling model commonly used in molecular visualisation. We also assess the scalability for large molecular data sets. Based on the results, we discuss ideas and possibilities for immersive molecular analytics. Besides more obvious benefits like the stereoscopic rendering offered by the device, this specifically includes natural user interfaces that use physical navigation instead of the traditional virtual one. Furthermore, we consider different scenarios for such an immersive system, ranging from educational use to collaborative scenarios.
NASA Astrophysics Data System (ADS)
Hua, Hong
2017-02-01
Head-mounted light field displays render a true 3D scene by sampling either the projections of the 3D scene at different depths or the directions of the light rays apparently emitted by the 3D scene and viewed from different eye positions. They are capable of rendering correct or nearly correct focus cues and addressing the very well-known vergence-accommodation mismatch problem in conventional virtual and augmented reality displays. In this talk, I will focus on reviewing recent advancements of head-mounted light field displays for VR and AR applications. I will demonstrate examples of HMD systems developed in my group.
Rendering edge enhancement tactile phenomenon by friction variation in dynamic touch.
Abdolvahab, Mohammad
2011-01-04
Variable friction tactile displays have been recently used to render virtual textures and gratings. Neural basis of perceptual mechanism of detection of edge-like features resulting in discrimination of virtual gratings during active touching these tactile actuators is studied using a finite-element biomechanical model of human fingertip. The predicted neural response of the mechanoreceptors, i.e. the computed strain energy density at the location of selected mechanoreceptors as a measure of neural discharge rate of the corresponding receptors, to local reduction of friction between fingerpad and surface are shown to exhibit a similar shape as the edge enhancement phenomenon, particularly in a sudden burst at the boundary of variable friction regions. This phenomenon is supposed to account for the illusion of virtual edges rendered through the modification of contact forces. The presence of this sudden burst under varied model parameters was investigated. It was shown that while the appearance of this phenomenon in simulation results was invariant to model parameters, associated alteration of the edge enhancement ratio might be considered for the purpose of the tuning of the variable friction tactile display. Copyright © 2010 Elsevier Ltd. All rights reserved.
Application of volume rendering technique (VRT) for musculoskeletal imaging.
Darecki, Rafał
2002-10-30
A review of the applications of volume rendering technique in musculoskeletal three-dimensional imaging from CT data. General features, potential and indications for applying the method are presented.
Sparse PDF Volumes for Consistent Multi-Resolution Volume Rendering.
Sicat, Ronell; Krüger, Jens; Möller, Torsten; Hadwiger, Markus
2014-12-01
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 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.
Michael Sukop,; Cunningham, Kevin J.
2014-01-01
Digital optical borehole images at approximately 2 mm vertical resolution and borehole caliper data were used to create three-dimensional renderings of the distribution of (1) matrix porosity and (2) vuggy megaporosity for the karst carbonate Biscayne aquifer in southeastern Florida. The renderings based on the borehole data were used as input into Lattice Boltzmann methods to obtain intrinsic permeability estimates for this extremely transmissive aquifer, where traditional aquifer test methods may fail due to very small drawdowns and non-Darcian flow that can reduce apparent hydraulic conductivity. Variogram analysis of the borehole data suggests a nearly isotropic rock structure at lag lengths up to the nominal borehole diameter. A strong correlation between the diameter of the borehole and the presence of vuggy megaporosity in the data set led to a bias in the variogram where the computed horizontal spatial autocorrelation is strong at lag distances greater than the nominal borehole size. Lattice Boltzmann simulation of flow across a 0.4 × 0.4 × 17 m (2.72 m3 volume) parallel-walled column of rendered matrix and vuggy megaporosity indicates a high hydraulic conductivity of 53 m s−1. This value is similar to previous Lattice Boltzmann calculations of hydraulic conductivity in smaller limestone samples of the Biscayne aquifer. The development of simulation methods that reproduce dual-porosity systems with higher resolution and fidelity and that consider flow through horizontally longer renderings could provide improved estimates of the hydraulic conductivity and help to address questions about the importance of scale.
NASA Astrophysics Data System (ADS)
Sukop, Michael C.; Cunningham, Kevin J.
2014-11-01
Digital optical borehole images at approximately 2 mm vertical resolution and borehole caliper data were used to create three-dimensional renderings of the distribution of (1) matrix porosity and (2) vuggy megaporosity for the karst carbonate Biscayne aquifer in southeastern Florida. The renderings based on the borehole data were used as input into Lattice Boltzmann methods to obtain intrinsic permeability estimates for this extremely transmissive aquifer, where traditional aquifer test methods may fail due to very small drawdowns and non-Darcian flow that can reduce apparent hydraulic conductivity. Variogram analysis of the borehole data suggests a nearly isotropic rock structure at lag lengths up to the nominal borehole diameter. A strong correlation between the diameter of the borehole and the presence of vuggy megaporosity in the data set led to a bias in the variogram where the computed horizontal spatial autocorrelation is strong at lag distances greater than the nominal borehole size. Lattice Boltzmann simulation of flow across a 0.4 × 0.4 × 17 m (2.72 m3 volume) parallel-walled column of rendered matrix and vuggy megaporosity indicates a high hydraulic conductivity of 53 m s-1. This value is similar to previous Lattice Boltzmann calculations of hydraulic conductivity in smaller limestone samples of the Biscayne aquifer. The development of simulation methods that reproduce dual-porosity systems with higher resolution and fidelity and that consider flow through horizontally longer renderings could provide improved estimates of the hydraulic conductivity and help to address questions about the importance of scale.
YaQ: an architecture for real-time navigation and rendering of varied crowds.
Maïm, Jonathan; Yersin, Barbara; Thalmann, Daniel
2009-01-01
The YaQ software platform is a complete system dedicated to real-time crowd simulation and rendering. Fitting multiple application domains, such as video games and VR, YaQ aims to provide efficient algorithms to generate crowds comprising up to thousands of varied virtual humans navigating in large-scale, global environments.
Liu, Xiujuan; Tao, Haiquan; Xiao, Xigang; Guo, Binbin; Xu, Shangcai; Sun, Na; Li, Maotong; Xie, Li; Wu, Changjun
2018-07-01
This study aimed to compare the diagnostic performance of the stereoscopic virtual reality display system with the conventional computed tomography (CT) workstation and three-dimensional rotational angiography (3DRA) for intracranial aneurysm detection and characterization, with a focus on small aneurysms and those near the bone. First, 42 patients with suspected intracranial aneurysms underwent both 256-row CT angiography (CTA) and 3DRA. Volume rendering (VR) images were captured using the conventional CT workstation. Next, VR images were transferred to the stereoscopic virtual reality display system. Two radiologists independently assessed the results that were obtained using the conventional CT workstation and stereoscopic virtual reality display system. The 3DRA results were considered as the ultimate reference standard. Based on 3DRA images, 38 aneurysms were confirmed in 42 patients. Two cases were misdiagnosed and 1 was missed when the traditional CT workstation was used. The sensitivity, specificity, positive predictive value (PPV), negative predictive value (NPV), and accuracy of the conventional CT workstation were 94.7%, 85.7%, 97.3%, 75%, and99.3%, respectively, on a per-aneurysm basis. The stereoscopic virtual reality display system missed a case. The sensitivity, specificity, PPV, NPV, and accuracy of the stereoscopic virtual reality display system were 100%, 85.7%, 97.4%, 100%, and 97.8%, respectively. No difference was observed in the accuracy of the traditional CT workstation, stereoscopic virtual reality display system, and 3DRA in detecting aneurysms. The stereoscopic virtual reality display system has some advantages in detecting small aneurysms and those near the bone. The virtual reality stereoscopic vision obtained through the system was found as a useful tool in intracranial aneurysm diagnosis and pre-operative 3D imaging. Copyright © 2018 Elsevier B.V. All rights reserved.
Guo, Zhi-Jun; Lin, Qiang; Liu, Hai-Tao; Lu, Jun-Ying; Zeng, Yan-Hong; Meng, Fan-Jie; Cao, Bin; Zi, Xue-Rong; Han, Shu-Ming; Zhang, Yu-Huan
2013-09-01
Using computed tomography (CT) to rapidly and accurately quantify pleural effusion volume benefits medical and scientific research. However, the precise volume of pleural effusions still involves many challenges and currently does not have a recognized accurate measuring. To explore the feasibility of using 64-slice CT volume-rendering technology to accurately measure pleural fluid volume and to then analyze the correlation between the volume of the free pleural effusion and the different diameters of the pleural effusion. The 64-slice CT volume-rendering technique was used to measure and analyze three parts. First, the fluid volume of a self-made thoracic model was measured and compared with the actual injected volume. Second, the pleural effusion volume was measured before and after pleural fluid drainage in 25 patients, and the volume reduction was compared with the actual volume of the liquid extract. Finally, the free pleural effusion volume was measured in 26 patients to analyze the correlation between it and the diameter of the effusion, which was then used to calculate the regression equation. After using the 64-slice CT volume-rendering technique to measure the fluid volume of the self-made thoracic model, the results were compared with the actual injection volume. No significant differences were found, P = 0.836. For the 25 patients with drained pleural effusions, the comparison of the reduction volume with the actual volume of the liquid extract revealed no significant differences, P = 0.989. The following linear regression equation was used to compare the pleural effusion volume (V) (measured by the CT volume-rendering technique) with the pleural effusion greatest depth (d): V = 158.16 × d - 116.01 (r = 0.91, P = 0.000). The following linear regression was used to compare the volume with the product of the pleural effusion diameters (l × h × d): V = 0.56 × (l × h × d) + 39.44 (r = 0.92, P = 0.000). The 64-slice CT volume-rendering technique can accurately measure the volume in pleural effusion patients, and a linear regression equation can be used to estimate the volume of the free pleural effusion.
A unified framework for building high performance DVEs
NASA Astrophysics Data System (ADS)
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.
A concept of volume rendering guided search process to analyze medical data set.
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.
Efficient visibility-driven medical image visualisation via adaptive binned visibility histogram.
Jung, Younhyun; Kim, Jinman; Kumar, Ashnil; Feng, David Dagan; Fulham, Michael
2016-07-01
'Visibility' is a fundamental optical property that represents the observable, by users, proportion of the voxels in a volume during interactive volume rendering. The manipulation of this 'visibility' improves the volume rendering processes; for instance by ensuring the visibility of regions of interest (ROIs) or by guiding the identification of an optimal rendering view-point. The construction of visibility histograms (VHs), which represent the distribution of all the visibility of all voxels in the rendered volume, enables users to explore the volume with real-time feedback about occlusion patterns among spatially related structures during volume rendering manipulations. Volume rendered medical images have been a primary beneficiary of VH given the need to ensure that specific ROIs are visible relative to the surrounding structures, e.g. the visualisation of tumours that may otherwise be occluded by neighbouring structures. VH construction and its subsequent manipulations, however, are computationally expensive due to the histogram binning of the visibilities. This limits the real-time application of VH to medical images that have large intensity ranges and volume dimensions and require a large number of histogram bins. In this study, we introduce an efficient adaptive binned visibility histogram (AB-VH) in which a smaller number of histogram bins are used to represent the visibility distribution of the full VH. We adaptively bin medical images by using a cluster analysis algorithm that groups the voxels according to their intensity similarities into a smaller subset of bins while preserving the distribution of the intensity range of the original images. We increase efficiency by exploiting the parallel computation and multiple render targets (MRT) extension of the modern graphical processing units (GPUs) and this enables efficient computation of the histogram. We show the application of our method to single-modality computed tomography (CT), magnetic resonance (MR) imaging and multi-modality positron emission tomography-CT (PET-CT). In our experiments, the AB-VH markedly improved the computational efficiency for the VH construction and thus improved the subsequent VH-driven volume manipulations. This efficiency was achieved without major degradation in the VH visually and numerical differences between the AB-VH and its full-bin counterpart. We applied several variants of the K-means clustering algorithm with varying Ks (the number of clusters) and found that higher values of K resulted in better performance at a lower computational gain. The AB-VH also had an improved performance when compared to the conventional method of down-sampling of the histogram bins (equal binning) for volume rendering visualisation. Copyright © 2016 Elsevier Ltd. All rights reserved.
Sparse PDF Volumes for Consistent Multi-Resolution Volume Rendering
Sicat, Ronell; Krüger, Jens; Möller, Torsten; Hadwiger, Markus
2015-01-01
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 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. PMID:26146475
A 3-RSR Haptic Wearable Device for Rendering Fingertip Contact Forces.
Leonardis, Daniele; Solazzi, Massimiliano; Bortone, Ilaria; Frisoli, Antonio
2017-01-01
A novel wearable haptic device for modulating contact forces at the fingertip is presented. Rendering of forces by skin deformation in three degrees of freedom (DoF), with contact-no contact capabilities, was implemented through rigid parallel kinematics. The novel asymmetrical three revolute-spherical-revolute (3-RSR) configuration allowed compact dimensions with minimum encumbrance of the hand workspace. The device was designed to render constant to low frequency deformation of the fingerpad in three DoF, combining light weight with relatively high output forces. A differential method for solving the non-trivial inverse kinematics is proposed and implemented in real time for controlling the device. The first experimental activity evaluated discrimination of different fingerpad stretch directions in a group of five subjects. The second experiment, enrolling 19 subjects, evaluated cutaneous feedback provided in a virtual pick-and-place manipulation task. Stiffness of the fingerpad plus device was measured and used to calibrate the physics of the virtual environment. The third experiment with 10 subjects evaluated interaction forces in a virtual lift-and-hold task. Although with different performance in the two manipulation experiments, overall results show that participants better controlled interaction forces when the cutaneous feedback was active, with significant differences between the visual and visuo-haptic experimental conditions.
INCREASING SAVING BEHAVIOR THROUGH AGE-PROGRESSED RENDERINGS OF THE FUTURE SELF.
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.
Armstrong, Ryan; de Ribaupierre, Sandrine; Eagleson, Roy
2014-04-01
This paper describes the design and development of a software tool for the evaluation and training of surgical residents using an interactive, immersive, virtual environment. Our objective was to develop a tool to evaluate user spatial reasoning skills and knowledge in a neuroanatomical context, as well as to augment their performance through interactivity. In the visualization, manually segmented anatomical surface images of MRI scans of the brain were rendered using a stereo display to improve depth cues. A magnetically tracked wand was used as a 3D input device for localization tasks within the brain. The movement of the wand was made to correspond to movement of a spherical cursor within the rendered scene, providing a reference for localization. Users can be tested on their ability to localize structures within the 3D scene, and their ability to place anatomical features at the appropriate locations within the rendering. Copyright © 2014 Elsevier Ireland Ltd. All rights reserved.
Visual landmarks facilitate rodent spatial navigation in virtual reality environments
Youngstrom, Isaac A.; Strowbridge, Ben W.
2012-01-01
Because many different sensory modalities contribute to spatial learning in rodents, it has been difficult to determine whether spatial navigation can be guided solely by visual cues. Rodents moving within physical environments with visual cues engage a variety of nonvisual sensory systems that cannot be easily inhibited without lesioning brain areas. Virtual reality offers a unique approach to ask whether visual landmark cues alone are sufficient to improve performance in a spatial task. We found that mice could learn to navigate between two water reward locations along a virtual bidirectional linear track using a spherical treadmill. Mice exposed to a virtual environment with vivid visual cues rendered on a single monitor increased their performance over a 3-d training regimen. Training significantly increased the percentage of time avatars controlled by the mice spent near reward locations in probe trials without water rewards. Neither improvement during training or spatial learning for reward locations occurred with mice operating a virtual environment without vivid landmarks or with mice deprived of all visual feedback. Mice operating the vivid environment developed stereotyped avatar turning behaviors when alternating between reward zones that were positively correlated with their performance on the probe trial. These results suggest that mice are able to learn to navigate to specific locations using only visual cues presented within a virtual environment rendered on a single computer monitor. PMID:22345484
Remote volume rendering pipeline for mHealth applications
NASA Astrophysics Data System (ADS)
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.
ERIC Educational Resources Information Center
Newman, Ehren L.; Caplan, Jeremy B.; Kirschen, Matthew P.; Korolev, Igor O.; Sekuler, Robert; Kahana, Michael J.
2007-01-01
By having subjects drive a virtual taxicab through a computer-rendered town, we examined how landmark and layout information interact during spatial navigation. Subject-drivers searched for passengers, and then attempted to take the most efficient route to the requested destinations (one of several target stores). Experiment 1 demonstrated that…
Virtual dissection of Thoropa miliaris tadpole using phase-contrast synchrotron microtomography
NASA Astrophysics Data System (ADS)
Fidalgo, G.; Colaço, M. V.; Nogueira, L. P.; Braz, D.; Silva, H. R.; Colaço, G.; Barroso, R. C.
2018-05-01
In this work, in-line phase-contrast synchrotron microtomography was used in order to study the external and internal morphology of Thoropa miliaris tadpoles. Whole-specimens of T. miliaris in larval stages of development 28, 37 and 42, collected in the municipality of Mangaratiba (Rio de Janeiro, Brazil) were used for the study. The samples were scanned in microtomography beamline (IMX) at the Brazilian Synchrotron Light Laboratory (LNLS). The phase-contrast technique allowed us to obtain high quality images which made possible the structures segmentation on the rendered volume by the Avizo graphic image editing software. The combination of high quality images and segmentation process provides adequate visualization of different organs and soft (liver, notochord, brain, crystalline, cartilages) and hard (elements of the bone skeleton) tissues.
Scientific Visualization and Simulation for Multi-dimensional Marine Environment Data
NASA Astrophysics Data System (ADS)
Su, T.; Liu, H.; Wang, W.; Song, Z.; Jia, Z.
2017-12-01
As higher attention on the ocean and rapid development of marine detection, there are increasingly demands for realistic simulation and interactive visualization of marine environment in real time. Based on advanced technology such as GPU rendering, CUDA parallel computing and rapid grid oriented strategy, a series of efficient and high-quality visualization methods, which can deal with large-scale and multi-dimensional marine data in different environmental circumstances, has been proposed in this paper. Firstly, a high-quality seawater simulation is realized by FFT algorithm, bump mapping and texture animation technology. Secondly, large-scale multi-dimensional marine hydrological environmental data is virtualized by 3d interactive technologies and volume rendering techniques. Thirdly, seabed terrain data is simulated with improved Delaunay algorithm, surface reconstruction algorithm, dynamic LOD algorithm and GPU programming techniques. Fourthly, seamless modelling in real time for both ocean and land based on digital globe is achieved by the WebGL technique to meet the requirement of web-based application. The experiments suggest that these methods can not only have a satisfying marine environment simulation effect, but also meet the rendering requirements of global multi-dimension marine data. Additionally, a simulation system for underwater oil spill is established by OSG 3D-rendering engine. It is integrated with the marine visualization method mentioned above, which shows movement processes, physical parameters, current velocity and direction for different types of deep water oil spill particle (oil spill particles, hydrates particles, gas particles, etc.) dynamically and simultaneously in multi-dimension. With such application, valuable reference and decision-making information can be provided for understanding the progress of oil spill in deep water, which is helpful for ocean disaster forecasting, warning and emergency response.
Distributed rendering for multiview parallax displays
NASA Astrophysics Data System (ADS)
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.
A Context-Aware Method for Authentically Simulating Outdoors Shadows for Mobile Augmented Reality.
Barreira, Joao; Bessa, Maximino; Barbosa, Luis; Magalhaes, Luis
2018-03-01
Visual coherence between virtual and real objects is a major issue in creating convincing augmented reality (AR) applications. To achieve this seamless integration, actual light conditions must be determined in real time to ensure that virtual objects are correctly illuminated and cast consistent shadows. In this paper, we propose a novel method to estimate daylight illumination and use this information in outdoor AR applications to render virtual objects with coherent shadows. The illumination parameters are acquired in real time from context-aware live sensor data. The method works under unprepared natural conditions. We also present a novel and rapid implementation of a state-of-the-art skylight model, from which the illumination parameters are derived. The Sun's position is calculated based on the user location and time of day, with the relative rotational differences estimated from a gyroscope, compass and accelerometer. The results illustrated that our method can generate visually credible AR scenes with consistent shadows rendered from recovered illumination.
A data distributed parallel algorithm for ray-traced volume rendering
NASA Technical Reports Server (NTRS)
Ma, Kwan-Liu; Painter, James S.; Hansen, Charles D.; Krogh, Michael F.
1993-01-01
This paper presents a divide-and-conquer ray-traced volume rendering algorithm and a parallel image compositing method, along with their implementation and performance on the Connection Machine CM-5, and networked workstations. This algorithm distributes both the data and the computations to individual processing units to achieve fast, high-quality rendering of high-resolution data. The volume data, once distributed, is left intact. The processing nodes perform local ray tracing of their subvolume concurrently. No communication between processing units is needed during this locally ray-tracing process. A subimage is generated by each processing unit and the final image is obtained by compositing subimages in the proper order, which can be determined a priori. Test results on both the CM-5 and a group of networked workstations demonstrate the practicality of our rendering algorithm and compositing method.
Geyer, Stefan H.; Maurer-Gesek, Barbara; Reissig, Lukas F.; Weninger, Wolfgang J.
2017-01-01
We provide simple protocols for generating digital volume data with the high-resolution episcopic microscopy (HREM) method. HREM is capable of imaging organic materials with volumes up to 5 x 5 x 7 mm3 in typical numeric resolutions between 1 x 1 x 1 and 5 x 5 x 5 µm3. Specimens are embedded in methacrylate resin and sectioned on a microtome. After each section an image of the block surface is captured with a digital video camera that sits on the phototube connected to the compound microscope head. The optical axis passes through a green fluorescent protein (GFP) filter cube and is aligned with a position, at which the bock holder arm comes to rest after each section. In this way, a series of inherently aligned digital images, displaying subsequent block surfaces are produced. Loading such an image series in three-dimensional (3D) visualization software facilitates the immediate conversion to digital volume data, which permit virtual sectioning in various orthogonal and oblique planes and the creation of volume and surface rendered computer models. We present three simple, tissue specific protocols for processing various groups of organic specimens, including mouse, chick, quail, frog and zebra fish embryos, human biopsy material, uncoated paper and skin replacement material. PMID:28715372
Geyer, Stefan H; Maurer-Gesek, Barbara; Reissig, Lukas F; Weninger, Wolfgang J
2017-07-07
We provide simple protocols for generating digital volume data with the high-resolution episcopic microscopy (HREM) method. HREM is capable of imaging organic materials with volumes up to 5 x 5 x 7 mm 3 in typical numeric resolutions between 1 x 1 x 1 and 5 x 5 x 5 µm 3 . Specimens are embedded in methacrylate resin and sectioned on a microtome. After each section an image of the block surface is captured with a digital video camera that sits on the phototube connected to the compound microscope head. The optical axis passes through a green fluorescent protein (GFP) filter cube and is aligned with a position, at which the bock holder arm comes to rest after each section. In this way, a series of inherently aligned digital images, displaying subsequent block surfaces are produced. Loading such an image series in three-dimensional (3D) visualization software facilitates the immediate conversion to digital volume data, which permit virtual sectioning in various orthogonal and oblique planes and the creation of volume and surface rendered computer models. We present three simple, tissue specific protocols for processing various groups of organic specimens, including mouse, chick, quail, frog and zebra fish embryos, human biopsy material, uncoated paper and skin replacement material.
Real-time global illumination on mobile device
NASA Astrophysics Data System (ADS)
Ahn, Minsu; Ha, Inwoo; Lee, Hyong-Euk; Kim, James D. K.
2014-02-01
We propose a novel method for real-time global illumination on mobile devices. Our approach is based on instant radiosity, which uses a sequence of virtual point lights in order to represent the e ect of indirect illumination. Our rendering process consists of three stages. With the primary light, the rst stage generates a local illumination with the shadow map on GPU The second stage of the global illumination uses the re ective shadow map on GPU and generates the sequence of virtual point lights on CPU. Finally, we use the splatting method of Dachsbacher et al 1 and add the indirect illumination to the local illumination on GPU. With the limited computing resources in mobile devices, a small number of virtual point lights are allowed for real-time rendering. Our approach uses the multi-resolution sampling method with 3D geometry and attributes simultaneously and reduce the total number of virtual point lights. We also use the hybrid strategy, which collaboratively combines the CPUs and GPUs available in a mobile SoC due to the limited computing resources in mobile devices. Experimental results demonstrate the global illumination performance of the proposed method.
[Construction of information management-based virtual forest landscape and its application].
Chen, Chongcheng; Tang, Liyu; Quan, Bing; Li, Jianwei; Shi, Song
2005-11-01
Based on the analysis of the contents and technical characteristics of different scale forest visualization modeling, this paper brought forward the principles and technical systems of constructing an information management-based virtual forest landscape. With the combination of process modeling and tree geometric structure description, a software method of interactively and parameterized tree modeling was developed, and the corresponding renderings and geometrical elements simplification algorithms were delineated to speed up rendering run-timely. As a pilot study, the geometrical model bases associated with the typical tree categories in Zhangpu County of Fujian Province, southeast China were established as template files. A Virtual Forest Management System prototype was developed with GIS component (ArcObject), OpenGL graphics environment, and Visual C++ language, based on forest inventory and remote sensing data. The prototype could be used for roaming between 2D and 3D, information query and analysis, and virtual and interactive forest growth simulation, and its reality and accuracy could meet the needs of forest resource management. Some typical interfaces of the system and the illustrative scene cross-sections of simulated masson pine growth under conditions of competition and thinning were listed.
NASA Astrophysics Data System (ADS)
Hachaj, Tomasz; Ogiela, Marek R.
2012-10-01
The proposed framework for cognitive analysis of perfusion computed tomography images is a fusion of image processing, pattern recognition, and image analysis procedures. The output data of the algorithm consists of: regions of perfusion abnormalities, anatomy atlas description of brain tissues, measures of perfusion parameters, and prognosis for infracted tissues. That information is superimposed onto volumetric computed tomography data and displayed to radiologists. Our rendering algorithm enables rendering large volumes on off-the-shelf hardware. This portability of rendering solution is very important because our framework can be run without using expensive dedicated hardware. The other important factors are theoretically unlimited size of rendered volume and possibility of trading of image quality for rendering speed. Such rendered, high quality visualizations may be further used for intelligent brain perfusion abnormality identification, and computer aided-diagnosis of selected types of pathologies.
Photogrammetric Modeling and Image-Based Rendering for Rapid Virtual Environment Creation
2004-12-01
area and different methods have been proposed. Pertinent methods include: Camera Calibration , Structure from Motion, Stereo Correspondence, and Image...Based Rendering 1.1.1 Camera Calibration Determining the 3D structure of a model from multiple views becomes simpler if the intrinsic (or internal...can introduce significant nonlinearities into the image. We have found that camera calibration is a straightforward process which can simplify the
Virtual estimates of fastening strength for pedicle screw implantation procedures
NASA Astrophysics Data System (ADS)
Linte, Cristian A.; Camp, Jon J.; Augustine, Kurt E.; Huddleston, Paul M.; Robb, Richard A.; Holmes, David R.
2014-03-01
Traditional 2D images provide limited use for accurate planning of spine interventions, mainly due to the complex 3D anatomy of the spine and close proximity of nerve bundles and vascular structures that must be avoided during the procedure. Our previously developed clinician-friendly platform for spine surgery planning takes advantage of 3D pre-operative images, to enable oblique reformatting and 3D rendering of individual or multiple vertebrae, interactive templating, and placement of virtual pedicle implants. Here we extend the capabilities of the planning platform and demonstrate how the virtual templating approach not only assists with the selection of the optimal implant size and trajectory, but can also be augmented to provide surrogate estimates of the fastening strength of the implanted pedicle screws based on implant dimension and bone mineral density of the displaced bone substrate. According to the failure theories, each screw withstands a maximum holding power that is directly proportional to the screw diameter (D), the length of the in-bone segm,ent of the screw (L), and the density (i.e., bone mineral density) of the pedicle body. In this application, voxel intensity is used as a surrogate measure of the bone mineral density (BMD) of the pedicle body segment displaced by the screw. We conducted an initial assessment of the developed platform using retrospective pre- and post-operative clinical 3D CT data from four patients who underwent spine surgery, consisting of a total of 26 pedicle screws implanted in the lumbar spine. The Fastening Strength of the planned implants was directly assessed by estimating the intensity - area product across the pedicle volume displaced by the virtually implanted screw. For post-operative assessment, each vertebra was registered to its homologous counterpart in the pre-operative image using an intensity-based rigid registration followed by manual adjustment. Following registration, the Fastening Strength was computed for each displaced bone segment. According to our preliminary clinical study, a comparison between Fastening Strength, displaced bone volume and mean voxel intensity showed similar results (p < 0.1) between the virtually templated plans and the post-operative outcome following the traditional clinical approach. This study has demonstrated the feasibility of the platform in providing estimates the pedicle screw fastening strength via virtual implantation, given the intrinsic vertebral geometry and bone mineral density, enabling the selection of the optimal implant dimension adn trajectory for improved strength.
Realtime Compositing of Procedural Facade Textures on the Gpu
NASA Astrophysics Data System (ADS)
Krecklau, L.; Kobbelt, L.
2011-09-01
The real time rendering of complex virtual city models has become more important in the last few years for many practical applications like realistic navigation or urban planning. For maximum rendering performance, the complexity of the geometry or textures can be reduced by decreasing the resolution until the data set can fully reside on the memory of the graphics card. This typically results in a low quality of the virtual city model. Alternatively, a streaming algorithm can load the high quality data set from the hard drive. However, this approach requires a large amount of persistent storage providing several gigabytes of static data. We present a system that uses a texture atlas containing atomic tiles like windows, doors or wall patterns, and that combines those elements on-the-fly directly on the graphics card. The presented approach benefits from a sophisticated randomization approach that produces lots of different facades while the grammar description itself remains small. By using a ray casting apporach, we are able to trace through transparent windows revealing procedurally generated rooms which further contributes to the realism of the rendering. The presented method enables real time rendering of city models with a high level of detail for facades while still relying on a small memory footprint.
Design and implementation of a 3D ocean virtual reality and visualization engine
NASA Astrophysics Data System (ADS)
Chen, Ge; Li, Bo; Tian, Fenglin; Ji, Pengbo; Li, Wenqing
2012-12-01
In this study, a 3D virtual reality and visualization engine for rendering the ocean, named VV-Ocean, is designed for marine applications. The design goals of VV-Ocean aim at high fidelity simulation of ocean environment, visualization of massive and multidimensional marine data, and imitation of marine lives. VV-Ocean is composed of five modules, i.e. memory management module, resources management module, scene management module, rendering process management module and interaction management module. There are three core functions in VV-Ocean: reconstructing vivid virtual ocean scenes, visualizing real data dynamically in real time, imitating and simulating marine lives intuitively. Based on VV-Ocean, we establish a sea-land integration platform which can reproduce drifting and diffusion processes of oil spilling from sea bottom to surface. Environment factors such as ocean current and wind field have been considered in this simulation. On this platform oil spilling process can be abstracted as movements of abundant oil particles. The result shows that oil particles blend with water well and the platform meets the requirement for real-time and interactive rendering. VV-Ocean can be widely used in ocean applications such as demonstrating marine operations, facilitating maritime communications, developing ocean games, reducing marine hazards, forecasting the weather over oceans, serving marine tourism, and so on. Finally, further technological improvements of VV-Ocean are discussed.
Matching rendered and real world images by digital image processing
NASA Astrophysics Data System (ADS)
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.
Algorithms for Haptic Rendering of 3D Objects
NASA Technical Reports Server (NTRS)
Basdogan, Cagatay; Ho, Chih-Hao; Srinavasan, Mandayam
2003-01-01
Algorithms have been developed to provide haptic rendering of three-dimensional (3D) objects in virtual (that is, computationally simulated) environments. The goal of haptic rendering is to generate tactual displays of the shapes, hardnesses, surface textures, and frictional properties of 3D objects in real time. Haptic rendering is a major element of the emerging field of computer haptics, which invites comparison with computer graphics. We have already seen various applications of computer haptics in the areas of medicine (surgical simulation, telemedicine, haptic user interfaces for blind people, and rehabilitation of patients with neurological disorders), entertainment (3D painting, character animation, morphing, and sculpting), mechanical design (path planning and assembly sequencing), and scientific visualization (geophysical data analysis and molecular manipulation).
Real-time 3D image reconstruction guidance in liver resection surgery.
Soler, Luc; Nicolau, Stephane; Pessaux, Patrick; Mutter, Didier; Marescaux, Jacques
2014-04-01
Minimally invasive surgery represents one of the main evolutions of surgical techniques. However, minimally invasive surgery adds difficulty that can be reduced through computer technology. From a patient's medical image [US, computed tomography (CT) or MRI], we have developed an Augmented Reality (AR) system that increases the surgeon's intraoperative vision by providing a virtual transparency of the patient. AR is based on two major processes: 3D modeling and visualization of anatomical or pathological structures appearing in the medical image, and the registration of this visualization onto the real patient. We have thus developed a new online service, named Visible Patient, providing efficient 3D modeling of patients. We have then developed several 3D visualization and surgical planning software tools to combine direct volume rendering and surface rendering. Finally, we have developed two registration techniques, one interactive and one automatic providing intraoperative augmented reality view. From January 2009 to June 2013, 769 clinical cases have been modeled by the Visible Patient service. Moreover, three clinical validations have been realized demonstrating the accuracy of 3D models and their great benefit, potentially increasing surgical eligibility in liver surgery (20% of cases). From these 3D models, more than 50 interactive AR-assisted surgical procedures have been realized illustrating the potential clinical benefit of such assistance to gain safety, but also current limits that automatic augmented reality will overcome. Virtual patient modeling should be mandatory for certain interventions that have now to be defined, such as liver surgery. Augmented reality is clearly the next step of the new surgical instrumentation but remains currently limited due to the complexity of organ deformations during surgery. Intraoperative medical imaging used in new generation of automated augmented reality should solve this issue thanks to the development of Hybrid OR.
Immersive Virtual Moon Scene System Based on Panoramic Camera Data of Chang'E-3
NASA Astrophysics Data System (ADS)
Gao, X.; Liu, J.; Mu, L.; Yan, W.; Zeng, X.; Zhang, X.; Li, C.
2014-12-01
The system "Immersive Virtual Moon Scene" is used to show the virtual environment of Moon surface in immersive environment. Utilizing stereo 360-degree imagery from panoramic camera of Yutu rover, the system enables the operator to visualize the terrain and the celestial background from the rover's point of view in 3D. To avoid image distortion, stereo 360-degree panorama stitched by 112 images is projected onto inside surface of sphere according to panorama orientation coordinates and camera parameters to build the virtual scene. Stars can be seen from the Moon at any time. So we render the sun, planets and stars according to time and rover's location based on Hipparcos catalogue as the background on the sphere. Immersing in the stereo virtual environment created by this imaged-based rendering technique, the operator can zoom, pan to interact with the virtual Moon scene and mark interesting objects. Hardware of the immersive virtual Moon system is made up of four high lumen projectors and a huge curve screen which is 31 meters long and 5.5 meters high. This system which take all panoramic camera data available and use it to create an immersive environment, enable operator to interact with the environment and mark interesting objects contributed heavily to establishment of science mission goals in Chang'E-3 mission. After Chang'E-3 mission, the lab with this system will be open to public. Besides this application, Moon terrain stereo animations based on Chang'E-1 and Chang'E-2 data will be showed to public on the huge screen in the lab. Based on the data of lunar exploration,we will made more immersive virtual moon scenes and animations to help the public understand more about the Moon in the future.
Implementation of a virtual laryngoscope system using efficient reconstruction algorithms.
Luo, Shouhua; Yan, Yuling
2009-08-01
Conventional fiberoptic laryngoscope may cause discomfort to the patient and in some cases it can lead to side effects that include perforation, infection and hemorrhage. Virtual laryngoscopy (VL) can overcome this problem and further it may lower the risk of operation failures. Very few virtual endoscope (VE) based investigations of the larynx have been described in the literature. CT data sets from a healthy subject were used for the VL studies. An algorithm of preprocessing and region-growing for 3-D image segmentation is developed. An octree based approach is applied in our VL system which facilitates a rapid construction of iso-surfaces. Some locating techniques are used for fast rendering and navigation (fly-through). Our VL visualization system provides for real time and efficient 'fly-through' navigation. The virtual camera can be arranged so that it moves along the airway in either direction. Snap shots were taken during fly-throughs. The system can automatically adjust the direction of the virtual camera and prevent collisions of the camera and the wall of the airway. A virtual laryngoscope (VL) system using OpenGL (Open Graphics Library) platform for interactive rendering and 3D visualization of the laryngeal framework and upper airway is established. OpenGL is supported on major operating systems and works with every major windowing system. The VL system runs on regular PC workstations and was successfully tested and evaluated using CT data from a normal subject.
Radiological tele-immersion for next generation networks.
Ai, Z; Dech, F; Rasmussen, M; Silverstein, J C
2000-01-01
Since the acquisition of high-resolution three-dimensional patient images has become widespread, medical volumetric datasets (CT or MR) larger than 100 MB and encompassing more than 250 slices are common. It is important to make this patient-specific data quickly available and usable to many specialists at different geographical sites. Web-based systems have been developed to provide volume or surface rendering of medical data over networks with low fidelity, but these cannot adequately handle stereoscopic visualization or huge datasets. State-of-the-art virtual reality techniques and high speed networks have made it possible to create an environment for clinicians geographically distributed to immersively share these massive datasets in real-time. An object-oriented method for instantaneously importing medical volumetric data into Tele-Immersive environments has been developed at the Virtual Reality in Medicine Laboratory (VRMedLab) at the University of Illinois at Chicago (UIC). This networked-VR setup is based on LIMBO, an application framework or template that provides the basic capabilities of Tele-Immersion. We have developed a modular general purpose Tele-Immersion program that automatically combines 3D medical data with the methods for handling the data. For this purpose a DICOM loader for IRIS Performer has been developed. The loader was designed for SGI machines as a shared object, which is executed at LIMBO's runtime. The loader loads not only the selected DICOM dataset, but also methods for rendering, handling, and interacting with the data, bringing networked, real-time, stereoscopic interaction with radiological data to reality. Collaborative, interactive methods currently implemented in the loader include cutting planes and windowing. The Tele-Immersive environment has been tested on the UIC campus over an ATM network. We tested the environment with 3 nodes; one ImmersaDesk at the VRMedLab, one CAVE at the Electronic Visualization Laboratory (EVL) on east campus, and a CT scan machine in UIC Hospital. CT data was pulled directly from the scan machine to the Tele-Immersion server in our Laboratory, and then the data was synchronously distributed by our Onyx2 Rack server to all the VR setups. Instead of permitting medical volume visualization at one VR device, by combining teleconferencing, tele-presence, and virtual reality, the Tele-Immersive environment will enable geographically distributed clinicians to intuitively interact with the same medical volumetric models, point, gesture, converse, and see each other. This environment will bring together clinicians at different geographic locations to participate in Tele-Immersive consultation and collaboration.
Mayo, Johnathan; Baur, Kilian; Wittmann, Frieder; Riener, Robert; Wolf, Peter
2018-01-01
Background Goal-directed reaching for real-world objects by humans is enabled through visual depth cues. In virtual environments, the number and quality of available visual depth cues is limited, which may affect reaching performance and quality of reaching movements. Methods We assessed three-dimensional reaching movements in five experimental groups each with ten healthy volunteers. Three groups used a two-dimensional computer screen and two groups used a head-mounted display. The first screen group received the typically recreated visual depth cues, such as aerial and linear perspective, occlusion, shadows, and texture gradients. The second screen group received an abstract minimal rendering lacking those. The third screen group received the cues of the first screen group and absolute depth cues enabled by retinal image size of a known object, which realized with visual renderings of the handheld device and a ghost handheld at the target location. The two head-mounted display groups received the same virtually recreated visual depth cues as the second or the third screen group respectively. Additionally, they could rely on stereopsis and motion parallax due to head-movements. Results and conclusion All groups using the screen performed significantly worse than both groups using the head-mounted display in terms of completion time normalized by the straight-line distance to the target. Both groups using the head-mounted display achieved the optimal minimum in number of speed peaks and in hand path ratio, indicating that our subjects performed natural movements when using a head-mounted display. Virtually recreated visual depth cues had a minor impact on reaching performance. Only the screen group with rendered handhelds could outperform the other screen groups. Thus, if reaching performance in virtual environments is in the main scope of a study, we suggest applying a head-mounted display. Otherwise, when two-dimensional screens are used, achievable performance is likely limited by the reduced depth perception and not just by subjects’ motor skills. PMID:29293512
NASA Astrophysics Data System (ADS)
Wagner, Martin G.; Strother, Charles M.; Schafer, Sebastian; Mistretta, Charles A.
2016-03-01
Biplane fluoroscopic imaging is an important tool for minimally invasive procedures for the treatment of cerebrovascular diseases. However, finding a good working angle for the C-arms of the angiography system as well as navigating based on the 2D projection images can be a difficult task. The purpose of this work is to propose a novel 4D reconstruction algorithm for interventional devices from biplane fluoroscopy images and to propose new techniques for a better visualization of the results. The proposed reconstruction methods binarizes the fluoroscopic images using a dedicated noise reduction algorithm for curvilinear structures and a global thresholding approach. A topology preserving thinning algorithm is then applied and a path search algorithm minimizing the curvature of the device is used to extract the 2D device centerlines. Finally, the 3D device path is reconstructed using epipolar geometry. The point correspondences are determined by a monotonic mapping function that minimizes the reconstruction error. The three dimensional reconstruction of the device path allows the rendering of virtual fluoroscopy images from arbitrary angles as well as 3D visualizations like virtual endoscopic views or glass pipe renderings, where the vessel wall is rendered with a semi-transparent material. This work also proposes a combination of different visualization techniques in order to increase the usability and spatial orientation for the user. A combination of synchronized endoscopic and glass pipe views is proposed, where the virtual endoscopic camera position is determined based on the device tip location as well as the previous camera position using a Kalman filter in order to create a smooth path. Additionally, vessel centerlines are displayed and the path to the target is highlighted. Finally, the virtual endoscopic camera position is also visualized in the glass pipe view to further improve the spatial orientation. The proposed techniques could considerably improve the workflow of minimally invasive procedures for the treatment of cerebrovascular diseases.
INCREASING SAVING BEHAVIOR THROUGH AGE-PROGRESSED RENDERINGS OF THE FUTURE SELF
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
Tangible display systems: direct interfaces for computer-based studies of surface appearance
NASA Astrophysics Data System (ADS)
Darling, Benjamin A.; Ferwerda, James A.
2010-02-01
When evaluating the surface appearance of real objects, observers engage in complex behaviors involving active manipulation and dynamic viewpoint changes that allow them to observe the changing patterns of surface reflections. We are developing a class of tangible display systems to provide these natural modes of interaction in computer-based studies of material perception. A first-generation tangible display was created from an off-the-shelf laptop computer containing an accelerometer and webcam as standard components. Using these devices, custom software estimated the orientation of the display and the user's viewing position. This information was integrated with a 3D rendering module so that rotating the display or moving in front of the screen would produce realistic changes in the appearance of virtual objects. In this paper, we consider the design of a second-generation system to improve the fidelity of the virtual surfaces rendered to the screen. With a high-quality display screen and enhanced tracking and rendering capabilities, a secondgeneration system will be better able to support a range of appearance perception applications.
Real-time photorealistic stereoscopic rendering of fire
NASA Astrophysics Data System (ADS)
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.
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.
NASA Astrophysics Data System (ADS)
Rodrigues, Pedro L.; Moreira, António H. J.; Rodrigues, Nuno F.; Pinho, A. C. M.; Fonseca, Jaime C.; Lima, Estevão.; Vilaça, João. L.
2014-03-01
Background: Precise needle puncture of renal calyces is a challenging and essential step for successful percutaneous nephrolithotomy. This work tests and evaluates, through a clinical trial, a real-time navigation system to plan and guide percutaneous kidney puncture. Methods: A novel system, entitled i3DPuncture, was developed to aid surgeons in establishing the desired puncture site and the best virtual puncture trajectory, by gathering and processing data from a tracked needle with optical passive markers. In order to navigate and superimpose the needle to a preoperative volume, the patient, 3D image data and tracker system were previously registered intraoperatively using seven points that were strategically chosen based on rigid bone structures and nearby kidney area. In addition, relevant anatomical structures for surgical navigation were automatically segmented using a multi-organ segmentation algorithm that clusters volumes based on statistical properties and minimum description length criterion. For each cluster, a rendering transfer function enhanced the visualization of different organs and surrounding tissues. Results: One puncture attempt was sufficient to achieve a successful kidney puncture. The puncture took 265 seconds, and 32 seconds were necessary to plan the puncture trajectory. The virtual puncture path was followed correctively until the needle tip reached the desired kidney calyceal. Conclusions: This new solution provided spatial information regarding the needle inside the body and the possibility to visualize surrounding organs. It may offer a promising and innovative solution for percutaneous punctures.
New virtual laboratories presenting advanced motion control concepts
NASA Astrophysics Data System (ADS)
Goubej, Martin; Krejčí, Alois; Reitinger, Jan
2015-11-01
The paper deals with development of software framework for rapid generation of remote virtual laboratories. Client-server architecture is chosen in order to employ real-time simulation core which is running on a dedicated server. Ordinary web browser is used as a final renderer to achieve hardware independent solution which can be run on different target platforms including laptops, tablets or mobile phones. The provided toolchain allows automatic generation of the virtual laboratory source code from the configuration file created in the open- source Inkscape graphic editor. Three virtual laboratories presenting advanced motion control algorithms have been developed showing the applicability of the proposed approach.
View compensated compression of volume rendered images for remote visualization.
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.
Virtual environments simulation in research reactor
NASA Astrophysics Data System (ADS)
Muhamad, Shalina Bt. Sheik; Bahrin, Muhammad Hannan Bin
2017-01-01
Virtual reality based simulations are interactive and engaging. It has the useful potential in improving safety training. Virtual reality technology can be used to train workers who are unfamiliar with the physical layout of an area. In this study, a simulation program based on the virtual environment at research reactor was developed. The platform used for virtual simulation is 3DVia software for which it's rendering capabilities, physics for movement and collision and interactive navigation features have been taken advantage of. A real research reactor was virtually modelled and simulated with the model of avatars adopted to simulate walking. Collision detection algorithms were developed for various parts of the 3D building and avatars to restrain the avatars to certain regions of the virtual environment. A user can control the avatar to move around inside the virtual environment. Thus, this work can assist in the training of personnel, as in evaluating the radiological safety of the research reactor facility.
Image-based 3D reconstruction and virtual environmental walk-through
NASA Astrophysics Data System (ADS)
Sun, Jifeng; Fang, Lixiong; Luo, Ying
2001-09-01
We present a 3D reconstruction method, which combines geometry-based modeling, image-based modeling and rendering techniques. The first component is an interactive geometry modeling method which recovery of the basic geometry of the photographed scene. The second component is model-based stereo algorithm. We discus the image processing problems and algorithms of walking through in virtual space, then designs and implement a high performance multi-thread wandering algorithm. The applications range from architectural planning and archaeological reconstruction to virtual environments and cinematic special effects.
Combined approach of shell and shear-warp rendering for efficient volume visualization
NASA Astrophysics Data System (ADS)
Falcao, Alexandre X.; Rocha, Leonardo M.; Udupa, Jayaram K.
2003-05-01
In Medical Imaging, shell rendering (SR) and shear-warp rendering (SWR) are two ultra-fast and effective methods for volume visualization. We have previously shown that, typically, SWR can be on the average 1.38 times faster than SR, but it requires from 2 to 8 times more memory space than SR. In this paper, we propose an extension of the compact shell data structure utilized in SR to allow shear-warp factorization of the viewing matrix in order to obtain speed up gains for SR, without paying the high storage price of SWR. The new approach is called shear-warp shell rendering (SWSR). The paper describes the methods, points out their major differences in the computational aspects, and presents a comparative analysis of them in terms of speed, storage, and image quality. The experiments involve hard and fuzzy boundaries of 10 different objects of various sizes, shapes, and topologies, rendered on a 1GHz Pentium-III PC with 512MB RAM, utilizing surface and volume rendering strategies. The results indicate that SWSR offers the best speed and storage characteristics compromise among these methods. We also show that SWSR improves the rendition quality over SR, and provides renditions similar to those produced by SWR.
Development of the mouse cochlea database (MCD).
Santi, Peter A; Rapson, Ian; Voie, Arne
2008-09-01
The mouse cochlea database (MCD) provides an interactive, image database of the mouse cochlea for learning its anatomy and data mining of its resources. The MCD website is hosted on a centrally maintained, high-speed server at the following URL: (http://mousecochlea.umn.edu). The MCD contains two types of image resources, serial 2D image stacks and 3D reconstructions of cochlear structures. Complete image stacks of the cochlea from two different mouse strains were obtained using orthogonal plane fluorescence optical microscopy (OPFOS). 2D images of the cochlea are presented on the MCD website as: viewable images within a stack, 2D atlas of the cochlea, orthogonal sections, and direct volume renderings combined with isosurface reconstructions. In order to assess cochlear structures quantitatively, "true" cross-sections of the scala media along the length of the basilar membrane were generated by virtual resectioning of a cochlea orthogonal to a cochlear structure, such as the centroid of the basilar membrane or the scala media. 3D images are presented on the MCD website as: direct volume renderings, movies, interactive QuickTime VRs, flythrough, and isosurface 3D reconstructions of different cochlear structures. 3D computer models can also be used for solid model fabrication by rapid prototyping and models from different cochleas can be combined to produce an average 3D model. The MCD is the first comprehensive image resource on the mouse cochlea and is a new paradigm for understanding the anatomy of the cochlea, and establishing morphometric parameters of cochlear structures in normal and mutant mice.
A Graph Based Interface for Representing Volume Visualization Results
NASA Technical Reports Server (NTRS)
Patten, James M.; Ma, Kwan-Liu
1998-01-01
This paper discusses a graph based user interface for representing the results of the volume visualization process. As images are rendered, they are connected to other images in a graph based on their rendering parameters. The user can take advantage of the information in this graph to understand how certain rendering parameter changes affect a dataset, making the visualization process more efficient. Because the graph contains more information than is contained in an unstructured history of images, the image graph is also helpful for collaborative visualization and animation.
Characteristic analysis and simulation for polysilicon comb micro-accelerometer
NASA Astrophysics Data System (ADS)
Liu, Fengli; Hao, Yongping
2008-10-01
High force update rate is a key factor for achieving high performance haptic rendering, which imposes a stringent real time requirement upon the execution environment of the haptic system. This requirement confines the haptic system to simplified environment for reducing the computation cost of haptic rendering algorithms. In this paper, we present a novel "hyper-threading" architecture consisting of several threads for haptic rendering. The high force update rate is achieved with relatively large computation time interval for each haptic loop. The proposed method was testified and proved to be effective with experiments on virtual wall prototype haptic system via Delta Haptic Device.
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.
Spoerk, Jakob; Gendrin, Christelle; Weber, Christoph; Figl, Michael; Pawiro, Supriyanto Ardjo; Furtado, Hugo; Fabri, Daniella; Bloch, Christoph; Bergmann, Helmar; Gröller, Eduard; Birkfellner, Wolfgang
2012-01-01
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. PMID:21782399
Virtual reality and telerobotics applications of an Address Recalculation Pipeline
NASA Technical Reports Server (NTRS)
Regan, Matthew; Pose, Ronald
1994-01-01
The technology described in this paper was designed to reduce latency to user interactions in immersive virtual reality environments. It is also ideally suited to telerobotic applications such as interaction with remote robotic manipulators in space or in deep sea operations. in such circumstances the significant latency is observed response to user stimulus which is due to communications delays, and the disturbing jerkiness due to low and unpredictable frame rates on compressed video user feedback or computationally limited virtual worlds, can be masked by our techniques. The user is provided with highly responsive visual feedback independent of communication or computational delays in providing physical video feedback or in rendering virtual world images. Virtual and physical environments can be combined seamlessly using these techniques.
Three-dimensional microscopic tomographic imagings of the cataract in a human lens in vivo
NASA Astrophysics Data System (ADS)
Masters, Barry R.
1998-10-01
The problem of three-dimensional visualization of a human lens in vivo has been solved by a technique of volume rendering a transformed series of 60 rotated Scheimpflug (a dual slit reflected light microscope) digital images. The data set was obtained by rotating the Scheimpflug camera about the optic axis of the lens in 3 degree increments. The transformed set of optical sections were first aligned to correct for small eye movements, and then rendered into a volume reconstruction with volume rendering computer graphics techniques. To help visualize the distribution of lens opacities (cataracts) in the living, human lens the intensity of light scattering was pseudocolor coded and the cataract opacities were displayed as a movie.
3D Flow visualization in virtual reality
NASA Astrophysics Data System (ADS)
Pietraszewski, Noah; Dhillon, Ranbir; Green, Melissa
2017-11-01
By viewing fluid dynamic isosurfaces in virtual reality (VR), many of the issues associated with the rendering of three-dimensional objects on a two-dimensional screen can be addressed. In addition, viewing a variety of unsteady 3D data sets in VR opens up novel opportunities for education and community outreach. In this work, the vortex wake of a bio-inspired pitching panel was visualized using a three-dimensional structural model of Q-criterion isosurfaces rendered in virtual reality using the HTC Vive. Utilizing the Unity cross-platform gaming engine, a program was developed to allow the user to control and change this model's position and orientation in three-dimensional space. In addition to controlling the model's position and orientation, the user can ``scroll'' forward and backward in time to analyze the formation and shedding of vortices in the wake. Finally, the user can toggle between different quantities, while keeping the time step constant, to analyze flow parameter relationships at specific times during flow development. The information, data, or work presented herein was funded in part by an award from NYS Department of Economic Development (DED) through the Syracuse Center of Excellence.
Research on Visualization of Ground Laser Radar Data Based on Osg
NASA Astrophysics Data System (ADS)
Huang, H.; Hu, C.; Zhang, F.; Xue, H.
2018-04-01
Three-dimensional (3D) laser scanning is a new advanced technology integrating light, machine, electricity, and computer technologies. It can conduct 3D scanning to the whole shape and form of space objects with high precision. With this technology, you can directly collect the point cloud data of a ground object and create the structure of it for rendering. People use excellent 3D rendering engine to optimize and display the 3D model in order to meet the higher requirements of real time realism rendering and the complexity of the scene. OpenSceneGraph (OSG) is an open source 3D graphics engine. Compared with the current mainstream 3D rendering engine, OSG is practical, economical, and easy to expand. Therefore, OSG is widely used in the fields of virtual simulation, virtual reality, science and engineering visualization. In this paper, a dynamic and interactive ground LiDAR data visualization platform is constructed based on the OSG and the cross-platform C++ application development framework Qt. In view of the point cloud data of .txt format and the triangulation network data file of .obj format, the functions of 3D laser point cloud and triangulation network data display are realized. It is proved by experiments that the platform is of strong practical value as it is easy to operate and provides good interaction.
Cotter, Meghan M.; Whyms, Brian J.; Kelly, Michael P.; Doherty, Benjamin M.; Gentry, Lindell R.; Bersu, Edward T.; Vorperian, Houri K.
2015-01-01
The hyoid bone anchors and supports the vocal tract. Its complex shape is best studied in three dimensions, but it is difficult to capture on computed tomography (CT) images and three-dimensional volume renderings. The goal of this study was to determine the optimal CT scanning and rendering parameters to accurately measure the growth and developmental anatomy of the hyoid and to determine whether it is feasible and necessary to use these parameters in the measurement of hyoids from in vivo CT scans. Direct linear and volumetric measurements of skeletonized hyoid bone specimens were compared to corresponding CT images to determine the most accurate scanning parameters and three-dimensional rendering techniques. A pilot study was undertaken using in vivo scans from a retrospective CT database to determine feasibility of quantifying hyoid growth. Scanning parameters and rendering technique affected accuracy of measurements. Most linear CT measurements were within 10% of direct measurements; however, volume was overestimated when CT scans were acquired with a slice thickness greater than 1.25 mm. Slice-by-slice thresholding of hyoid images decreased volume overestimation. The pilot study revealed that the linear measurements tested correlate with age. A fine-tuned rendering approach applied to small slice thickness CT scans produces the most accurate measurements of hyoid bones. However, linear measurements can be accurately assessed from in vivo CT scans at a larger slice thickness. Such findings imply that investigation into the growth and development of the hyoid bone, and the vocal tract as a whole, can now be performed using these techniques. PMID:25810349
Cotter, Meghan M; Whyms, Brian J; Kelly, Michael P; Doherty, Benjamin M; Gentry, Lindell R; Bersu, Edward T; Vorperian, Houri K
2015-08-01
The hyoid bone anchors and supports the vocal tract. Its complex shape is best studied in three dimensions, but it is difficult to capture on computed tomography (CT) images and three-dimensional volume renderings. The goal of this study was to determine the optimal CT scanning and rendering parameters to accurately measure the growth and developmental anatomy of the hyoid and to determine whether it is feasible and necessary to use these parameters in the measurement of hyoids from in vivo CT scans. Direct linear and volumetric measurements of skeletonized hyoid bone specimens were compared with corresponding CT images to determine the most accurate scanning parameters and three-dimensional rendering techniques. A pilot study was undertaken using in vivo scans from a retrospective CT database to determine feasibility of quantifying hyoid growth. Scanning parameters and rendering technique affected accuracy of measurements. Most linear CT measurements were within 10% of direct measurements; however, volume was overestimated when CT scans were acquired with a slice thickness greater than 1.25 mm. Slice-by-slice thresholding of hyoid images decreased volume overestimation. The pilot study revealed that the linear measurements tested correlate with age. A fine-tuned rendering approach applied to small slice thickness CT scans produces the most accurate measurements of hyoid bones. However, linear measurements can be accurately assessed from in vivo CT scans at a larger slice thickness. Such findings imply that investigation into the growth and development of the hyoid bone, and the vocal tract as a whole, can now be performed using these techniques. © 2015 Wiley Periodicals, Inc.
Future Evolution of Virtual Worlds as Communication Environments
NASA Astrophysics Data System (ADS)
Prisco, Giulio
Extensive experience creating locations and activities inside virtual worlds provides the basis for contemplating their future. Users of virtual worlds are diverse in their goals for these online environments; for example, immersionists want them to be alternative realities disconnected from real life, whereas augmentationists want them to be communication media supporting real-life activities. As the technology improves, the diversity of virtual worlds will increase along with their significance. Many will incorporate more advanced virtual reality, or serve as major media for long-distance collaboration, or become the venues for futurist social movements. Key issues are how people can create their own virtual worlds, travel across worlds, and experience a variety of multimedia immersive environments. This chapter concludes by noting the view among some computer scientists that future technologies will permit uploading human personalities to artificial intelligence avatars, thereby enhancing human beings and rendering the virtual worlds entirely real.
Enhanced visualization of MR angiogram with modified MIP and 3D image fusion
NASA Astrophysics Data System (ADS)
Kim, JongHyo; Yeon, Kyoung M.; Han, Man Chung; Lee, Dong Hyuk; Cho, Han I.
1997-05-01
We have developed a 3D image processing and display technique that include image resampling, modification of MIP, volume rendering, and fusion of MIP image with volumetric rendered image. This technique facilitates the visualization of the 3D spatial relationship between vasculature and surrounding organs by overlapping the MIP image on the volumetric rendered image of the organ. We applied this technique to a MR brain image data to produce an MRI angiogram that is overlapped with 3D volume rendered image of brain. MIP technique was used to visualize the vasculature of brain, and volume rendering was used to visualize the other structures of brain. The two images are fused after adjustment of contrast and brightness levels of each image in such a way that both the vasculature and brain structure are well visualized either by selecting the maximum value of each image or by assigning different color table to each image. The resultant image with this technique visualizes both the brain structure and vasculature simultaneously, allowing the physicians to inspect their relationship more easily. The presented technique will be useful for surgical planning for neurosurgery.
A parallel coordinates style interface for exploratory volume visualization.
Tory, Melanie; Potts, Simeon; Möller, Torsten
2005-01-01
We present a user interface, based on parallel coordinates, that facilitates exploration of volume data. By explicitly representing the visualization parameter space, the interface provides an overview of rendering options and enables users to easily explore different parameters. Rendered images are stored in an integrated history bar that facilitates backtracking to previous visualization options. Initial usability testing showed clear agreement between users and experts of various backgrounds (usability, graphic design, volume visualization, and medical physics) that the proposed user interface is a valuable data exploration tool.
Establishing the 3-D finite element solid model of femurs in partial by volume rendering.
Zhang, Yinwang; Zhong, Wuxue; Zhu, Haibo; Chen, Yun; Xu, Lingjun; Zhu, Jianmin
2013-01-01
It remains rare to report three-dimensional (3-D) finite element solid model of femurs in partial by volume rendering method, though several methods of femoral 3-D finite element modeling are already available. We aim to analyze the advantages of the modeling method by establishing the 3-D finite element solid model of femurs in partial by volume rendering. A 3-D finite element model of the normal human femurs, made up of three anatomic structures: cortical bone, cancellous bone and pulp cavity, was constructed followed by pretreatment of the CT original image. Moreover, the finite-element analysis was carried on different material properties, three types of materials given for cortical bone, six assigned for cancellous bone, and single for pulp cavity. The established 3-D finite element of femurs contains three anatomical structures: cortical bone, cancellous bone, and pulp cavity. The compressive stress primarily concentrated in the medial surfaces of femur, especially in the calcar femorale. Compared with whole modeling by volume rendering method, the 3-D finite element solid model created in partial is more real and fit for finite element analysis. Copyright © 2013 Surgical Associates Ltd. Published by Elsevier Ltd. All rights reserved.
NASA Astrophysics Data System (ADS)
Birkfellner, Wolfgang; Seemann, Rudolf; Figl, Michael; Hummel, Johann; Ede, Christopher; Homolka, Peter; Yang, Xinhui; Niederer, Peter; Bergmann, Helmar
2005-05-01
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.
High Performance GPU-Based Fourier Volume Rendering.
Abdellah, Marwan; Eldeib, Ayman; Sharawi, Amr
2015-01-01
Fourier volume rendering (FVR) is a significant visualization technique that has been used widely in digital radiography. As a result of its (N (2)logN) time complexity, it provides a faster alternative to spatial domain volume rendering algorithms that are (N (3)) computationally complex. Relying on the Fourier projection-slice theorem, this technique operates on the spectral representation of a 3D volume instead of processing its spatial representation to generate attenuation-only projections that look like X-ray radiographs. Due to the rapid evolution of its underlying architecture, the graphics processing unit (GPU) became an attractive competent platform that can deliver giant computational raw power compared to the central processing unit (CPU) on a per-dollar-basis. The introduction of the compute unified device architecture (CUDA) technology enables embarrassingly-parallel algorithms to run efficiently on CUDA-capable GPU architectures. In this work, a high performance GPU-accelerated implementation of the FVR pipeline on CUDA-enabled GPUs is presented. This proposed implementation can achieve a speed-up of 117x compared to a single-threaded hybrid implementation that uses the CPU and GPU together by taking advantage of executing the rendering pipeline entirely on recent GPU architectures.
NASA Astrophysics Data System (ADS)
McFadden, D.; Tavakkoli, A.; Regenbrecht, J.; Wilson, B.
2017-12-01
Virtual Reality (VR) and Augmented Reality (AR) applications have recently seen an impressive growth, thanks to the advent of commercial Head Mounted Displays (HMDs). This new visualization era has opened the possibility of presenting researchers from multiple disciplines with data visualization techniques not possible via traditional 2D screens. In a purely VR environment researchers are presented with the visual data in a virtual environment, whereas in a purely AR application, a piece of virtual object is projected into the real world with which researchers could interact. There are several limitations to the purely VR or AR application when taken within the context of remote planetary exploration. For example, in a purely VR environment, contents of the planet surface (e.g. rocks, terrain, or other features) should be created off-line from a multitude of images using image processing techniques to generate 3D mesh data that will populate the virtual surface of the planet. This process usually takes a tremendous amount of computational resources and cannot be delivered in real-time. As an alternative, video frames may be superimposed on the virtual environment to save processing time. However, such rendered video frames will lack 3D visual information -i.e. depth information. In this paper, we present a technique to utilize a remotely situated robot's stereoscopic cameras to provide a live visual feed from the real world into the virtual environment in which planetary scientists are immersed. Moreover, the proposed technique will blend the virtual environment with the real world in such a way as to preserve both the depth and visual information from the real world while allowing for the sensation of immersion when the entire sequence is viewed via an HMD such as Oculus Rift. The figure shows the virtual environment with an overlay of the real-world stereoscopic video being presented in real-time into the virtual environment. Notice the preservation of the object's shape, shadows, and depth information. The distortions shown in the image are due to the rendering of the stereoscopic data into a 2D image for the purposes of taking screenshots.
A virtual surgical environment for rehearsal of tympanomastoidectomy.
Chan, Sonny; Li, Peter; Lee, Dong Hoon; Salisbury, J Kenneth; Blevins, Nikolas H
2011-01-01
This article presents a virtual surgical environment whose purpose is to assist the surgeon in preparation for individual cases. The system constructs interactive anatomical models from patient-specific, multi-modal preoperative image data, and incorporates new methods for visually and haptically rendering the volumetric data. Evaluation of the system's ability to replicate temporal bone dissections for tympanomastoidectomy, using intraoperative video of the same patients as guides, showed strong correlations between virtual and intraoperative anatomy. The result is a portable and cost-effective tool that may prove highly beneficial for the purposes of surgical planning and rehearsal.
Illusion media: Generating virtual objects using realizable metamaterials
NASA Astrophysics Data System (ADS)
Jiang, Wei Xiang; Ma, Hui Feng; Cheng, Qiang; Cui, Tie Jun
2010-03-01
We propose a class of optical transformation media, illusion media, which render the enclosed object invisible and generate one or more virtual objects as desired. We apply the proposed media to design a microwave device, which transforms an actual object into two virtual objects. Such an illusion device exhibits unusual electromagnetic behavior as verified by full-wave simulations. Different from the published illusion devices which are composed of left-handed materials with simultaneously negative permittivity and permeability, the proposed illusion media have finite and positive permittivity and permeability. Hence the designed device could be realizable using artificial metamaterials.
NASA Astrophysics Data System (ADS)
Diehl, Martin; Groeber, Michael; Haase, Christian; Molodov, Dmitri A.; Roters, Franz; Raabe, Dierk
2017-05-01
Predicting, understanding, and controlling the mechanical behavior is the most important task when designing structural materials. Modern alloy systems—in which multiple deformation mechanisms, phases, and defects are introduced to overcome the inverse strength-ductility relationship—give raise to multiple possibilities for modifying the deformation behavior, rendering traditional, exclusively experimentally-based alloy development workflows inappropriate. For fast and efficient alloy design, it is therefore desirable to predict the mechanical performance of candidate alloys by simulation studies to replace time- and resource-consuming mechanical tests. Simulation tools suitable for this task need to correctly predict the mechanical behavior in dependence of alloy composition, microstructure, texture, phase fractions, and processing history. Here, an integrated computational materials engineering approach based on the open source software packages DREAM.3D and DAMASK (Düsseldorf Advanced Materials Simulation Kit) that enables such virtual material development is presented. More specific, our approach consists of the following three steps: (1) acquire statistical quantities that describe a microstructure, (2) build a representative volume element based on these quantities employing DREAM.3D, and (3) evaluate the representative volume using a predictive crystal plasticity material model provided by DAMASK. Exemplarily, these steps are here conducted for a high-manganese steel.
Scientific Visualization for Atmospheric Data Analysis in Collaborative Virtual Environments
NASA Astrophysics Data System (ADS)
Engelke, Wito; Flatken, Markus; Garcia, Arturo S.; Bar, Christian; Gerndt, Andreas
2016-04-01
1 INTRODUCTION The three year European research project CROSS DRIVE (Collaborative Rover Operations and Planetary Science Analysis System based on Distributed Remote and Interactive Virtual Environments) started in January 2014. The research and development within this project is motivated by three use case studies: landing site characterization, atmospheric science and rover target selection [1]. Currently the implementation for the second use case is in its final phase [2]. Here, the requirements were generated based on the domain experts input and lead to development and integration of appropriate methods for visualization and analysis of atmospheric data. The methods range from volume rendering, interactive slicing, iso-surface techniques to interactive probing. All visualization methods are integrated in DLR's Terrain Rendering application. With this, the high resolution surface data visualization can be enriched with additional methods appropriate for atmospheric data sets. This results in an integrated virtual environment where the scientist has the possibility to interactively explore his data sets directly within the correct context. The data sets include volumetric data of the martian atmosphere, precomputed two dimensional maps and vertical profiles. In most cases the surface data as well as the atmospheric data has global coverage and is of time dependent nature. Furthermore, all interaction is synchronized between different connected application instances, allowing for collaborative sessions between distant experts. 2 VISUALIZATION TECHNIQUES Also the application is currently used for visualization of data sets related to Mars the techniques can be used for other data sets as well. Currently the prototype is capable of handling 2 and 2.5D surface data as well as 4D atmospheric data. Specifically, the surface data is presented using an LoD approach which is based on the HEALPix tessellation of a sphere [3, 4, 5] and can handle data sets in the order of terabytes. The combination of different data sources (e.g., MOLA, HRSC, HiRISE) and selection of presented data (e.g., infrared, spectral, imagery) is also supported. Furthermore, the data is presented unchanged and with the highest possible resolution for the target setup (e.g., power-wall, workstation, laptop) and view distance. The visualization techniques for the volumetric data sets can handle VTK [6] based data sets and also support different grid types as well as a time component. In detail, the integrated volume rendering uses a GPU based ray casting algorithm which was adapted to work in spherical coordinate systems. This approach results in interactive frame-rates without compromising visual fidelity. Besides direct visualization via volume rendering the prototype supports interactive slicing, extraction of iso-surfaces and probing. The latter can also be used for side-by-side comparison and on-the-fly diagram generation within the application. Similarily to the surface data a combination of different data sources is supported as well. For example, the extracted iso-surface of a scalar pressure field can be used for the visualization of the temperature. The software development is supported by the ViSTA VR-toolkit [7] and supports different target systems as well as a wide range of VR-devices. Furthermore, the prototype is scalable to run on laptops, workstations and cluster setups. REFERENCES [1] A. S. Garcia, D. J. Roberts, T. Fernando, C. Bar, R. Wolff, J. Dodiya, W. Engelke, and A. Gerndt, "A collaborative workspace architecture for strengthening collaboration among space scientists," in IEEE Aerospace Conference, (Big Sky, Montana, USA), 7-14 March 2015. [2] W. Engelke, "Mars Cartography VR System 2/3." German Aerospace Center (DLR), 2015. Project Deliverable D4.2. [3] E. Hivon, F. K. Hansen, and A. J. Banday, "The healpix primer," arXivpreprint astro-ph/9905275, 1999. [4] K. M. Gorski, E. Hivon, A. Banday, B. D. Wandelt, F. K. Hansen, M. Reinecke, and M. Bartelmann, "Healpix: a framework for high-resolution discretization and fast analysis of data distributed on the sphere," The Astrophysical Journal, vol. 622, no. 2, p. 759, 2005. [5] R. Westerteiger, A. Gerndt, and B. Hamann, "Spherical terrain render- ing using the hierarchical healpix grid," VLUDS, vol. 11, pp. 13-23, 2011. [6] W. Schroeder, K. Martin, and B. Lorensen, The Visualization Toolkit. Kitware, 4 ed., 2006. [7] T. van Reimersdahl, T. Kuhlen, A. Gerndt, J. Henrichs, and C. Bischof, "ViSTA: a multimodal, platform-independent VR-toolkit based on WTK, VTK, and MPI," in Proceedings of the 4th International Immersive Projection Technology Workshop (IPT), 2000.
Sakamoto, Takashi; Mitsuzaki, Katsuhiko; Utsunomiya, Daisuke; Matsuda, Katsuhiko; Yamamura, Sadahiro; Urata, Joji; Kawakami, Megumi; Yamashita, Yasuyuki
2012-09-01
Although the screening of small, flat polyps is clinically important, the role of CT colonography (CTC) screening in their detection has not been thoroughly investigated. To evaluate the detection capability and usefulness of CTC in the screening of flat and polypoid lesions by comparing CTC with optic colonoscopy findings as the gold standard. We evaluated the CTC detection capability for flat colorectal polyps with a flat surface and a height not exceeding 3 mm (n = 42) by comparing to conventional polypoid lesions (n = 418) according to the polyp diameter. Four types of reconstruction images including multiplanar reconstruction, volume rendering, virtual gross pathology, and virtual endoscopic images were used for visual analysis. We compared the abilities of the four reconstructions for polyp visualization. Detection sensitivity for flat polyps was 31.3%, 44.4%, and 87.5% for lesions measuring 2-3 mm, 4-5 mm, and ≥6 mm, respectively; the corresponding sensitivity for polypoid lesions was 47.6%, 79.0%, and 91.7%. The overall sensitivity for flat lesions (47.6%) was significantly lower than polypoid lesions (64.1%). Virtual endoscopic imaging showed best visualization among the four reconstructions. Colon cancers were detected in eight patients by optic colonoscopy, and CTC detected colon cancers in all eight patients. CTC using 64-row multidetector CT is useful for colon cancer screening to detect colorectal polyps while the detection of small, flat lesions is still challenging.
Hierarchical and Parallelizable Direct Volume Rendering for Irregular and Multiple Grids
NASA Technical Reports Server (NTRS)
Wilhelms, Jane; VanGelder, Allen; Tarantino, Paul; Gibbs, Jonathan
1996-01-01
A general volume rendering technique is described that efficiently produces images of excellent quality from data defined over irregular grids having a wide variety of formats. Rendering is done in software, eliminating the need for special graphics hardware, as well as any artifacts associated with graphics hardware. Images of volumes with about one million cells can be produced in one to several minutes on a workstation with a 150 MHz processor. A significant advantage of this method for applications such as computational fluid dynamics is that it can process multiple intersecting grids. Such grids present problems for most current volume rendering techniques. Also, the wide range of cell sizes (by a factor of 10,000 or more), which is typical of such applications, does not present difficulties, as it does for many techniques. A spatial hierarchical organization makes it possible to access data from a restricted region efficiently. The tree has greater depth in regions of greater detail, determined by the number of cells in the region. It also makes it possible to render useful 'preview' images very quickly (about one second for one-million-cell grids) by displaying each region associated with a tree node as one cell. Previews show enough detail to navigate effectively in very large data sets. The algorithmic techniques include use of a kappa-d tree, with prefix-order partitioning of triangles, to reduce the number of primitives that must be processed for one rendering, coarse-grain parallelism for a shared-memory MIMD architecture, a new perspective transformation that achieves greater numerical accuracy, and a scanline algorithm with depth sorting and a new clipping technique.
The application of cloud computing to scientific workflows: a study of cost and performance.
Berriman, G Bruce; Deelman, Ewa; Juve, Gideon; Rynge, Mats; Vöckler, Jens-S
2013-01-28
The current model of transferring data from data centres to desktops for analysis will soon be rendered impractical by the accelerating growth in the volume of science datasets. Processing will instead often take place on high-performance servers co-located with data. Evaluations of how new technologies such as cloud computing would support such a new distributed computing model are urgently needed. Cloud computing is a new way of purchasing computing and storage resources on demand through virtualization technologies. We report here the results of investigations of the applicability of commercial cloud computing to scientific computing, with an emphasis on astronomy, including investigations of what types of applications can be run cheaply and efficiently on the cloud, and an example of an application well suited to the cloud: processing a large dataset to create a new science product.
NASA Astrophysics Data System (ADS)
Brinkmann, Benjamin H.; O'Brien, Terence J.; Robb, Richard A.; Sharbrough, Frank W.
1997-05-01
Advances in neuroimaging have enhanced the clinician's ability to localize the epileptogenic zone in focal epilepsy, but 20-50 percent of these cases still remain unlocalized. Many sophisticated modalities have been used to study epilepsy, but scalp electrode recorded electroencephalography is particularly useful due to its noninvasive nature and excellent temporal resolution. This study is aimed at specific locations of scalp electrode EEG information for correlation with anatomical structures in the brain. 3D position localizing devices commonly used in virtual reality systems are used to digitize the coordinates of scalp electrodes in a standard clinical configuration. The electrode coordinates are registered with a high- resolution MRI dataset using a robust surface matching algorithm. Volume rendering can then be used to visualize the electrodes and electrode potentials interpolated over the scalp. The accuracy of the coordinate registration is assessed quantitatively with a realistic head phantom.
[Distribution of virtual water of crops in Beijing].
Wang, Hong-Rui; Dong, Yan-Yan; Wang, Jun-Hong; Wang, Yan; Han, Zhao-Xing
2007-11-01
Virtual water content of grains and vegetables in Beijing's districts is calculated and analyzed for many years by irrigating water quota method, which is compared with the distribution and exploitation of groundwater in Beijing. The results indicate the virtual water content of grains shows a downward trend in all the districts, but the grain production in Yanqing district brings great pressure to the local groundwater. Secondly, the virtual water content of vegetables shows an upward trend in Shunyi District, Daxing district and Pinggu District and is accounting for more and more gradually. Thirdly, the total virtual water volume of grains is decreasing, and the total virtual water volume of vegetables is increasing and the total virtual water volume of crops in Beijing is reducing in recent years, which corresponds with the structural adjustment of policies.
Source fields reconstruction with 3D mapping by means of the virtual acoustic volume concept
NASA Astrophysics Data System (ADS)
Forget, S.; Totaro, N.; Guyader, J. L.; Schaeffer, M.
2016-10-01
This paper presents the theoretical framework of the virtual acoustic volume concept and two related inverse Patch Transfer Functions (iPTF) identification methods (called u-iPTF and m-iPTF depending on the chosen boundary conditions for the virtual volume). They are based on the application of Green's identity on an arbitrary closed virtual volume defined around the source. The reconstruction of sound source fields combines discrete acoustic measurements performed at accessible positions around the source with the modal behavior of the chosen virtual acoustic volume. The mode shapes of the virtual volume can be computed by a Finite Element solver to handle the geometrical complexity of the source. As a result, it is possible to identify all the acoustic source fields at the real surface of an irregularly shaped structure and irrespective of its acoustic environment. The m-iPTF method is introduced for the first time in this paper. Conversely to the already published u-iPTF method, the m-iPTF method needs only acoustic pressure and avoids particle velocity measurements. This paper is focused on its validation, both with numerical computations and by experiments on a baffled oil pan.
3-D Sound for Virtual Reality and Multimedia
NASA Technical Reports Server (NTRS)
Begault, Durand R.; Trejo, Leonard J. (Technical Monitor)
2000-01-01
Technology and applications for the rendering of virtual acoustic spaces are reviewed. Chapter 1 deals with acoustics and psychoacoustics. Chapters 2 and 3 cover cues to spatial hearing and review psychoacoustic literature. Chapter 4 covers signal processing and systems overviews of 3-D sound systems. Chapter 5 covers applications to computer workstations, communication systems, aeronautics and space, and sonic arts. Chapter 6 lists resources. This TM is a reprint of the 1994 book from Academic Press.
Reaching nearby sources: comparison between real and virtual sound and visual targets
Parseihian, Gaëtan; Jouffrais, Christophe; Katz, Brian F. G.
2014-01-01
Sound localization studies over the past century have predominantly been concerned with directional accuracy for far-field sources. Few studies have examined the condition of near-field sources and distance perception. The current study concerns localization and pointing accuracy by examining source positions in the peripersonal space, specifically those associated with a typical tabletop surface. Accuracy is studied with respect to the reporting hand (dominant or secondary) for auditory sources. Results show no effect on the reporting hand with azimuthal errors increasing equally for the most extreme source positions. Distance errors show a consistent compression toward the center of the reporting area. A second evaluation is carried out comparing auditory and visual stimuli to examine any bias in reporting protocol or biomechanical difficulties. No common bias error was observed between auditory and visual stimuli indicating that reporting errors were not due to biomechanical limitations in the pointing task. A final evaluation compares real auditory sources and anechoic condition virtual sources created using binaural rendering. Results showed increased azimuthal errors, with virtual source positions being consistently overestimated to more lateral positions, while no significant distance perception was observed, indicating a deficiency in the binaural rendering condition relative to the real stimuli situation. Various potential reasons for this discrepancy are discussed with several proposals for improving distance perception in peripersonal virtual environments. PMID:25228855
Efficient Stochastic Rendering of Static and Animated Volumes Using Visibility Sweeps.
von Radziewsky, Philipp; Kroes, Thomas; Eisemann, Martin; Eisemann, Elmar
2017-09-01
Stochastically solving the rendering integral (particularly visibility) is the de-facto standard for physically-based light transport but it is computationally expensive, especially when displaying heterogeneous volumetric data. In this work, we present efficient techniques to speed-up the rendering process via a novel visibility-estimation method in concert with an unbiased importance sampling (involving environmental lighting and visibility inside the volume), filtering, and update techniques for both static and animated scenes. Our major contributions include a progressive estimate of partial occlusions based on a fast sweeping-plane algorithm. These occlusions are stored in an octahedral representation, which can be conveniently transformed into a quadtree-based hierarchy suited for a joint importance sampling. Further, we propose sweep-space filtering, which suppresses the occurrence of fireflies and investigate different update schemes for animated scenes. Our technique is unbiased, requires little precomputation, is highly parallelizable, and is applicable to a various volume data sets, dynamic transfer functions, animated volumes and changing environmental lighting.
Virtual environments for scene of crime reconstruction and analysis
NASA Astrophysics Data System (ADS)
Howard, Toby L. J.; Murta, Alan D.; Gibson, Simon
2000-02-01
This paper describes research conducted in collaboration with Greater Manchester Police (UK), to evalute the utility of Virtual Environments for scene of crime analysis, forensic investigation, and law enforcement briefing and training. We present an illustrated case study of the construction of a high-fidelity virtual environment, intended to match a particular real-life crime scene as closely as possible. We describe and evaluate the combination of several approaches including: the use of the Manchester Scene Description Language for constructing complex geometrical models; the application of a radiosity rendering algorithm with several novel features based on human perceptual consideration; texture extraction from forensic photography; and experiments with interactive walkthroughs and large-screen stereoscopic display of the virtual environment implemented using the MAVERIK system. We also discuss the potential applications of Virtual Environment techniques in the Law Enforcement and Forensic communities.
Luo, Mingyue; Duan, Chaijie; Qiu, Jianping; Li, Wenru; Zhu, Dongyun; Cai, Wenli
2015-01-01
To evaluate the diagnostic value of multidetector CT (MDCT) and its multiplanar reformation (MPR), volume rendering (VR) and virtual bronchoscopy (VB) postprocessing techniques for primary trachea and main bronchus tumors. Detection results of 31 primary trachea and main bronchus tumors with MDCT and its MPR, VR and VB postprocessing techniques, were analyzed retrospectively with regard to tumor locations, tumor morphologies, extramural invasions of tumors, longitudinal involvements of tumors, morphologies and extents of luminal stenoses, distances between main bronchus tumors and trachea carinae, and internal features of tumors. The detection results were compared with that of surgery and pathology. Detection results with MDCT and its MPR, VR and VB were consistent with that of surgery and pathology, included tumor locations (tracheae, n = 19; right main bronchi, n = 6; left main bronchi, n = 6), tumor morphologies (endoluminal nodes with narrow bases, n = 2; endoluminal nodes with wide bases, n = 13; both intraluminal and extraluminal masses, n = 16), extramural invasions of tumors (brokethrough only serous membrane, n = 1; 4.0 mm-56.0 mm, n = 14; no clear border with right atelectasis, n = 1), longitudinal involvements of tumors (3.0 mm, n = 1; 5.0 mm-68.0 mm, n = 29; whole right main bronchus wall and trachea carina, n = 1), morphologies of luminal stenoses (irregular, n = 26; circular, n = 3; eccentric, n = 1; conical, n = 1) and extents (mild, n = 5; moderate, n = 7; severe, n = 19), distances between main bronchus tumors and trachea carinae (16.0 mm, n = 1; invaded trachea carina, n = 1; >20.0 mm, n = 10), and internal features of tumors (fairly homogeneous densities with rather obvious enhancements, n = 26; homogeneous density with obvious enhancement, n = 1; homogeneous density without obvious enhancement, n = 1; not enough homogeneous density with obvious enhancement, n = 1; punctate calcification with obvious enhancement, n = 1; low density without obvious enhancement, n = 1). MDCT and its MPR, VR and VB images have respective advantages and disadvantages. Their combination could complement to each other to accurately detect locations, natures (benignancy, malignancy or low malignancy), and quantities (extramural invasions, longitudinal involvements, extents of luminal stenoses, distances between main bronchus tumors and trachea carinae) of primary trachea and main bronchus tumors with crucial information for surgical treatment, are highly useful diagnostic methods for primary trachea and main bronchus tumors.
GPU-based multi-volume ray casting within VTK for medical applications.
Bozorgi, Mohammadmehdi; Lindseth, Frank
2015-03-01
Multi-volume visualization is important for displaying relevant information in multimodal or multitemporal medical imaging studies. The main objective with the current study was to develop an efficient GPU-based multi-volume ray caster (MVRC) and validate the proposed visualization system in the context of image-guided surgical navigation. Ray casting can produce high-quality 2D images from 3D volume data but the method is computationally demanding, especially when multiple volumes are involved, so a parallel GPU version has been implemented. In the proposed MVRC, imaginary rays are sent through the volumes (one ray for each pixel in the view), and at equal and short intervals along the rays, samples are collected from each volume. Samples from all the volumes are composited using front to back α-blending. Since all the rays can be processed simultaneously, the MVRC was implemented in parallel on the GPU to achieve acceptable interactive frame rates. The method is fully integrated within the visualization toolkit (VTK) pipeline with the ability to apply different operations (e.g., transformations, clipping, and cropping) on each volume separately. The implemented method is cross-platform (Windows, Linux and Mac OSX) and runs on different graphics card (NVidia and AMD). The speed of the MVRC was tested with one to five volumes of varying sizes: 128(3), 256(3), and 512(3). A Tesla C2070 GPU was used, and the output image size was 600 × 600 pixels. The original VTK single-volume ray caster and the MVRC were compared when rendering only one volume. The multi-volume rendering system achieved an interactive frame rate (> 15 fps) when rendering five small volumes (128 (3) voxels), four medium-sized volumes (256(3) voxels), and two large volumes (512(3) voxels). When rendering single volumes, the frame rate of the MVRC was comparable to the original VTK ray caster for small and medium-sized datasets but was approximately 3 frames per second slower for large datasets. The MVRC was successfully integrated in an existing surgical navigation system and was shown to be clinically useful during an ultrasound-guided neurosurgical tumor resection. A GPU-based MVRC for VTK is a useful tool in medical visualization. The proposed multi-volume GPU-based ray caster for VTK provided high-quality images at reasonable frame rates. The MVRC was effective when used in a neurosurgical navigation application.
NEDE: an open-source scripting suite for developing experiments in 3D virtual environments.
Jangraw, David C; Johri, Ansh; Gribetz, Meron; Sajda, Paul
2014-09-30
As neuroscientists endeavor to understand the brain's response to ecologically valid scenarios, many are leaving behind hyper-controlled paradigms in favor of more realistic ones. This movement has made the use of 3D rendering software an increasingly compelling option. However, mastering such software and scripting rigorous experiments requires a daunting amount of time and effort. To reduce these startup costs and make virtual environment studies more accessible to researchers, we demonstrate a naturalistic experimental design environment (NEDE) that allows experimenters to present realistic virtual stimuli while still providing tight control over the subject's experience. NEDE is a suite of open-source scripts built on the widely used Unity3D game development software, giving experimenters access to powerful rendering tools while interfacing with eye tracking and EEG, randomizing stimuli, and providing custom task prompts. Researchers using NEDE can present a dynamic 3D virtual environment in which randomized stimulus objects can be placed, allowing subjects to explore in search of these objects. NEDE interfaces with a research-grade eye tracker in real-time to maintain precise timing records and sync with EEG or other recording modalities. Python offers an alternative for experienced programmers who feel comfortable mastering and integrating the various toolboxes available. NEDE combines many of these capabilities with an easy-to-use interface and, through Unity's extensive user base, a much more substantial body of assets and tutorials. Our flexible, open-source experimental design system lowers the barrier to entry for neuroscientists interested in developing experiments in realistic virtual environments. Copyright © 2014 Elsevier B.V. All rights reserved.
NASA Technical Reports Server (NTRS)
Begault, D. R.; Wenzel, E. M.; Anderson, M. R.
2001-01-01
A study of sound localization performance was conducted using headphone-delivered virtual speech stimuli, rendered via HRTF-based acoustic auralization software and hardware, and blocked-meatus HRTF measurements. The independent variables were chosen to evaluate commonly held assumptions in the literature regarding improved localization: inclusion of head tracking, individualized HRTFs, and early and diffuse reflections. Significant effects were found for azimuth and elevation error, reversal rates, and externalization.
Efficient high-quality volume rendering of SPH data.
Fraedrich, Roland; Auer, Stefan; Westermann, Rüdiger
2010-01-01
High quality volume rendering of SPH data requires a complex order-dependent resampling of particle quantities along the view rays. In this paper we present an efficient approach to perform this task using a novel view-space discretization of the simulation domain. Our method draws upon recent work on GPU-based particle voxelization for the efficient resampling of particles into uniform grids. We propose a new technique that leverages a perspective grid to adaptively discretize the view-volume, giving rise to a continuous level-of-detail sampling structure and reducing memory requirements compared to a uniform grid. In combination with a level-of-detail representation of the particle set, the perspective grid allows effectively reducing the amount of primitives to be processed at run-time. We demonstrate the quality and performance of our method for the rendering of fluid and gas dynamics SPH simulations consisting of many millions of particles.
Texturing of continuous LOD meshes with the hierarchical texture atlas
NASA Astrophysics Data System (ADS)
Birkholz, Hermann
2006-02-01
For the rendering of detailed virtual environments, trade-offs have to be made between image quality and rendering time. An immersive experience of virtual reality always demands high frame-rates with the best reachable image qual-ity. Continuous Level of Detail (cLoD) triangle-meshes provide an continuous spectrum of detail for a triangle mesh that can be used to create view-dependent approximations of the environment in real-time. This enables the rendering with a constant number of triangles and thus with constant frame-rates. Normally the construction of such cLoD mesh representations leads to the loss of all texture information of the original mesh. To overcome this problem, a parameter domain can be created, in order to map the surface properties (colour, texture, normal) to it. This parameter domain can be used to map the surface properties back to arbitrary approximations of the original mesh. The parameter domain is often a simplified version of the mesh to be parameterised. This limits the reachable simplification to the domain mesh which has to map the surface of the original mesh with the least possible stretch. In this paper, a hierarchical domain mesh is presented, that scales between very coarse domain meshes and good property-mapping.
Perceptually relevant parameters for virtual listening simulation of small room acoustics
Zahorik, Pavel
2009-01-01
Various physical aspects of room-acoustic simulation techniques have been extensively studied and refined, yet the perceptual attributes of the simulations have received relatively little attention. Here a method of evaluating the perceptual similarity between rooms is described and tested using 15 small-room simulations based on binaural room impulse responses (BRIRs) either measured from a real room or estimated using simple geometrical acoustic modeling techniques. Room size and surface absorption properties were varied, along with aspects of the virtual simulation including the use of individualized head-related transfer function (HRTF) measurements for spatial rendering. Although differences between BRIRs were evident in a variety of physical parameters, a multidimensional scaling analysis revealed that when at-the-ear signal levels were held constant, the rooms differed along just two perceptual dimensions: one related to reverberation time (T60) and one related to interaural coherence (IACC). Modeled rooms were found to differ from measured rooms in this perceptual space, but the differences were relatively small and should be easily correctable through adjustment of T60 and IACC in the model outputs. Results further suggest that spatial rendering using individualized HRTFs offers little benefit over nonindividualized HRTF rendering for room simulation applications where source direction is fixed. PMID:19640043
Real-time 3D image reconstruction guidance in liver resection surgery
Nicolau, Stephane; Pessaux, Patrick; Mutter, Didier; Marescaux, Jacques
2014-01-01
Background Minimally invasive surgery represents one of the main evolutions of surgical techniques. However, minimally invasive surgery adds difficulty that can be reduced through computer technology. Methods From a patient’s medical image [US, computed tomography (CT) or MRI], we have developed an Augmented Reality (AR) system that increases the surgeon’s intraoperative vision by providing a virtual transparency of the patient. AR is based on two major processes: 3D modeling and visualization of anatomical or pathological structures appearing in the medical image, and the registration of this visualization onto the real patient. We have thus developed a new online service, named Visible Patient, providing efficient 3D modeling of patients. We have then developed several 3D visualization and surgical planning software tools to combine direct volume rendering and surface rendering. Finally, we have developed two registration techniques, one interactive and one automatic providing intraoperative augmented reality view. Results From January 2009 to June 2013, 769 clinical cases have been modeled by the Visible Patient service. Moreover, three clinical validations have been realized demonstrating the accuracy of 3D models and their great benefit, potentially increasing surgical eligibility in liver surgery (20% of cases). From these 3D models, more than 50 interactive AR-assisted surgical procedures have been realized illustrating the potential clinical benefit of such assistance to gain safety, but also current limits that automatic augmented reality will overcome. Conclusions Virtual patient modeling should be mandatory for certain interventions that have now to be defined, such as liver surgery. Augmented reality is clearly the next step of the new surgical instrumentation but remains currently limited due to the complexity of organ deformations during surgery. Intraoperative medical imaging used in new generation of automated augmented reality should solve this issue thanks to the development of Hybrid OR. PMID:24812598
NASA Astrophysics Data System (ADS)
Rivers, M. L.; Gualda, G. A.
2009-05-01
One of the challenges in tomography is the availability of suitable software for image processing and analysis in 3D. We present here 'tomo_display' and 'vol_tools', two packages created in IDL that enable reconstruction, processing, and visualization of tomographic data. They complement in many ways the capabilities offered by Blob3D (Ketcham 2005 - Geosphere, 1: 32-41, DOI: 10.1130/GES00001.1) and, in combination, allow users without programming knowledge to perform all steps necessary to obtain qualitative and quantitative information using tomographic data. The package 'tomo_display' was created and is maintained by Mark Rivers. It allows the user to: (1) preprocess and reconstruct parallel beam tomographic data, including removal of anomalous pixels, ring artifact reduction, and automated determination of the rotation center, (2) visualization of both raw and reconstructed data, either as individual frames, or as a series of sequential frames. The package 'vol_tools' consists of a series of small programs created and maintained by Guilherme Gualda to perform specific tasks not included in other packages. Existing modules include simple tools for cropping volumes, generating histograms of intensity, sample volume measurement (useful for porous samples like pumice), and computation of volume differences (for differential absorption tomography). The module 'vol_animate' can be used to generate 3D animations using rendered isosurfaces around objects. Both packages use the same NetCDF format '.volume' files created using code written by Mark Rivers. Currently, only 16-bit integer volumes are created and read by the packages, but floating point and 8-bit data can easily be stored in the NetCDF format as well. A simple GUI to convert sequences of tiffs into '.volume' files is available within 'vol_tools'. Both 'tomo_display' and 'vol_tools' include options to (1) generate onscreen output that allows for dynamic visualization in 3D, (2) save sequences of tiffs to disk, and (3) generate MPEG movies for inclusion in presentations, publications, websites, etc. Both are freely available as run-time ('.sav') versions that can be run using the free IDL Virtual Machine TM, available from ITT Visual Information Solutions: http://www.ittvis.com/ProductServices/IDL/VirtualMachine.aspx The run-time versions of 'tomo_display' and 'vol_tools' can be downloaded from: http://cars.uchicago.edu/software/idl/tomography.html http://sites.google.com/site/voltools/
An Interactive Virtual 3D Tool for Scientific Exploration of Planetary Surfaces
NASA Astrophysics Data System (ADS)
Traxler, Christoph; Hesina, Gerd; Gupta, Sanjeev; Paar, Gerhard
2014-05-01
In this paper we present an interactive 3D visualization tool for scientific analysis and planning of planetary missions. At the moment scientists have to look at individual camera images separately. There is no tool to combine them in three dimensions and look at them seamlessly as a geologist would do (by walking backwards and forwards resulting in different scales). For this reason a virtual 3D reconstruction of the terrain that can be interactively explored is necessary. Such a reconstruction has to consider multiple scales ranging from orbital image data to close-up surface image data from rover cameras. The 3D viewer allows seamless zooming between these various scales, giving scientists the possibility to relate small surface features (e.g. rock outcrops) to larger geological contexts. For a reliable geologic assessment a realistic surface rendering is important. Therefore the material properties of the rock surfaces will be considered for real-time rendering. This is achieved by an appropriate Bidirectional Reflectance Distribution Function (BRDF) estimated from the image data. The BRDF is implemented to run on the Graphical Processing Unit (GPU) to enable realistic real-time rendering, which allows a naturalistic perception for scientific analysis. Another important aspect for realism is the consideration of natural lighting conditions, which means skylight to illuminate the reconstructed scene. In our case we provide skylights from Mars and Earth, which allows switching between these two modes of illumination. This gives geologists the opportunity to perceive rock outcrops from Mars as they would appear on Earth facilitating scientific assessment. Besides viewing the virtual reconstruction on multiple scales, scientists can also perform various measurements, i.e. geo-coordinates of a selected point or distance between two surface points. Rover or other models can be placed into the scene and snapped onto certain location of the terrain. These are important features to support the planning of rover paths. In addition annotations can be placed directly into the 3D scene, which also serve as landmarks to aid navigation. The presented visualization and planning tool is a valuable asset for scientific analysis of planetary mission data. It complements traditional methods by giving access to an interactive virtual 3D reconstruction, which is realistically rendered. Representative examples and further information about the interactive 3D visualization tool can be found on the FP7-SPACE Project PRoViDE web page http://www.provide-space.eu/interactive-virtual-3d-tool/. The research leading to these results has received funding from the European Union's Seventh Framework Programme (FP7/2007-2013) under grant agreement n° 312377 'PRoViDE'.
Visualizing vascular structures in virtual environments
NASA Astrophysics Data System (ADS)
Wischgoll, Thomas
2013-01-01
In order to learn more about the cause of coronary heart diseases and develop diagnostic tools, the extraction and visualization of vascular structures from volumetric scans for further analysis is an important step. By determining a geometric representation of the vasculature, the geometry can be inspected and additional quantitative data calculated and incorporated into the visualization of the vasculature. To provide a more user-friendly visualization tool, virtual environment paradigms can be utilized. This paper describes techniques for interactive rendering of large-scale vascular structures within virtual environments. This can be applied to almost any virtual environment configuration, such as CAVE-type displays. Specifically, the tools presented in this paper were tested on a Barco I-Space and a large 62x108 inch passive projection screen with a Kinect sensor for user tracking.
"Tools For Analysis and Visualization of Large Time- Varying CFD Data Sets"
NASA Technical Reports Server (NTRS)
Wilhelms, Jane; vanGelder, Allen
1999-01-01
During the four years of this grant (including the one year extension), we have explored many aspects of the visualization of large CFD (Computational Fluid Dynamics) datasets. These have included new direct volume rendering approaches, hierarchical methods, volume decimation, error metrics, parallelization, hardware texture mapping, and methods for analyzing and comparing images. First, we implemented an extremely general direct volume rendering approach that can be used to render rectilinear, curvilinear, or tetrahedral grids, including overlapping multiple zone grids, and time-varying grids. Next, we developed techniques for associating the sample data with a k-d tree, a simple hierarchial data model to approximate samples in the regions covered by each node of the tree, and an error metric for the accuracy of the model. We also explored a new method for determining the accuracy of approximate models based on the light field method described at ACM SIGGRAPH (Association for Computing Machinery Special Interest Group on Computer Graphics) '96. In our initial implementation, we automatically image the volume from 32 approximately evenly distributed positions on the surface of an enclosing tessellated sphere. We then calculate differences between these images under different conditions of volume approximation or decimation.
The impact of virtual reality on implicit racial bias and mock legal decisions.
Salmanowitz, Natalie
2018-05-01
Implicit racial biases are one of the most vexing problems facing current society. These split-second judgments are not only widely prevalent, but also are notoriously difficult to overcome. Perhaps most concerning, implicit racial biases can have consequential impacts on decisions in the courtroom, where scholars have been unable to provide a viable mitigation strategy. This article examines the influence of a short virtual reality paradigm on implicit racial biases and evaluations of legal scenarios. After embodying a black avatar in the virtual world, participants produced significantly lower implicit racial bias scores than those who experienced a sham version of the virtual reality paradigm. Additionally, these participants more conservatively evaluated an ambiguous legal case, rating vague evidence as less indicative of guilt and rendering more Not Guilty verdicts. As the first experiment of its kind, this study demonstrates the potential of virtual reality to address implicit racial bias in the courtroom setting.
Archeological Testing Fort Hood: 1994-1995. Volume 2
1996-10-01
Type 3 sediment appears to be dry present, both as discrete lenses which are usually decomposition, which renders it a loose, grayish readily...degrading the quality of the shelters, rendering them increasingly attractive for resource. habitation. However, as noted previously (Abbott 1994; Abbott...651 characteristic renders them subject to additional federal laws (e.g., NAGPRA), it increases the urgency to implement management policies that will
Real-time and interactive virtual Doppler ultrasound
NASA Astrophysics Data System (ADS)
Hirji, Samira; Downey, Donal B.; Holdsworth, David W.; Steinman, David A.
2005-04-01
This paper describes our "virtual" Doppler ultrasound (DUS) system, in which colour DUS (CDUS) images and DUS spectrograms are generated on-the-fly and displayed in real-time in response to position and orientation cues provided by a magnetically tracked handheld probe. As the presence of complex flow often confounds the interpretation of Doppler ultrasound data, this system will serve to be a fundamental tool for training sonographers and gaining insight into the relationship between ambiguous DUS images and complex blood flow dynamics. Recently, we demonstrated that DUS spectra could be realistically simulated in real-time, by coupling a semi-empirical model of the DUS physics to a 3-D computational fluid dynamics (CFD) model of a clinically relevant flow field. Our system is an evolution of this approach where a motion-tracking device is used to continuously update the origin and orientation of a slice passing through a CFD model of a stenosed carotid bifurcation. After calibrating our CFD model onto a physical representation of a human neck, virtual CDUS images from an instantaneous slice are then displayed at a rate of approximately 15 Hz by simulating, on-the-fly, an array of DUS spectra and colour coding the resulting spectral mean velocity using a traditional Doppler colour scale. Mimicking a clinical examination, the operator can freeze the CDUS image on-screen, and a spectrogram corresponding to the selected sample volume location is rendered at a higher frame rate of at least 30 Hz. All this is achieved using an inexpensive desktop workstation and commodity graphics card.
Efficient visibility encoding for dynamic illumination in direct volume rendering.
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.
How to avoid simulation sickness in virtual environments during user displacement
NASA Astrophysics Data System (ADS)
Kemeny, A.; Colombet, F.; Denoual, T.
2015-03-01
Driving simulation (DS) and Virtual Reality (VR) share the same technologies for visualization and 3D vision and may use the same technics for head movement tracking. They experience also similar difficulties when rendering the displacements of the observer in virtual environments, especially when these displacements are carried out using driver commands, including steering wheels, joysticks and nomad devices. High values for transport delay, the time lag between the action and the corresponding rendering cues and/or visual-vestibular conflict, due to the discrepancies perceived by the human visual and vestibular systems when driving or displacing using a control device, induces the so-called simulation sickness. While the visual transport delay can be efficiently reduced using high frequency frame rate, the visual-vestibular conflict is inherent to VR, when not using motion platforms. In order to study the impact of displacements on simulation sickness, we have tested various driving scenarios in Renault's 5-sided ultra-high resolution CAVE. First results indicate that low speed displacements with longitudinal and lateral accelerations under a given perception thresholds are well accepted by a large number of users and relatively high values are only accepted by experienced users and induce VR induced symptoms and effects (VRISE) for novice users, with a worst case scenario corresponding to rotational displacements. These results will be used for optimization technics at Arts et Métiers ParisTech for motion sickness reduction in virtual environments for industrial, research, educational or gaming applications.
A 3D character animation engine for multimodal interaction on mobile devices
NASA Astrophysics Data System (ADS)
Sandali, Enrico; Lavagetto, Fabio; Pisano, Paolo
2005-03-01
Talking virtual characters are graphical simulations of real or imaginary persons that enable natural and pleasant multimodal interaction with the user, by means of voice, eye gaze, facial expression and gestures. This paper presents an implementation of a 3D virtual character animation and rendering engine, compliant with the MPEG-4 standard, running on Symbian-based SmartPhones. Real-time animation of virtual characters on mobile devices represents a challenging task, since many limitations must be taken into account with respect to processing power, graphics capabilities, disk space and execution memory size. The proposed optimization techniques allow to overcome these issues, guaranteeing a smooth and synchronous animation of facial expressions and lip movements on mobile phones such as Sony-Ericsson's P800 and Nokia's 6600. The animation engine is specifically targeted to the development of new "Over The Air" services, based on embodied conversational agents, with applications in entertainment (interactive story tellers), navigation aid (virtual guides to web sites and mobile services), news casting (virtual newscasters) and education (interactive virtual teachers).
Virtual Environment for Surgical Room of the Future.
1995-10-01
Design; 1. wire frame Dynamic Interaction 2. surface B. Acoustic Three-Dimensional Modeling; 3. solid based on radiosity modeling B. Dynamic...infection control of people and E. Rendering and Shadowing equipment 1. ray tracing D. Fluid Flow 2. radiosity F. Animation OBJECT RECOGNITION COMMUNICATION
A Nationwide Experimental Multi-Gigabit Network
2003-03-01
television and cinema , and to real- time interactive teleconferencing. There is another variable which affects this happy growth in network bandwidth and...render large scientific data sets with interactive frame rates on the desktop or in an immersive virtual reality ( VR ) environment. In our design, we
A Planetarium Inside Your Office: Virtual Reality in the Dome Production Pipeline
NASA Astrophysics Data System (ADS)
Summers, Frank
2018-01-01
Producing astronomy visualization sequences for a planetarium without ready access to a dome is a distorted geometric challenge. Fortunately, one can now use virtual reality (VR) to simulate a dome environment without ever leaving one's office chair. The VR dome experience has proven to be a more than suitable pre-visualization method that requires only modest amounts of processing beyond the standard production pipeline. It also provides a crucial testbed for identifying, testing, and fixing the visual constraints and artifacts that arise in a spherical presentation environment. Topics adreesed here will include rendering, geometric projection, movie encoding, software playback, and hardware setup for a virtual dome using VR headsets.
Human-scale interaction for virtual model displays: a clear case for real tools
NASA Astrophysics Data System (ADS)
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.
Multi-modal cockpit interface for improved airport surface operations
NASA Technical Reports Server (NTRS)
Arthur, Jarvis J. (Inventor); Bailey, Randall E. (Inventor); Prinzel, III, Lawrence J. (Inventor); Kramer, Lynda J. (Inventor); Williams, Steven P. (Inventor)
2010-01-01
A system for multi-modal cockpit interface during surface operation of an aircraft comprises a head tracking device, a processing element, and a full-color head worn display. The processing element is configured to receive head position information from the head tracking device, to receive current location information of the aircraft, and to render a virtual airport scene corresponding to the head position information and the current aircraft location. The full-color head worn display is configured to receive the virtual airport scene from the processing element and to display the virtual airport scene. The current location information may be received from one of a global positioning system or an inertial navigation system.
Ambient occlusion effects for combined volumes and tubular geometry.
Schott, Mathias; Martin, Tobias; Grosset, A V Pascal; Smith, Sean T; Hansen, Charles D
2013-06-01
This paper details a method for interactive direct volume rendering that computes ambient occlusion effects for visualizations that combine both volumetric and geometric primitives, specifically tube-shaped geometric objects representing streamlines, magnetic field lines or DTI fiber tracts. The algorithm extends the recently presented the directional occlusion shading model to allow the rendering of those geometric shapes in combination with a context providing 3D volume, considering mutual occlusion between structures represented by a volume or geometry. Stream tube geometries are computed using an effective spline-based interpolation and approximation scheme that avoids self-intersection and maintains coherent orientation of the stream tube segments to avoid surface deforming twists. Furthermore, strategies to reduce the geometric and specular aliasing of the stream tubes are discussed.
Ambient Occlusion Effects for Combined Volumes and Tubular Geometry
Schott, Mathias; Martin, Tobias; Grosset, A.V. Pascal; Smith, Sean T.; Hansen, Charles D.
2013-01-01
This paper details a method for interactive direct volume rendering that computes ambient occlusion effects for visualizations that combine both volumetric and geometric primitives, specifically tube-shaped geometric objects representing streamlines, magnetic field lines or DTI fiber tracts. The algorithm extends the recently presented the directional occlusion shading model to allow the rendering of those geometric shapes in combination with a context providing 3D volume, considering mutual occlusion between structures represented by a volume or geometry. Stream tube geometries are computed using an effective spline-based interpolation and approximation scheme that avoids self-intersection and maintains coherent orientation of the stream tube segments to avoid surface deforming twists. Furthermore, strategies to reduce the geometric and specular aliasing of the stream tubes are discussed. PMID:23559506
A Heterogeneous Multiprocessor Graphics System Using Processor-Enhanced Memories
1989-02-01
frames per second, font generation directly from conic spline descriptions, and rapid calculation of radiosity form factors. The hardware consists of...generality for rendering curved surfaces, volume data, objects dcscri id with Constructive Solid Geometry, for rendering scenes using the radiosity ...f.aces and for computing a spherical radiosity lighting model (see Section 7.6). Custom Memory Chips \\ 208 bits x 128 pixels - Renderer Board ix p o a
A laparoscopy-based method for BRDF estimation from in vivo human liver.
Nunes, A L P; Maciel, A; Cavazzola, L T; Walter, M
2017-01-01
While improved visual realism is known to enhance training effectiveness in virtual surgery simulators, the advances on realistic rendering for these simulators is slower than similar simulations for man-made scenes. One of the main reasons for this is that in vivo data is hard to gather and process. In this paper, we propose the analysis of videolaparoscopy data to compute the Bidirectional Reflectance Distribution Function (BRDF) of living organs as an input to physically based rendering algorithms. From the interplay between light and organic matter recorded in video images, we propose the definition of a process capable of establishing the BRDF for inside-the-body organic surfaces. We present a case study around the liver with patient-specific rendering under global illumination. Results show that despite the limited range of motion allowed within the body, the computed BRDF presents a high-coverage of the sampled regions and produces plausible renderings. Copyright © 2016 Elsevier B.V. All rights reserved.
Tools for Analysis and Visualization of Large Time-Varying CFD Data Sets
NASA Technical Reports Server (NTRS)
Wilhelms, Jane; VanGelder, Allen
1997-01-01
In the second year, we continued to built upon and improve our scanline-based direct volume renderer that we developed in the first year of this grant. This extremely general rendering approach can handle regular or irregular grids, including overlapping multiple grids, and polygon mesh surfaces. It runs in parallel on multi-processors. It can also be used in conjunction with a k-d tree hierarchy, where approximate models and error terms are stored in the nodes of the tree, and approximate fast renderings can be created. We have extended our software to handle time-varying data where the data changes but the grid does not. We are now working on extending it to handle more general time-varying data. We have also developed a new extension of our direct volume renderer that uses automatic decimation of the 3D grid, as opposed to an explicit hierarchy. We explored this alternative approach as being more appropriate for very large data sets, where the extra expense of a tree may be unacceptable. We also describe a new approach to direct volume rendering using hardware 3D textures and incorporates lighting effects. Volume rendering using hardware 3D textures is extremely fast, and machines capable of using this technique are becoming more moderately priced. While this technique, at present, is limited to use with regular grids, we are pursuing possible algorithms extending the approach to more general grid types. We have also begun to explore a new method for determining the accuracy of approximate models based on the light field method described at ACM SIGGRAPH '96. In our initial implementation, we automatically image the volume from 32 equi-distant positions on the surface of an enclosing tessellated sphere. We then calculate differences between these images under different conditions of volume approximation or decimation. We are studying whether this will give a quantitative measure of the effects of approximation. We have created new tools for exploring the differences between images produced by various rendering methods. Images created by our software can be stored in the SGI RGB format. Our idtools software reads in pair of images and compares them using various metrics. The differences of the images using the RGB, HSV, and HSL color models can be calculated and shown. We can also calculate the auto-correlation function and the Fourier transform of the image and image differences. We will explore how these image differences compare in order to find useful metrics for quantifying the success of various visualization approaches. In general, progress was consistent with our research plan for the second year of the grant.
Cybertherapy 2005: A Decade of VR
2005-07-01
headphones, which delivered a soundscape updated in real time according to their movement in the virtual town. In the third condition, they were asked to...navigate in a soundscape in the absence of vision (A). The sounds were produced through tracked binaural rendering (HRTF) and were dependent upon the
SmallTool - a toolkit for realizing shared virtual environments on the Internet
NASA Astrophysics Data System (ADS)
Broll, Wolfgang
1998-09-01
With increasing graphics capabilities of computers and higher network communication speed, networked virtual environments have become available to a large number of people. While the virtual reality modelling language (VRML) provides users with the ability to exchange 3D data, there is still a lack of appropriate support to realize large-scale multi-user applications on the Internet. In this paper we will present SmallTool, a toolkit to support shared virtual environments on the Internet. The toolkit consists of a VRML-based parsing and rendering library, a device library, and a network library. This paper will focus on the networking architecture, provided by the network library - the distributed worlds transfer and communication protocol (DWTP). DWTP provides an application-independent network architecture to support large-scale multi-user environments on the Internet.
ERIC Educational Resources Information Center
O'Dell, Jenna R.; Barrett, Jeffrey E.; Cullen, Craig J.; Rupnow, Theodore J.; Clements, Douglas H.; Sarama, Julie; Rutherford, George; Beck, Pamela S.
2017-01-01
In this study, we investigated how Grade 3 and 4 students' organizational structure for volume units develops through repeated experiences with a virtual manipulative for building prisms. Our data consist of taped clinical interviews within a micro-genetic experiment. We report on student strategy development using a virtual manipulative for…
NASA Technical Reports Server (NTRS)
Saracino, G.; Greenberg, N. L.; Shiota, T.; Corsi, C.; Lamberti, C.; Thomas, J. D.
2002-01-01
Real-time three-dimensional echocardiography (RT3DE) is an innovative cardiac imaging modality. However, partly due to lack of user-friendly software, RT3DE has not been widely accepted as a clinical tool. The object of this study was to develop and implement a fast and interactive volume renderer of RT3DE datasets designed for a clinical environment where speed and simplicity are not secondary to accuracy. Thirty-six patients (20 regurgitation, 8 normal, 8 cardiomyopathy) were imaged using RT3DE. Using our newly developed software, all 3D data sets were rendered in real-time throughout the cardiac cycle and assessment of cardiac function and pathology was performed for each case. The real-time interactive volume visualization system is user friendly and instantly provides consistent and reliable 3D images without expensive workstations or dedicated hardware. We believe that this novel tool can be used clinically for dynamic visualization of cardiac anatomy.
NASA Astrophysics Data System (ADS)
Alyassin, Abdal M.
2002-05-01
3D Digital mammography (3DDM) is a new technology that provides high resolution X-ray breast tomographic data. Like any other tomographic medical imaging modalities, viewing a stack of tomographic images may require time especially if the images are of large matrix size. In addition, it may cause difficulty to conceptually construct 3D breast structures. Therefore, there is a need to readily visualize the data in 3D. However, one of the issues that hinder the usage of volume rendering (VR) is finding an automatic way to generate transfer functions that efficiently map the important diagnostic information in the data. We have developed a method that randomly samples the volume. Based on the mean and the standard deviation of these samples, the technique determines the lower limit and upper limit of a piecewise linear ramp transfer function. We have volume rendered several 3DDM data using this technique and compared visually the outcome with the result from a conventional automatic technique. The transfer function generated through the proposed technique provided superior VR images over the conventional technique. Furthermore, the improvement in the reproducibility of the transfer function correlated with the number of samples taken from the volume at the expense of the processing time.
Three-dimensional rendering of segmented object using matlab - biomed 2010.
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.
Mania, Katerina; Wooldridge, Dave; Coxon, Matthew; Robinson, Andrew
2006-01-01
Accuracy of memory performance per se is an imperfect reflection of the cognitive activity (awareness states) that underlies performance in memory tasks. The aim of this research is to investigate the effect of varied visual and interaction fidelity of immersive virtual environments on memory awareness states. A between groups experiment was carried out to explore the effect of rendering quality on location-based recognition memory for objects and associated states of awareness. The experimental space, consisting of two interconnected rooms, was rendered either flat-shaded or using radiosity rendering. The computer graphics simulations were displayed on a stereo head-tracked Head Mounted Display. Participants completed a recognition memory task after exposure to the experimental space and reported one of four states of awareness following object recognition. These reflected the level of visual mental imagery involved during retrieval, the familiarity of the recollection, and also included guesses. Experimental results revealed variations in the distribution of participants' awareness states across conditions while memory performance failed to reveal any. Interestingly, results revealed a higher proportion of recollections associated with mental imagery in the flat-shaded condition. These findings comply with similar effects revealed in two earlier studies summarized here, which demonstrated that the less "naturalistic" interaction interface or interface of low interaction fidelity provoked a higher proportion of recognitions based on visual mental images.
Interactive browsing of 3D environment over the Internet
NASA Astrophysics Data System (ADS)
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.
A novel approach to segmentation and measurement of medical image using level set methods.
Chen, Yao-Tien
2017-06-01
The study proposes a novel approach for segmentation and visualization plus value-added surface area and volume measurements for brain medical image analysis. The proposed method contains edge detection and Bayesian based level set segmentation, surface and volume rendering, and surface area and volume measurements for 3D objects of interest (i.e., brain tumor, brain tissue, or whole brain). Two extensions based on edge detection and Bayesian level set are first used to segment 3D objects. Ray casting and a modified marching cubes algorithm are then adopted to facilitate volume and surface visualization of medical-image dataset. To provide physicians with more useful information for diagnosis, the surface area and volume of an examined 3D object are calculated by the techniques of linear algebra and surface integration. Experiment results are finally reported in terms of 3D object extraction, surface and volume rendering, and surface area and volume measurements for medical image analysis. Copyright © 2017 Elsevier Inc. All rights reserved.
2002-09-01
Management .........................15 5. Time Management ..............................16 6. Data Distribution Management .................16 D...50 b. Ownership Management .....................51 c. Data Distribution Management .............51 2. Additional Objects and Interactions...16 Figure 6. Data Distribution Management . (From: ref. 2) ...16 Figure 7. RTI and Federate Code Responsibilities. (From: ref. 2
Education Calls for a New Philosophy.
ERIC Educational Resources Information Center
Scheidlinger, Zygmunt
1999-01-01
Highlights changes brought on by computers and technological advancement and notes that only those with a vision of the future can direct and participate in the evolution of education. Suggests that virtual reality, simulation, animation and other computer-based features will render traditional class learning futile and that computerized education…
The Unrelenting Challenge of Young Black Male Unemployment
ERIC Educational Resources Information Center
Harris, Linda
2013-01-01
Today, young black men in many low income communities are finding themselves virtually locked out of employment opportunity. The confluence of poor schooling, low education attainment, lack of early work experience or career exposure, over-zealous arrests and incarceration, and employer reluctance to hire have rendered a substantial segment of…
RECLAMATION OF TOXIC MINE WASTE UTILIZING SEWAGE SLUDGE CONTRARY CREEK DEMONSTRATION PROJECT
Three abandoned pyrite mines in central Virginia that had been inactive since 1923 contained about 12 denuded ha and caused severe acid mine drainage (AMD) in a small stream known as Contrary Creek. The AMD included heavy metals and rendered the stream virtually void of aquatic l...
Multilingualism in Cyberspace: Conceptualising the Virtual Linguistic Landscape
ERIC Educational Resources Information Center
Ivkovic, Dejan; Lotherington, Heather
2009-01-01
The linguistic landscape (LL) is a sociolinguistic concept that captures power relations and identity marking in the linguistic rendering of urban space: the city read as text. As such, LL is embedded in the physical geography of the cityscape. However, with the increasing scope of multilingual capabilities in digital communications, multilingual…
Efficient Encoding and Rendering of Time-Varying Volume Data
NASA Technical Reports Server (NTRS)
Ma, Kwan-Liu; Smith, Diann; Shih, Ming-Yun; Shen, Han-Wei
1998-01-01
Visualization of time-varying volumetric data sets, which may be obtained from numerical simulations or sensing instruments, provides scientists insights into the detailed dynamics of the phenomenon under study. This paper describes a coherent solution based on quantization, coupled with octree and difference encoding for visualizing time-varying volumetric data. Quantization is used to attain voxel-level compression and may have a significant influence on the performance of the subsequent encoding and visualization steps. Octree encoding is used for spatial domain compression, and difference encoding for temporal domain compression. In essence, neighboring voxels may be fused into macro voxels if they have similar values, and subtrees at consecutive time steps may be merged if they are identical. The software rendering process is tailored according to the tree structures and the volume visualization process. With the tree representation, selective rendering may be performed very efficiently. Additionally, the I/O costs are reduced. With these combined savings, a higher level of user interactivity is achieved. We have studied a variety of time-varying volume datasets, performed encoding based on data statistics, and optimized the rendering calculations wherever possible. Preliminary tests on workstations have shown in many cases tremendous reduction by as high as 90% in both storage space and inter-frame delay.
MTO-like reference mask modeling for advanced inverse lithography technology patterns
NASA Astrophysics Data System (ADS)
Park, Jongju; Moon, Jongin; Son, Suein; Chung, Donghoon; Kim, Byung-Gook; Jeon, Chan-Uk; LoPresti, Patrick; Xue, Shan; Wang, Sonny; Broadbent, Bill; Kim, Soonho; Hur, Jiuk; Choo, Min
2017-07-01
Advanced Inverse Lithography Technology (ILT) can result in mask post-OPC databases with very small address units, all-angle figures, and very high vertex counts. This creates mask inspection issues for existing mask inspection database rendering. These issues include: large data volumes, low transfer rate, long data preparation times, slow inspection throughput, and marginal rendering accuracy leading to high false detections. This paper demonstrates the application of a new rendering method including a new OASIS-like mask inspection format, new high-speed rendering algorithms, and related hardware to meet the inspection challenges posed by Advanced ILT masks.
The impact of virtual reality on implicit racial bias and mock legal decisions
Salmanowitz, Natalie
2018-01-01
Abstract Implicit racial biases are one of the most vexing problems facing current society. These split-second judgments are not only widely prevalent, but also are notoriously difficult to overcome. Perhaps most concerning, implicit racial biases can have consequential impacts on decisions in the courtroom, where scholars have been unable to provide a viable mitigation strategy. This article examines the influence of a short virtual reality paradigm on implicit racial biases and evaluations of legal scenarios. After embodying a black avatar in the virtual world, participants produced significantly lower implicit racial bias scores than those who experienced a sham version of the virtual reality paradigm. Additionally, these participants more conservatively evaluated an ambiguous legal case, rating vague evidence as less indicative of guilt and rendering more Not Guilty verdicts. As the first experiment of its kind, this study demonstrates the potential of virtual reality to address implicit racial bias in the courtroom setting. PMID:29707220
Four-dimensional ultrasonography of the fetal heart with spatiotemporal image correlation.
Gonçalves, Luís F; Lee, Wesley; Chaiworapongsa, Tinnakorn; Espinoza, Jimmy; Schoen, Mary Lou; Falkensammer, Peter; Treadwell, Marjorie; Romero, Roberto
2003-12-01
This study was undertaken to describe a new technique for the examination of the fetal heart using four-dimensional ultrasonography with spatiotemporal image correlation (STIC). Volume data sets of the fetal heart were acquired with a new cardiac gating technique (STIC), which uses automated transverse and longitudinal sweeps of the anterior chest wall. These volumes were obtained from 69 fetuses: 35 normal, 16 with congenital anomalies not affecting the cardiovascular system, and 18 with cardiac abnormalities. Dynamic multiplanar slicing and surface rendering of cardiac structures were performed. To illustrate the STIC technique, two representative volumes from a normal fetus were compared with volumes obtained from fetuses with the following congenital heart anomalies: atrioventricular septal defect, tricuspid stenosis, tricuspid atresia, and interrupted inferior vena cava with abnormal venous drainage. Volume datasets obtained with a transverse sweep were utilized to demonstrate the cardiac chambers, moderator band, interatrial and interventricular septae, atrioventricular valves, pulmonary veins, and outflow tracts. With the use of a reference dot to navigate the four-chamber view, intracardiac structures could be simultaneously studied in three orthogonal planes. The same volume dataset was used for surface rendering of the atrioventricular valves. The aortic and ductal arches were best visualized when the original plane of acquisition was sagittal. Volumes could be interactively manipulated to simultaneously visualize both outflow tracts, in addition to the aortic and ductal arches. Novel views of specific structures were generated. For example, the location and extent of a ventricular septal defect was imaged in a sagittal view of the interventricular septum. Furthermore, surface-rendered images of the atrioventricular valves were employed to distinguish between normal and pathologic conditions. Representative video clips were posted on the Journal's Web site to demonstrate the diagnostic capabilities of this new technique. Dynamic multiplanar slicing and surface rendering of the fetal heart are feasible with STIC technology. One good quality volume dataset, obtained from a transverse sweep, can be used to examine the four-chamber view and the outflow tracts. This novel method may assist in the evaluation of fetal cardiac anatomy.
Envisioning the future of home care: applications of immersive virtual reality.
Brennan, Patricia Flatley; Arnott Smith, Catherine; Ponto, Kevin; Radwin, Robert; Kreutz, Kendra
2013-01-01
Accelerating the design of technologies to support health in the home requires 1) better understanding of how the household context shapes consumer health behaviors and (2) the opportunity to afford engineers, designers, and health professionals the chance to systematically study the home environment. We developed the Living Environments Laboratory (LEL) with a fully immersive, six-sided virtual reality CAVE to enable recreation of a broad range of household environments. We have successfully developed a virtual apartment, including a kitchen, living space, and bathroom. Over 2000 people have visited the LEL CAVE. Participants use an electronic wand to activate common household affordances such as opening a refrigerator door or lifting a cup. Challenges currently being explored include creating natural gesture to interface with virtual objects, developing robust, simple procedures to capture actual living environments and rendering them in a 3D visualization, and devising systematic stable terminologies to characterize home environments.
Prosthetic Leg Control in the Nullspace of Human Interaction.
Gregg, Robert D; Martin, Anne E
2016-07-01
Recent work has extended the control method of virtual constraints, originally developed for autonomous walking robots, to powered prosthetic legs for lower-limb amputees. Virtual constraints define desired joint patterns as functions of a mechanical phasing variable, which are typically enforced by torque control laws that linearize the output dynamics associated with the virtual constraints. However, the output dynamics of a powered prosthetic leg generally depend on the human interaction forces, which must be measured and canceled by the feedback linearizing control law. This feedback requires expensive multi-axis load cells, and actively canceling the interaction forces may minimize the human's influence over the prosthesis. To address these limitations, this paper proposes a method for projecting virtual constraints into the nullspace of the human interaction terms in the output dynamics. The projected virtual constraints naturally render the output dynamics invariant with respect to the human interaction forces, which instead enter into the internal dynamics of the partially linearized prosthetic system. This method is illustrated with simulations of a transfemoral amputee model walking with a powered knee-ankle prosthesis that is controlled via virtual constraints with and without the proposed projection.
LivePhantom: Retrieving Virtual World Light Data to Real Environments.
Kolivand, Hoshang; Billinghurst, Mark; Sunar, Mohd Shahrizal
2016-01-01
To achieve realistic Augmented Reality (AR), shadows play an important role in creating a 3D impression of a scene. Casting virtual shadows on real and virtual objects is one of the topics of research being conducted in this area. In this paper, we propose a new method for creating complex AR indoor scenes using real time depth detection to exert virtual shadows on virtual and real environments. A Kinect camera was used to produce a depth map for the physical scene mixing into a single real-time transparent tacit surface. Once this is created, the camera's position can be tracked from the reconstructed 3D scene. Real objects are represented by virtual object phantoms in the AR scene enabling users holding a webcam and a standard Kinect camera to capture and reconstruct environments simultaneously. The tracking capability of the algorithm is shown and the findings are assessed drawing upon qualitative and quantitative methods making comparisons with previous AR phantom generation applications. The results demonstrate the robustness of the technique for realistic indoor rendering in AR systems.
LivePhantom: Retrieving Virtual World Light Data to Real Environments
2016-01-01
To achieve realistic Augmented Reality (AR), shadows play an important role in creating a 3D impression of a scene. Casting virtual shadows on real and virtual objects is one of the topics of research being conducted in this area. In this paper, we propose a new method for creating complex AR indoor scenes using real time depth detection to exert virtual shadows on virtual and real environments. A Kinect camera was used to produce a depth map for the physical scene mixing into a single real-time transparent tacit surface. Once this is created, the camera’s position can be tracked from the reconstructed 3D scene. Real objects are represented by virtual object phantoms in the AR scene enabling users holding a webcam and a standard Kinect camera to capture and reconstruct environments simultaneously. The tracking capability of the algorithm is shown and the findings are assessed drawing upon qualitative and quantitative methods making comparisons with previous AR phantom generation applications. The results demonstrate the robustness of the technique for realistic indoor rendering in AR systems. PMID:27930663
Wang, Xingce; Bie, Rongfang; Wu, Zhongke; Zhou, Mingquan; Cao, Rongfei; Xie, Lizhi; Zhang, Dong
2013-01-01
Background In recent years, cerebrovascular disease has been the leading cause of death and adult disability in the world. This study describes an efficient approach to detect cerebrovascular disease. Objective In order to improve cerebrovascular treatment, prevention, and care, an automatic cerebrovascular disease detection eHealth platform is designed and studied. Methods We designed an automatic eHealth platform for cerebrovascular disease detection with a four-level architecture: object control layer, data transmission layer, service supporting layer, and application service layer. The platform has eight main functions: cerebrovascular database management, preprocessing of cerebral image data, image viewing and adjustment model, image cropping compression and measurement, cerebrovascular segmentation, 3-dimensional cerebrovascular reconstruction, cerebrovascular rendering, cerebrovascular virtual endoscope, and automatic detection. Several key technologies were employed for the implementation of the platform. The anisotropic diffusion model was used to reduce the noise. Statistics segmentation with Gaussian-Markov random field model (G-MRF) and Stochastic Estimation Maximization (SEM) parameter estimation method were used to realize the cerebrovascular segmentation. Ball B-Spline curve was proposed to model the cerebral blood vessels. Compute unified device architecture (CUDA) based on ray-casting volume rendering presented by curvature enhancement and boundary enhancement were used to realize the volume rendering model. We implemented the platform with a network client and mobile phone client to fit different users. Results The implemented platform is running on a common personal computer. Experiments on 32 patients’ brain computed tomography data or brain magnetic resonance imaging data stored in the system verified the feasibility and validity of each model we proposed. The platform is partly used in the cranial nerve surgery of the First Hospital Affiliated to the General Hospital of People's Liberation Army and radiology of Beijing Navy General Hospital. At the same time it also gets some applications in medical imaging specialty teaching of Tianjin Medical University. The application results have also been validated by our neurosurgeon and radiologist. Conclusions The platform appears beneficial in diagnosis of the cerebrovascular disease. The long-term benefits and additional applications of this technology warrant further study. The research built a diagnosis and treatment platform of the human tissue with complex geometry and topology such as brain vessel based on the Internet of things. PMID:25098861
PACS-based interface for 3D anatomical structure visualization and surgical planning
NASA Astrophysics Data System (ADS)
Koehl, Christophe; Soler, Luc; Marescaux, Jacques
2002-05-01
The interpretation of radiological image is routine but it remains a rather difficult task for physicians. It requires complex mental processes, that permit translation from 2D slices into 3D localization and volume determination of visible diseases. An easier and more extensive visualization and exploitation of medical images can be reached through the use of computer-based systems that provide real help from patient admission to post-operative followup. In this way, we have developed a 3D visualization interface linked to a PACS database that allows manipulation and interaction on virtual organs delineated from CT-scan or MRI. This software provides the 3D real-time surface rendering of anatomical structures, an accurate evaluation of volumes and distances and the improvement of radiological image analysis and exam annotation through a negatoscope tool. It also provides a tool for surgical planning allowing the positioning of an interactive laparoscopic instrument and the organ resection. The software system could revolutionize the field of computerized imaging technology. Indeed, it provides a handy and portable tool for pre-operative and intra-operative analysis of anatomy and pathology in various medical fields. This constitutes the first step of the future development of augmented reality and surgical simulation systems.
High-power graphic computers for visual simulation: a real-time--rendering revolution
NASA Technical Reports Server (NTRS)
Kaiser, M. K.
1996-01-01
Advances in high-end graphics computers in the past decade have made it possible to render visual scenes of incredible complexity and realism in real time. These new capabilities make it possible to manipulate and investigate the interactions of observers with their visual world in ways once only dreamed of. This paper reviews how these developments have affected two preexisting domains of behavioral research (flight simulation and motion perception) and have created a new domain (virtual environment research) which provides tools and challenges for the perceptual psychologist. Finally, the current limitations of these technologies are considered, with an eye toward how perceptual psychologist might shape future developments.
A survey on hair modeling: styling, simulation, and rendering.
Ward, Kelly; Bertails, Florence; Kim, Tae-Yong; Marschner, Stephen R; Cani, Marie-Paule; Lin, Ming C
2007-01-01
Realistic hair modeling is a fundamental part of creating virtual humans in computer graphics. This paper surveys the state of the art in the major topics of hair modeling: hairstyling, hair simulation, and hair rendering. Because of the difficult, often unsolved problems that arise in all these areas, a broad diversity of approaches are used, each with strengths that make it appropriate for particular applications. We discuss each of these major topics in turn, presenting the unique challenges facing each area and describing solutions that have been presented over the years to handle these complex issues. Finally, we outline some of the remaining computational challenges in hair modeling.
Luo, Mingyue; Duan, Chaijie; Qiu, Jianping; Li, Wenru; Zhu, Dongyun; Cai, Wenli
2015-01-01
Purpose To evaluate the diagnostic value of multidetector CT (MDCT) and its multiplanar reformation (MPR), volume rendering (VR) and virtual bronchoscopy (VB) postprocessing techniques for primary trachea and main bronchus tumors. Methods Detection results of 31 primary trachea and main bronchus tumors with MDCT and its MPR, VR and VB postprocessing techniques, were analyzed retrospectively with regard to tumor locations, tumor morphologies, extramural invasions of tumors, longitudinal involvements of tumors, morphologies and extents of luminal stenoses, distances between main bronchus tumors and trachea carinae, and internal features of tumors. The detection results were compared with that of surgery and pathology. Results Detection results with MDCT and its MPR, VR and VB were consistent with that of surgery and pathology, included tumor locations (tracheae, n = 19; right main bronchi, n = 6; left main bronchi, n = 6), tumor morphologies (endoluminal nodes with narrow bases, n = 2; endoluminal nodes with wide bases, n = 13; both intraluminal and extraluminal masses, n = 16), extramural invasions of tumors (brokethrough only serous membrane, n = 1; 4.0 mm—56.0 mm, n = 14; no clear border with right atelectasis, n = 1), longitudinal involvements of tumors (3.0 mm, n = 1; 5.0 mm—68.0 mm, n = 29; whole right main bronchus wall and trachea carina, n = 1), morphologies of luminal stenoses (irregular, n = 26; circular, n = 3; eccentric, n = 1; conical, n = 1) and extents (mild, n = 5; moderate, n = 7; severe, n = 19), distances between main bronchus tumors and trachea carinae (16.0 mm, n = 1; invaded trachea carina, n = 1; >20.0 mm, n = 10), and internal features of tumors (fairly homogeneous densities with rather obvious enhancements, n = 26; homogeneous density with obvious enhancement, n = 1; homogeneous density without obvious enhancement, n = 1; not enough homogeneous density with obvious enhancement, n = 1; punctate calcification with obvious enhancement, n = 1; low density without obvious enhancement, n = 1). Conclusion MDCT and its MPR, VR and VB images have respective advantages and disadvantages. Their combination could complement to each other to accurately detect locations, natures (benignancy, malignancy or low malignancy), and quantities (extramural invasions, longitudinal involvements, extents of luminal stenoses, distances between main bronchus tumors and trachea carinae) of primary trachea and main bronchus tumors with crucial information for surgical treatment, are highly useful diagnostic methods for primary trachea and main bronchus tumors. PMID:26332466
Effects of VR system fidelity on analyzing isosurface visualization of volume datasets.
Laha, Bireswar; Bowman, Doug A; Socha, John J
2014-04-01
Volume visualization is an important technique for analyzing datasets from a variety of different scientific domains. Volume data analysis is inherently difficult because volumes are three-dimensional, dense, and unfamiliar, requiring scientists to precisely control the viewpoint and to make precise spatial judgments. Researchers have proposed that more immersive (higher fidelity) VR systems might improve task performance with volume datasets, and significant results tied to different components of display fidelity have been reported. However, more information is needed to generalize these results to different task types, domains, and rendering styles. We visualized isosurfaces extracted from synchrotron microscopic computed tomography (SR-μCT) scans of beetles, in a CAVE-like display. We ran a controlled experiment evaluating the effects of three components of system fidelity (field of regard, stereoscopy, and head tracking) on a variety of abstract task categories that are applicable to various scientific domains, and also compared our results with those from our prior experiment using 3D texture-based rendering. We report many significant findings. For example, for search and spatial judgment tasks with isosurface visualization, a stereoscopic display provides better performance, but for tasks with 3D texture-based rendering, displays with higher field of regard were more effective, independent of the levels of the other display components. We also found that systems with high field of regard and head tracking improve performance in spatial judgment tasks. Our results extend existing knowledge and produce new guidelines for designing VR systems to improve the effectiveness of volume data analysis.
2004-12-01
handling using the X10 home automation protocol. Each 3D graphics client renders its scene according to an assigned virtual camera position. By having...control protocol. DMX is a versatile and robust framework which overcomes limitations of the X10 home automation protocol which we are currently using
A Forest Landscape Visualization System
Tim McDonald; Bryce Stokes
1998-01-01
A forest landscape visualization system was developed and used in creating realistic images depicting how an area might appear if harvested. The system uses a ray-tracing renderer to draw model trees on a virtual landscape. The system includes components to create landscape surfaces from digital elevation data, populate/cut trees within (polygonal) areas, and convert...
Necessity Fuels Creativity: Adapting Long-Distance Collaborative Methods for the Classroom
ERIC Educational Resources Information Center
Sopoci Drake, Katie; Larson, Eliza; Rugh, Rachel; Tait, Barbara
2016-01-01
Improved technology has made it possible to virtually bridge distance between dance makers, rendering physical location another choreographic device to be manipulated. Long-distance collaboration as an artistic process is not only a fertile new ground for creation and necessary for many practicing dance artists in the field today, but there is…
Material model for physically based rendering
NASA Astrophysics Data System (ADS)
Robart, Mathieu; Paulin, Mathias; Caubet, Rene
1999-09-01
In computer graphics, a complete knowledge of the interactions between light and a material is essential to obtain photorealistic pictures. Physical measurements allow us to obtain data on the material response, but are limited to industrial surfaces and depend on measure conditions. Analytic models do exist, but they are often inadequate for common use: the empiric ones are too simple to be realistic, and the physically-based ones are often to complex or too specialized to be generally useful. Therefore, we have developed a multiresolution virtual material model, that not only describes the surface of a material, but also its internal structure thanks to distribution functions of microelements, arranged in layers. Each microelement possesses its own response to an incident light, from an elementary reflection to a complex response provided by its inner structure, taking into account geometry, energy, polarization, . . ., of each light ray. This model is virtually illuminated, in order to compute its response to an incident radiance. This directional response is stored in a compressed data structure using spherical wavelets, and is destined to be used in a rendering model such as directional radiosity.
iview: an interactive WebGL visualizer for protein-ligand complex.
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.
Force Rendering and its Evaluation of a Friction-Based Walking Sensation Display for a Seated User.
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.
Anesthesiology training using 3D imaging and virtual reality
NASA Astrophysics Data System (ADS)
Blezek, Daniel J.; Robb, Richard A.; Camp, Jon J.; Nauss, Lee A.
1996-04-01
Current training for regional nerve block procedures by anesthesiology residents requires expert supervision and the use of cadavers; both of which are relatively expensive commodities in today's cost-conscious medical environment. We are developing methods to augment and eventually replace these training procedures with real-time and realistic computer visualizations and manipulations of the anatomical structures involved in anesthesiology procedures, such as nerve plexus injections (e.g., celiac blocks). The initial work is focused on visualizations: both static images and rotational renderings. From the initial results, a coherent paradigm for virtual patient and scene representation will be developed.
Direct volumetric rendering based on point primitives in OpenGL.
da Rosa, André Luiz Miranda; de Almeida Souza, Ilana; Yuuji Hira, Adilson; Zuffo, Marcelo Knörich
2006-01-01
The aim of this project is to present a renderization by software algorithm of acquired volumetric data. The algorithm was implemented in Java language and the LWJGL graphical library was used, allowing the volume renderization by software and thus preventing the necessity to acquire specific graphical boards for the 3D reconstruction. The considered algorithm creates a model in OpenGL, through point primitives, where each voxel becomes a point with the color values related to this pixel position in the corresponding images.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Watanabe, T.; Momose, T.; Oku, S.
It is essential to obtain realistic brain surface images, in which sulci and gyri are easily recognized, when examining the correlation between functional (PET or SPECT) and anatomical (MRI) brain studies. The volume rendering technique (VRT) is commonly employed to make three-dimensional (3D) brain surface images. This technique, however, takes considerable time to make only one 3D image. Therefore it has not been practical to make the brain surface images in arbitrary directions on a real-time basis using ordinary work stations or personal computers. The surface rendering technique (SRT), on the other hand, is much less computationally demanding, but themore » quality of resulting images is not satisfactory for our purpose. A new computer algorithm has been developed to make 3D brain surface MR images very quickly using a volume-surface rendering technique (VSRT), in which the quality of resulting images is comparable to that of VRT and computation time to SRT. In VSRT the process of volume rendering is done only once to the direction of the normal vector of each surface point, rather than each time a new view point is determined as in VRT. Subsequent reconstruction of the 3D image uses a similar algorithm to that of SRT. Thus we can obtain brain surface MR images of sufficient quality viewed from any direction on a real-time basis using an easily available personal computer (Macintosh Quadra 800). The calculation time to make a 3D image is less than 1 sec. in VSRT, while that is more than 15 sec. in the conventional VRT. The difference of resulting image quality between VSRT and VRT is almost imperceptible. In conclusion, our new technique for real-time reconstruction of 3D brain surface MR image is very useful and practical in the functional and anatomical correlation study.« less
Shui, Wuyang; Zhou, Mingquan; Chen, Shi; Pan, Zhouxian; Deng, Qingqiong; Yao, Yong; Pan, Hui; He, Taiping; Wang, Xingce
2017-01-01
Virtual digital resources and printed models have become indispensable tools for medical training and surgical planning. Nevertheless, printed models of soft tissue organs are still challenging to reproduce. This study adopts open source packages and a low-cost desktop 3D printer to convert multiple modalities of medical images to digital resources (volume rendering images and digital models) and lifelike printed models, which are useful to enhance our understanding of the geometric structure and complex spatial nature of anatomical organs. Neuroimaging technologies such as CT, CTA, MRI, and TOF-MRA collect serial medical images. The procedures for producing digital resources can be divided into volume rendering and medical image reconstruction. To verify the accuracy of reconstruction, this study presents qualitative and quantitative assessments. Subsequently, digital models are archived as stereolithography format files and imported to the bundled software of the 3D printer. The printed models are produced using polylactide filament materials. We have successfully converted multiple modalities of medical images to digital resources and printed models for both hard organs (cranial base and tooth) and soft tissue organs (brain, blood vessels of the brain, the heart chambers and vessel lumen, and pituitary tumor). Multiple digital resources and printed models were provided to illustrate the anatomical relationship between organs and complicated surrounding structures. Three-dimensional printing (3DP) is a powerful tool to produce lifelike and tangible models. We present an available and cost-effective method for producing both digital resources and printed models. The choice of modality in medical images and the processing approach is important when reproducing soft tissue organs models. The accuracy of the printed model is determined by the quality of organ models and 3DP. With the ongoing improvement of printing techniques and the variety of materials available, 3DP will become an indispensable tool in medical training and surgical planning.
Hänel, Claudia; Pieperhoff, Peter; Hentschel, Bernd; Amunts, Katrin; Kuhlen, Torsten
2014-01-01
The visualization of the progression of brain tissue loss in neurodegenerative diseases like corticobasal syndrome (CBS) can provide not only information about the localization and distribution of the volume loss, but also helps to understand the course and the causes of this neurodegenerative disorder. The visualization of such medical imaging data is often based on 2D sections, because they show both internal and external structures in one image. Spatial information, however, is lost. 3D visualization of imaging data is capable to solve this problem, but it faces the difficulty that more internally located structures may be occluded by structures near the surface. Here, we present an application with two designs for the 3D visualization of the human brain to address these challenges. In the first design, brain anatomy is displayed semi-transparently; it is supplemented by an anatomical section and cortical areas for spatial orientation, and the volumetric data of volume loss. The second design is guided by the principle of importance-driven volume rendering: A direct line-of-sight to the relevant structures in the deeper parts of the brain is provided by cutting out a frustum-like piece of brain tissue. The application was developed to run in both, standard desktop environments and in immersive virtual reality environments with stereoscopic viewing for improving the depth perception. We conclude, that the presented application facilitates the perception of the extent of brain degeneration with respect to its localization and affected regions. PMID:24847243
Frank, M S; Dreyer, K
2001-06-01
We describe a virtual web site hosting technology that enables educators in radiology to emblazon and make available for delivery on the world wide web their own interactive educational content, free from dependencies on in-house resources and policies. This suite of technologies includes a graphically oriented software application, designed for the computer novice, to facilitate the input, storage, and management of domain expertise within a database system. The database stores this expertise as choreographed and interlinked multimedia entities including text, imagery, interactive questions, and audio. Case-based presentations or thematic lectures can be authored locally, previewed locally within a web browser, then uploaded at will as packaged knowledge objects to an educator's (or department's) personal web site housed within a virtual server architecture. This architecture can host an unlimited number of unique educational web sites for individuals or departments in need of such service. Each virtual site's content is stored within that site's protected back-end database connected to Internet Information Server (Microsoft Corp, Redmond WA) using a suite of Active Server Page (ASP) modules that incorporate Microsoft's Active Data Objects (ADO) technology. Each person's or department's electronic teaching material appears as an independent web site with different levels of access--controlled by a username-password strategy--for teachers and students. There is essentially no static hypertext markup language (HTML). Rather, all pages displayed for a given site are rendered dynamically from case-based or thematic content that is fetched from that virtual site's database. The dynamically rendered HTML is displayed within a web browser in a Socratic fashion that can assess the recipient's current fund of knowledge while providing instantaneous user-specific feedback. Each site is emblazoned with the logo and identification of the participating institution. Individuals with teacher-level access can use a web browser to upload new content as well as manage content already stored on their virtual site. Each virtual site stores, collates, and scores participants' responses to the interactive questions posed on line. This virtual web site strategy empowers the educator with an end-to-end solution for creating interactive educational content and hosting that content within the educator's personalized and protected educational site on the world wide web, thus providing a valuable outlet that can magnify the impact of his or her talents and contributions.
Westlund, Harold B.; Meyer, Gary W.; Hunt, Fern Y.
2002-01-01
Computer rendering is used to simulate the appearance of lighted objects for applications in architectural design, for animation and simulation in the entertainment industry, and for display and design in the automobile industry. Rapid advances in computer graphics technology suggest that in the near future it will be possible to produce photorealistic images of coated surfaces from scattering data. This could enable the identification of important parameters in the coatings manufacturing process that lead to desirable appearance, and to the design of virtual surfaces by visualizing prospective coating formulations once their optical properties are known. Here we report the results of our work to produce visually and radiometrically accurate renderings of selected appearance attributes of sample coated surfaces. It required changes in the rendering programs, which in general are not designed to accept high quality optical and material measurements, and changes in the optical measurement protocols. An outcome of this research is that some current ASTM standards can be replaced or enhanced by computer based standards of appearance. PMID:27446729
Standardized volume-rendering of contrast-enhanced renal magnetic resonance angiography.
Smedby, O; Oberg, R; Asberg, B; Stenström, H; Eriksson, P
2005-08-01
To propose a technique for standardizing volume-rendering technique (VRT) protocols and to compare this with maximum intensity projection (MIP) in regard to image quality and diagnostic confidence in stenosis diagnosis with magnetic resonance angiography (MRA). Twenty patients were examined with MRA under suspicion of renal artery stenosis. Using the histogram function in the volume-rendering software, the 95th and 99th percentiles of the 3D data set were identified and used to define the VRT transfer function. Two radiologists assessed the stenosis pathology and image quality from rotational sequences of MIP and VRT images. Good overall agreement (mean kappa=0.72) was found between MIP and VRT diagnoses. The agreement between MIP and VRT was considerably better than that between observers (mean kappa=0.43). One of the observers judged VRT images as having higher image quality than MIP images. Presenting renal MRA images with VRT gave results in good agreement with MIP. With VRT protocols defined from the histogram of the image, the lack of an absolute gray scale in MRI need not be a major problem.
Semantic layers for illustrative volume rendering.
Rautek, Peter; Bruckner, Stefan; Gröller, Eduard
2007-01-01
Direct volume rendering techniques map volumetric attributes (e.g., density, gradient magnitude, etc.) to visual styles. Commonly this mapping is specified by a transfer function. The specification of transfer functions is a complex task and requires expert knowledge about the underlying rendering technique. In the case of multiple volumetric attributes and multiple visual styles the specification of the multi-dimensional transfer function becomes more challenging and non-intuitive. We present a novel methodology for the specification of a mapping from several volumetric attributes to multiple illustrative visual styles. We introduce semantic layers that allow a domain expert to specify the mapping in the natural language of the domain. A semantic layer defines the mapping of volumetric attributes to one visual style. Volumetric attributes and visual styles are represented as fuzzy sets. The mapping is specified by rules that are evaluated with fuzzy logic arithmetics. The user specifies the fuzzy sets and the rules without special knowledge about the underlying rendering technique. Semantic layers allow for a linguistic specification of the mapping from attributes to visual styles replacing the traditional transfer function specification.
NASA Astrophysics Data System (ADS)
Dörner, Ralf; Lok, Benjamin; Broll, Wolfgang
Backed by a large consumer market, entertainment and education applications have spurred developments in the fields of real-time rendering and interactive computer graphics. Relying on Computer Graphics methodologies, Virtual Reality and Augmented Reality benefited indirectly from this; however, there is no large scale demand for VR and AR in gaming and learning. What are the shortcomings of current VR/AR technology that prevent a widespread use in these application areas? What advances in VR/AR will be necessary? And what might future “VR-enhanced” gaming and learning look like? Which role can and will Virtual Humans play? Concerning these questions, this article analyzes the current situation and provides an outlook on future developments. The focus is on social gaming and learning.
MR volumetric analysis of the course of nephroblastomatosis under chemotherapy in childhood.
Günther, Patrick; Tröger, Jochen; Graf, Norbert; Waag, Karl Ludwig; Schenk, Jens-Peter
2004-08-01
Nephroblastomatosis is a paediatric renal disease that may undergo malignant transformation. When neoadjuvant chemotherapy is indicated for nephroblastomatosis or bilateral Wilms' tumours, exact volumetric analysis using high-speed data processing and visualization may aid in determining tumour response. Using 3D-volume-rendering software, the 0.5-T MRI data of a 2-year-old girl with bilateral nephroblastomatosis was analysed. Exact volume determination of foci of nephroblastomatosis was performed by automatic and manual segmentation, and the relation to normal renal parenchyma was determined over a 12-month period. At the first visit, 80% (460/547 ml) of the extremely enlarged right kidney was due to nephroblastomatosis. Total tumour volume within the right kidney decreased to 74 ml under chemotherapy. Volume analysis of the two emerging right-sided masses after treatment correctly suggested Wilms' tumour. Three-dimensional rendering of the growing masses aided the surgeon in nephron-sparing surgery during tumour resection.
VirtualPlant: A Software Platform to Support Systems Biology Research1[W][OA
Katari, Manpreet S.; Nowicki, Steve D.; Aceituno, Felipe F.; Nero, Damion; Kelfer, Jonathan; Thompson, Lee Parnell; Cabello, Juan M.; Davidson, Rebecca S.; Goldberg, Arthur P.; Shasha, Dennis E.; Coruzzi, Gloria M.; Gutiérrez, Rodrigo A.
2010-01-01
Data generation is no longer the limiting factor in advancing biological research. In addition, data integration, analysis, and interpretation have become key bottlenecks and challenges that biologists conducting genomic research face daily. To enable biologists to derive testable hypotheses from the increasing amount of genomic data, we have developed the VirtualPlant software platform. VirtualPlant enables scientists to visualize, integrate, and analyze genomic data from a systems biology perspective. VirtualPlant integrates genome-wide data concerning the known and predicted relationships among genes, proteins, and molecules, as well as genome-scale experimental measurements. VirtualPlant also provides visualization techniques that render multivariate information in visual formats that facilitate the extraction of biological concepts. Importantly, VirtualPlant helps biologists who are not trained in computer science to mine lists of genes, microarray experiments, and gene networks to address questions in plant biology, such as: What are the molecular mechanisms by which internal or external perturbations affect processes controlling growth and development? We illustrate the use of VirtualPlant with three case studies, ranging from querying a gene of interest to the identification of gene networks and regulatory hubs that control seed development. Whereas the VirtualPlant software was developed to mine Arabidopsis (Arabidopsis thaliana) genomic data, its data structures, algorithms, and visualization tools are designed in a species-independent way. VirtualPlant is freely available at www.virtualplant.org. PMID:20007449
Science or Snake Oil? Teaching Critical Evaluation of "Research" Reports on the Internet
ERIC Educational Resources Information Center
Connor-Greene, Patricia A.; Greene, Dan J.
2002-01-01
The proliferation of information on the Internet introduces new challenges for educators. Although the Internet can provide quick and easy access to a wealth of information, it has virtually no quality control. Consequently, the Internet has rendered faculty more essential than ever as teachers of the analytic and evaluative skills students need…
ERIC Educational Resources Information Center
Parton, Becky Sue
2006-01-01
In recent years, research has progressed steadily in regard to the use of computers to recognize and render sign language. This paper reviews significant projects in the field beginning with finger-spelling hands such as "Ralph" (robotics), CyberGloves (virtual reality sensors to capture isolated and continuous signs), camera-based…
WE-AB-BRA-12: Virtual Endoscope Tracking for Endoscopy-CT Image Registration
DOE Office of Scientific and Technical Information (OSTI.GOV)
Ingram, W; Rao, A; Wendt, R
Purpose: The use of endoscopy in radiotherapy will remain limited until we can register endoscopic video to CT using standard clinical equipment. In this phantom study we tested a registration method using virtual endoscopy to measure CT-space positions from endoscopic video. Methods: Our phantom is a contorted clay cylinder with 2-mm-diameter markers in the luminal surface. These markers are visible on both CT and endoscopic video. Virtual endoscope images were rendered from a polygonal mesh created by segmenting the phantom’s luminal surface on CT. We tested registration accuracy by tracking the endoscope’s 6-degree-of-freedom coordinates frame-to-frame in a video recorded asmore » it moved through the phantom, and using these coordinates to measure CT-space positions of markers visible in the final frame. To track the endoscope we used the Nelder-Mead method to search for coordinates that render the virtual frame most similar to the next recorded frame. We measured the endoscope’s initial-frame coordinates using a set of visible markers, and for image similarity we used a combination of mutual information and gradient alignment. CT-space marker positions were measured by projecting their final-frame pixel addresses through the virtual endoscope to intersect with the mesh. Registration error was quantified as the distance between this intersection and the marker’s manually-selected CT-space position. Results: Tracking succeeded for 6 of 8 videos, for which the mean registration error was 4.8±3.5mm (24 measurements total). The mean error in the axial direction (3.1±3.3mm) was larger than in the sagittal or coronal directions (2.0±2.3mm, 1.7±1.6mm). In the other 2 videos, the virtual endoscope got stuck in a false minimum. Conclusion: Our method can successfully track the position and orientation of an endoscope, and it provides accurate spatial mapping from endoscopic video to CT. This method will serve as a foundation for an endoscopy-CT registration framework that is clinically valuable and requires no specialized equipment.« less
METRO-APEX Volume 15.1: Industrialist's Manual No. 5, Caesar's Rendering Plant. Revised.
ERIC Educational Resources Information Center
University of Southern California, Los Angeles. COMEX Research Project.
The Industrialist's Manual No. 5 (Caesar's Rendering Plant) is one of a set of twenty-one manuals used in METRO-APEX 1974, a computerized college and professional level, computer-supported, role-play, simulation exercise of a community with "normal" problems. Stress is placed on environmental quality considerations. APEX 1974 is an…
Raphael, David T; McIntee, Diane; Tsuruda, Jay S; Colletti, Patrick; Tatevossian, Ray
2005-12-01
Magnetic resonance neurography (MRN) is an imaging method by which nerves can be selectively highlighted. Using commercial software, the authors explored a variety of approaches to develop a three-dimensional volume-rendered MRN image of the entire brachial plexus and used it to evaluate the accuracy of infraclavicular block approaches. With institutional review board approval, MRN of the brachial plexus was performed in 10 volunteer subjects. MRN imaging was performed on a GE 1.5-tesla magnetic resonance scanner (General Electric Healthcare Technologies, Waukesha, WI) using a phased array torso coil. Coronal STIR and T1 oblique sagittal sequences of the brachial plexus were obtained. Multiple software programs were explored for enhanced display and manipulation of the composite magnetic resonance images. The authors developed a frontal slab composite approach that allows single-frame reconstruction of a three-dimensional volume-rendered image of the entire brachial plexus. Automatic segmentation was supplemented by manual segmentation in nearly all cases. For each of three infraclavicular approaches (posteriorly directed needle below midclavicle, infracoracoid, or caudomedial to coracoid), the targeting error was measured as the distance from the MRN plexus midpoint to the approach-targeted site. Composite frontal slabs (coronal views), which are single-frame three-dimensional volume renderings from image-enhanced two-dimensional frontal view projections of the underlying coronal slices, were created. The targeting errors (mean +/- SD) for the approaches-midclavicle, infracoracoid, caudomedial to coracoid-were 0.43 +/- 0.67, 0.99 +/- 1.22, and 0.65 +/- 1.14 cm, respectively. Image-processed three-dimensional volume-rendered MNR scans, which allow visualization of the entire brachial plexus within a single composite image, have educational value in illustrating the complexity and individual variation of the plexus. Suggestions for improved guidance during infraclavicular block procedures are presented.
Zhou, Xiangmin; Zhang, Nan; Sha, Desong; Shen, Yunhe; Tamma, Kumar K; Sweet, Robert
2009-01-01
The inability to render realistic soft-tissue behavior in real time has remained a barrier to face and content aspects of validity for many virtual reality surgical training systems. Biophysically based models are not only suitable for training purposes but also for patient-specific clinical applications, physiological modeling and surgical planning. When considering the existing approaches for modeling soft tissue for virtual reality surgical simulation, the computer graphics-based approach lacks predictive capability; the mass-spring model (MSM) based approach lacks biophysically realistic soft-tissue dynamic behavior; and the finite element method (FEM) approaches fail to meet the real-time requirement. The present development stems from physics fundamental thermodynamic first law; for a space discrete dynamic system directly formulates the space discrete but time continuous governing equation with embedded material constitutive relation and results in a discrete mechanics framework which possesses a unique balance between the computational efforts and the physically realistic soft-tissue dynamic behavior. We describe the development of the discrete mechanics framework with focused attention towards a virtual laparoscopic nephrectomy application.
Daugherty, Ana M.; Bender, Andrew R.; Yuan, Peng; Raz, Naftali
2016-01-01
Impairment of hippocampus-dependent cognitive processes has been proposed to underlie age-related deficits in navigation. Animal studies suggest a differential role of hippocampal subfields in various aspects of navigation, but that hypothesis has not been tested in humans. In this study, we examined the association between volume of hippocampal subfields and age differences in virtual spatial navigation. In a sample of 65 healthy adults (age 19–75 years), advanced age was associated with a slower rate of improvement operationalized as shortening of the search path over 25 learning trials on a virtual Morris water maze task. The deficits were partially explained by greater complexity of older adults' search paths. Larger subiculum and entorhinal cortex volumes were associated with a faster decrease in search path complexity, which in turn explained faster shortening of search distance. Larger Cornu Ammonis (CA)1–2 volume was associated with faster distance shortening, but not in path complexity reduction. Age differences in regional volumes collectively accounted for 23% of the age-related variance in navigation learning. Independent of subfield volumes, advanced age was associated with poorer performance across all trials, even after reaching the asymptote. Thus, subiculum and CA1–2 volumes were associated with speed of acquisition, but not magnitude of gains in virtual maze navigation. PMID:25838036
Gonçalves, Luís F; Romero, Roberto; Espinoza, Jimmy; Lee, Wesley; Treadwell, Marjorie; Chintala, Kavitha; Brandl, Helmut; Chaiworapongsa, Tinnakorn
2004-04-01
To describe clinical and research applications of 4-dimensional imaging of the fetal heart using color Doppler spatiotemporal image correlation. Forty-four volume data sets were acquired by color Doppler spatiotemporal image correlation. Seven subjects were examined: 4 fetuses without abnormalities, 1 fetus with ventriculomegaly and a hypoplastic cerebellum but normal cardiac anatomy, and 2 fetuses with cardiac anomalies detected by fetal echocardiography (1 case of a ventricular septal defect associated with trisomy 21 and 1 case of a double-inlet right ventricle with a 46,XX karyotype). The median gestational age at the time of examination was 21 3/7 weeks (range, 19 5/7-34 0/7 weeks). Volume data sets were reviewed offline by multiplanar display and volume-rendering methods. Representative images and online video clips illustrating the diagnostic potential of this technology are presented. Color Doppler spatiotemporal image correlation allowed multiplanar visualization of ventricular septal defects, multiplanar display and volume rendering of tricuspid regurgitation, volume rendering of the outflow tracts by color and power Doppler ultrasonography (both in a normal case and in a case of a double-inlet right ventricle with a double-outlet right ventricle), and visualization of venous streams at the level of the foramen ovale. Color Doppler spatiotemporal image correlation has the potential to simplify visualization of the outflow tracts and improve the evaluation of the location and extent of ventricular septal defects. Other applications include 3-dimensional evaluation of regurgitation jets and venous streams at the level of the foramen ovale.
NASA Astrophysics Data System (ADS)
Liu, Shuai; Chen, Ge; Yao, Shifeng; Tian, Fenglin; Liu, Wei
2017-07-01
This paper presents a novel integrated marine visualization framework which focuses on processing, analyzing the multi-dimension spatiotemporal marine data in one workflow. Effective marine data visualization is needed in terms of extracting useful patterns, recognizing changes, and understanding physical processes in oceanography researches. However, the multi-source, multi-format, multi-dimension characteristics of marine data pose a challenge for interactive and feasible (timely) marine data analysis and visualization in one workflow. And, global multi-resolution virtual terrain environment is also needed to give oceanographers and the public a real geographic background reference and to help them to identify the geographical variation of ocean phenomena. This paper introduces a data integration and processing method to efficiently visualize and analyze the heterogeneous marine data. Based on the data we processed, several GPU-based visualization methods are explored to interactively demonstrate marine data. GPU-tessellated global terrain rendering using ETOPO1 data is realized and the video memory usage is controlled to ensure high efficiency. A modified ray-casting algorithm for the uneven multi-section Argo volume data is also presented and the transfer function is designed to analyze the 3D structure of ocean phenomena. Based on the framework we designed, an integrated visualization system is realized. The effectiveness and efficiency of the framework is demonstrated. This system is expected to make a significant contribution to the demonstration and understanding of marine physical process in a virtual global environment.
Dual modality virtual colonoscopy workstation: design, implementation, and preliminary evaluation
NASA Astrophysics Data System (ADS)
Chen, Dongqing; Meissner, Michael
2006-03-01
The aim of this study is to develop a virtual colonoscopy (VC) workstation that supports both CT (computed tomography) and MR (magnetic resonance) imaging procedures. The workflow should be optimized and be able to take advantage of both image modalities. The technological break through is at the real-time volume rendering of spatial-intensity-inhomogeneous MR images to achieve high quality 3D endoluminal view. VC aims at visualizing CT or MR tomography images for detection of colonic polyp and lesion. It is also called as CT/MR colonography based on the imaging modality that is employed. The published results of large scale clinical trial demonstrated more than 90% of sensitivity on polyp detection for certain CT colonography (CTC) workstation. A drawback of the CT colonoscopy is the radiation exposure. MR colonography (MRC) is free from the X-ray radiation. It achieved almost 100% specificity for polyp detection in published trials. The better tissue contrast in MR image allows the accurate diagnosis of inflammatory bowel disease also, which is usually difficult in CTC. At present, most of the VC workstations are designed for CT examination. They are not able to display multi-sequence MR series concurrently in a single application. The automatic correlation between 2D and 3D view is not available due to the difficulty of 3D model building for MR images. This study aims at enhancing a commercial VC product that was successfully used for CTC to equally support dark-lumen protocol MR procedure also.
[Virtual CT-pneumocystoscopy: indications, advantages and limitations. Our experience].
Regine, Giovanni; Atzori, Maurizio; Buffa, Vitaliano; Miele, Vittorio; Ialongo, Pasquale; Adami, Loredana
2003-09-01
The use of CT volume-rendering techniques allows the evaluation of visceral organs without the need for endoscopy. Conventional endoscopic evaluation of the bladder is limited by the invasiveness of the technique and the difficulty exploring the entire bladder. Virtual evaluation of the bladder by three-dimensional CT reconstruction offers potential advantages and can be used in place of endoscopy. This study investigates the sensitivity of virtual CT in assessing lesion of the bladder wall to compare it with that of conventional endoscopy, and outlines the indications, advantages and disadvantages of virtual CT-pneumocystography. Between September 2001 and May 2002, 21 patients with haematuria and positive cystoscopic findings were studied. After an initial assessment by ultrasound, the patients underwent pelvic CT as a single volumetric scan after preliminary air distension of the bladder by means of 12 F Foley catheter. The images were processed on an independent workstation (Advantage 3.0 GE) running dedicated software for endoluminal navigation. The lesions detected by endoscopy were classified as sessile or pedunculated, and according to size (more or less than 5 mm). Finally, the results obtained at virtual cystoscopy were evaluated by two radiologists blinded to the conventional cystoscopy results. Thirty lesions (24 pedunculated, 6 sessile) were detected at conventional cystoscopy in 16 patients (multiple polyposis in 3 cases). Virtual cystoscopy identified 23 lesions (19 pedunculated and 4 sessile). The undetected lesions were pedunculated <5 mm (5 cases) and sessile (2 cases). One correctly identified pedunculated lesion was associated with a bladder stone. Good quality virtual images were obtained in all of the patients. In only one patient with multiple polyposis the quality of the virtual endoscopic evaluation was limited by the patient's intolerance to bladder distension, although identification of the lesions was not compromised. The overall sensitivity was 77%; this was higher for pedunculated lesions (79%) than for sessile lesions (50%). The virtual technique is less invasive and tends to be associated with fewer complications than is conventional cystoscopy. It also demonstrated a good sensitivity for evaluating pedunculated lesions, allowing evaluation of the bladder base and anterior wall, sites that are commonly poorly accessible at conventional cystoscopy. Further advantages of the virtual technique include the possibility of accurately measuring the extent of the lesion and obtaining virtual images even in patients with severe urethral obstruction and active bleeding. The limitations include the inability to obtain tissue for histologic examination or to perform endoscopic resection of pedunculated lesions. The technique is less sensitive than conventional cystoscopy in the detection of sessile lesions or very small polyps (<5 mm). Furthermore, diffuse wall thickening reduces bladder distension thereby preventing optimal evaluation. The most valuable indication appears to be the follow-up of treated wall lesions. Virtual CT-pneumocystoscopy can replace conventional cystoscopy in cases with pedunculated lesions when there is no need for biopsy, when the lesions are located at the bladder base or when cystoscopic instrumentation cannot be introduced into the bladder due to stenosis. Virtual pneumocystoscopy can also be used in the follow-up of treated polypoid lesions in association with pelvic CT-angiography.
Workshop Report on Virtual Worlds and Immersive Environments
NASA Technical Reports Server (NTRS)
Langhoff, Stephanie R.; Cowan-Sharp, Jessy; Dodson, Karen E.; Damer, Bruce; Ketner, Bob
2009-01-01
The workshop revolved around three framing ideas or scenarios about the evolution of virtual environments: 1. Remote exploration: The ability to create high fidelity environments rendered from external data or models such that exploration, design and analysis that is truly interoperable with the physical world can take place within them. 2. We all get to go: The ability to engage anyone in being a part of or contributing to an experience (such as a space mission), no matter their training or location. It is the creation of a new paradigm for education, outreach, and the conduct of science in society that is truly participatory. 3. Become the data: A vision of a future where boundaries between the physical and the virtual have ceased to be meaningful. What would this future look like? Is this plausible? Is it desirable? Why and why not?
3D Volume Rendering and 3D Printing (Additive Manufacturing).
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.
Color-coded depth information in volume-rendered magnetic resonance angiography
NASA Astrophysics Data System (ADS)
Smedby, Orjan; Edsborg, Karin; Henriksson, John
2004-05-01
Magnetic Resonance Angiography (MRA) and Computed Tomography Angiography (CTA) data are usually presented using Maximum Intensity Projection (MIP) or Volume Rendering Technique (VRT), but these often fail to demonstrate a stenosis if the projection angle is not suitably chosen. In order to make vascular stenoses visible in projection images independent of the choice of viewing angle, a method is proposed to supplement these images with colors representing the local caliber of the vessel. After preprocessing the volume image with a median filter, segmentation is performed by thresholding, and a Euclidean distance transform is applied. The distance to the background from each voxel in the vessel is mapped to a color. These colors can either be rendered directly using MIP or be presented together with opacity information based on the original image using VRT. The method was tested in a synthetic dataset containing a cylindrical vessel with stenoses in varying angles. The results suggest that the visibility of stenoses is enhanced by the color information. In clinical feasibility experiments, the technique was applied to clinical MRA data. The results are encouraging and indicate that the technique can be used with clinical images.
Fast Time-Varying Volume Rendering Using Time-Space Partition (TSP) Tree
NASA Technical Reports Server (NTRS)
Shen, Han-Wei; Chiang, Ling-Jen; Ma, Kwan-Liu
1999-01-01
We present a new, algorithm for rapid rendering of time-varying volumes. A new hierarchical data structure that is capable of capturing both the temporal and the spatial coherence is proposed. Conventional hierarchical data structures such as octrees are effective in characterizing the homogeneity of the field values existing in the spatial domain. However, when treating time merely as another dimension for a time-varying field, difficulties frequently arise due to the discrepancy between the field's spatial and temporal resolutions. In addition, treating spatial and temporal dimensions equally often prevents the possibility of detecting the coherence that is unique in the temporal domain. Using the proposed data structure, our algorithm can meet the following goals. First, both spatial and temporal coherence are identified and exploited for accelerating the rendering process. Second, our algorithm allows the user to supply the desired error tolerances at run time for the purpose of image-quality/rendering-speed trade-off. Third, the amount of data that are required to be loaded into main memory is reduced, and thus the I/O overhead is minimized. This low I/O overhead makes our algorithm suitable for out-of-core applications.
Effect of Reduced Tube Voltage on Diagnostic Accuracy of CT Colonography.
Futamata, Yoshihiro; Koide, Tomoaki; Ihara, Riku
2017-01-01
The normal tube voltage in computed tomography colonography (CTC) is 120 kV. Some reports indicate that the use of a low tube voltage (lower than 120 kV) technique plays a significant role in reduction of radiation dose. However, to determine whether a lower tube voltage can reduce radiation dose without compromising diagnostic accuracy, an evaluation of images that are obtained while maintaining the volume CT dose index (CTDI vol ) is required. This study investigated the effect of reduced tube voltage in CTC, without modifying radiation dose (i.e. constant CTDI vol ), on image quality. Evaluation of image quality involved the shape of the noise power spectrum, surface profiling with volume rendering (VR), and receiver operating characteristic (ROC) analysis. The shape of the noise power spectrum obtained with a tube voltage of 80 kV and 100 kV was not similar to the one produced with a tube voltage of 120 kV. Moreover, a higher standard deviation was observed on volume-rendered images that were generated using the reduced tube voltages. In addition, ROC analysis revealed a statistically significant drop in diagnostic accuracy with reduced tube voltage, revealing that the modification of tube voltage affects volume-rendered images. The results of this study suggest that reduction of tube voltage in CTC, so as to reduce radiation dose, affects image quality and diagnostic accuracy.
Chen, Xin; Zhang, Ye; Zhang, Jingna; Li, Ying; Mo, Xuemei; Chen, Wei
2017-01-01
This study aimed to propose a pure web-based solution to serve users to access large-scale 3D medical volume anywhere with good user experience and complete details. A novel solution of the Master-Slave interaction mode was proposed, which absorbed advantages of remote volume rendering and surface rendering. On server side, we designed a message-responding mechanism to listen to interactive requests from clients (Slave model) and to guide Master volume rendering. On client side, we used HTML5 to normalize user-interactive behaviors on Slave model and enhance the accuracy of behavior request and user-friendly experience. The results showed that more than four independent tasks (each with a data size of 249.4 MB) could be simultaneously carried out with a 100-KBps client bandwidth (extreme test); the first loading time was <12 s, and the response time of each behavior request for final high quality image remained at approximately 1 s, while the peak value of bandwidth was <50-KBps. Meanwhile, the FPS value for each client was ≥40. This solution could serve the users by rapidly accessing the application via one URL hyperlink without special software and hardware requirement in a diversified network environment and could be easily integrated into other telemedical systems seamlessly. PMID:28638406
Qiao, Liang; Chen, Xin; Zhang, Ye; Zhang, Jingna; Wu, Yi; Li, Ying; Mo, Xuemei; Chen, Wei; Xie, Bing; Qiu, Mingguo
2017-01-01
This study aimed to propose a pure web-based solution to serve users to access large-scale 3D medical volume anywhere with good user experience and complete details. A novel solution of the Master-Slave interaction mode was proposed, which absorbed advantages of remote volume rendering and surface rendering. On server side, we designed a message-responding mechanism to listen to interactive requests from clients ( Slave model) and to guide Master volume rendering. On client side, we used HTML5 to normalize user-interactive behaviors on Slave model and enhance the accuracy of behavior request and user-friendly experience. The results showed that more than four independent tasks (each with a data size of 249.4 MB) could be simultaneously carried out with a 100-KBps client bandwidth (extreme test); the first loading time was <12 s, and the response time of each behavior request for final high quality image remained at approximately 1 s, while the peak value of bandwidth was <50-KBps. Meanwhile, the FPS value for each client was ≥40. This solution could serve the users by rapidly accessing the application via one URL hyperlink without special software and hardware requirement in a diversified network environment and could be easily integrated into other telemedical systems seamlessly.
An innovative method of planning and displaying flap volume in DIEP flap breast reconstructions.
Hummelink, S; Verhulst, Arico C; Maal, Thomas J J; Hoogeveen, Yvonne L; Schultze Kool, Leo J; Ulrich, Dietmar J O
2017-07-01
Determining the ideal volume of the harvested flap to achieve symmetry in deep inferior epigastric artery perforator (DIEP) flap breast reconstructions is complex. With preoperative imaging techniques such as 3D stereophotogrammetry and computed tomography angiography (CTA) available nowadays, we can combine information to preoperatively plan the optimal flap volume to be harvested. In this proof-of-concept, we investigated whether projection of a virtual flap planning onto the patient's abdomen using a projection method could result in harvesting the correct flap volume. In six patients (n = 9 breasts), 3D stereophotogrammetry and CTA data were combined from which a virtual flap planning was created comprising perforator locations, blood vessel trajectory and flap size. All projected perforators were verified with Doppler ultrasound. Intraoperative flap measurements were collected to validate the determined flap delineation volume. The measured breast volume using 3D stereophotogrammetry was 578 ± 127 cc; on CTA images, 527 ± 106 cc flap volumes were planned. The nine harvested flaps weighed 533 ± 109 g resulting in a planned versus harvested flap mean difference of 5 ± 27 g (flap density 1.0 g/ml). In 41 out of 42 projected perforator locations, a Doppler signal was audible. This proof-of-concept shows in small numbers that flap volumes can be included into a virtual DIEP flap planning, and transferring the virtual planning to the patient through a projection method results in harvesting approximately the same volume during surgery. In our opinion, this innovative approach is the first step in consequently achieving symmetric breast volumes in DIEP flap breast reconstructions. Copyright © 2017 British Association of Plastic, Reconstructive and Aesthetic Surgeons. Published by Elsevier Ltd. All rights reserved.
Managing the Foreign Language Classroom: Reflections from the Preservice Field and Beyond
ERIC Educational Resources Information Center
Evans, Elizabeth Julie
2012-01-01
Each day, foreign language teachers are faced with issues that render the control of the K-12 classroom challenging, at best, and virtually impossible at worst. Even preservice foreign language teachers, those going through a teacher education program towards K-12 licensure, understand that no content can be taught or learned if there is mayhem in…
Hongyi Xu; Barbic, Jernej
2017-01-01
We present an algorithm for fast continuous collision detection between points and signed distance fields, and demonstrate how to robustly use it for 6-DoF haptic rendering of contact between objects with complex geometry. Continuous collision detection is often needed in computer animation, haptics, and virtual reality applications, but has so far only been investigated for polygon (triangular) geometry representations. We demonstrate how to robustly and continuously detect intersections between points and level sets of the signed distance field. We suggest using an octree subdivision of the distance field for fast traversal of distance field cells. We also give a method to resolve continuous collisions between point clouds organized into a tree hierarchy and a signed distance field, enabling rendering of contact between rigid objects with complex geometry. We investigate and compare two 6-DoF haptic rendering methods now applicable to point-versus-distance field contact for the first time: continuous integration of penalty forces, and a constraint-based method. An experimental comparison to discrete collision detection demonstrates that the continuous method is more robust and can correctly resolve collisions even under high velocities and during complex contact.
NASA Astrophysics Data System (ADS)
Wu, Yunnan; Luo, Lin; Li, Jin; Zhang, Ya-Qin
2000-05-01
The concentric mosaics offer a quick solution to the construction and navigation of a virtual environment. To reduce the vast data amount of the concentric mosaics, a compression scheme based on 3D wavelet transform has been proposed in a previous paper. In this work, we investigate the efficient implementation of the renderer. It is preferable not to expand the compressed bitstream as a whole, so that the memory consumption of the renderer can be reduced. Instead, only the data necessary to render the current view are accessed and decoded. The progressive inverse wavelet synthesis (PIWS) algorithm is proposed to provide the random data access and to reduce the calculation for the data access requests to a minimum. A mixed cache is used in PIWS, where the entropy decoded wavelet coefficient, intermediate result of lifting and fully synthesized pixel are all stored at the same memory unit because of the in- place calculation property of the lifting implementation. PIWS operates with a finite state machine, where each memory unit is attached with a state to indicate what type of content is currently stored. The computational saving achieved by PIWS is demonstrated with extensive experiment results.
Manera, Valeria; Chapoulie, Emmanuelle; Bourgeois, Jérémy; Guerchouche, Rachid; David, Renaud; Ondrej, Jan; Drettakis, George; Robert, Philippe
2016-01-01
Virtual Reality (VR) has emerged as a promising tool in many domains of therapy and rehabilitation, and has recently attracted the attention of researchers and clinicians working with elderly people with MCI, Alzheimer’s disease and related disorders. Here we present a study testing the feasibility of using highly realistic image-based rendered VR with patients with MCI and dementia. We designed an attentional task to train selective and sustained attention, and we tested a VR and a paper version of this task in a single-session within-subjects design. Results showed that participants with MCI and dementia reported to be highly satisfied and interested in the task, and they reported high feelings of security, low discomfort, anxiety and fatigue. In addition, participants reported a preference for the VR condition compared to the paper condition, even if the task was more difficult. Interestingly, apathetic participants showed a preference for the VR condition stronger than that of non-apathetic participants. These findings suggest that VR-based training can be considered as an interesting tool to improve adherence to cognitive training in elderly people with cognitive impairment. PMID:26990298
Heterogeneous Deformable Modeling of Bio-Tissues and Haptic Force Rendering for Bio-Object Modeling
NASA Astrophysics Data System (ADS)
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.
Ray-based approach to integrated 3D visual communication
NASA Astrophysics Data System (ADS)
Naemura, Takeshi; Harashima, Hiroshi
2001-02-01
For a high sense of reality in the next-generation communications, it is very important to realize three-dimensional (3D) spatial media, instead of existing 2D image media. In order to comprehensively deal with a variety of 3D visual data formats, the authors first introduce the concept of "Integrated 3D Visual Communication," which reflects the necessity of developing a neutral representation method independent of input/output systems. Then, the following discussions are concentrated on the ray-based approach to this concept, in which any visual sensation is considered to be derived from a set of light rays. This approach is a simple and straightforward to the problem of how to represent 3D space, which is an issue shared by various fields including 3D image communications, computer graphics, and virtual reality. This paper mainly presents the several developments in this approach, including some efficient methods of representing ray data, a real-time video-based rendering system, an interactive rendering system based on the integral photography, a concept of virtual object surface for the compression of tremendous amount of data, and a light ray capturing system using a telecentric lens. Experimental results demonstrate the effectiveness of the proposed techniques.
LONI visualization environment.
Dinov, Ivo D; Valentino, Daniel; Shin, Bae Cheol; Konstantinidis, Fotios; Hu, Guogang; MacKenzie-Graham, Allan; Lee, Erh-Fang; Shattuck, David; Ma, Jeff; Schwartz, Craig; Toga, Arthur W
2006-06-01
Over the past decade, the use of informatics to solve complex neuroscientific problems has increased dramatically. Many of these research endeavors involve examining large amounts of imaging, behavioral, genetic, neurobiological, and neuropsychiatric data. Superimposing, processing, visualizing, or interpreting such a complex cohort of datasets frequently becomes a challenge. We developed a new software environment that allows investigators to integrate multimodal imaging data, hierarchical brain ontology systems, on-line genetic and phylogenic databases, and 3D virtual data reconstruction models. The Laboratory of Neuro Imaging visualization environment (LONI Viz) consists of the following components: a sectional viewer for imaging data, an interactive 3D display for surface and volume rendering of imaging data, a brain ontology viewer, and an external database query system. The synchronization of all components according to stereotaxic coordinates, region name, hierarchical ontology, and genetic labels is achieved via a comprehensive BrainMapper functionality, which directly maps between position, structure name, database, and functional connectivity information. This environment is freely available, portable, and extensible, and may prove very useful for neurobiologists, neurogenetisists, brain mappers, and for other clinical, pedagogical, and research endeavors.
Levin, David; Aladl, Usaf; Germano, Guido; Slomka, Piotr
2005-09-01
We exploit consumer graphics hardware to perform real-time processing and visualization of high-resolution, 4D cardiac data. We have implemented real-time, realistic volume rendering, interactive 4D motion segmentation of cardiac data, visualization of multi-modality cardiac data and 3D display of multiple series cardiac MRI. We show that an ATI Radeon 9700 Pro can render a 512x512x128 cardiac Computed Tomography (CT) study at 0.9 to 60 frames per second (fps) depending on rendering parameters and that 4D motion based segmentation can be performed in real-time. We conclude that real-time rendering and processing of cardiac data can be implemented on consumer graphics cards.
Technologies Render Views of Earth for Virtual Navigation
NASA Technical Reports Server (NTRS)
2012-01-01
On a December night in 1995, 159 passengers and crewmembers died when American Airlines Flight 965 flew into the side of a mountain while in route to Cali, Colombia. A key factor in the tragedy: The pilots had lost situational awareness in the dark, unfamiliar terrain. They had no idea the plane was approaching a mountain until the ground proximity warning system sounded an alarm only seconds before impact. The accident was of the kind most common at the time CFIT, or controlled flight into terrain says Trey Arthur, research aerospace engineer in the Crew Systems and Aviation Operations Branch at NASA s Langley Research Center. In situations such as bad weather, fog, or nighttime flights, pilots would rely on airspeed, altitude, and other readings to get an accurate sense of location. Miscalculations and rapidly changing conditions could contribute to a fully functioning, in-control airplane flying into the ground. To improve aviation safety by enhancing pilots situational awareness even in poor visibility, NASA began exploring the possibilities of synthetic vision creating a graphical display of the outside terrain on a screen inside the cockpit. How do you display a mountain in the cockpit? You have to have a graphics-powered computer, a terrain database you can render, and an accurate navigation solution, says Arthur. In the mid-1990s, developing GPS technology offered a means for determining an aircraft s position in space with high accuracy, Arthur explains. As the necessary technologies to enable synthetic vision emerged, NASA turned to an industry partner to develop the terrain graphical engine and database for creating the virtual rendering of the outside environment.
3D chromosome rendering from Hi-C data using virtual reality
NASA Astrophysics Data System (ADS)
Zhu, Yixin; Selvaraj, Siddarth; Weber, Philip; Fang, Jennifer; Schulze, Jürgen P.; Ren, Bing
2015-01-01
Most genome browsers display DNA linearly, using single-dimensional depictions that are useful to examine certain epigenetic mechanisms such as DNA methylation. However, these representations are insufficient to visualize intrachromosomal interactions and relationships between distal genome features. Relationships between DNA regions may be difficult to decipher or missed entirely if those regions are distant in one dimension but could be spatially proximal when mapped to three-dimensional space. For example, the visualization of enhancers folding over genes is only fully expressed in three-dimensional space. Thus, to accurately understand DNA behavior during gene expression, a means to model chromosomes is essential. Using coordinates generated from Hi-C interaction frequency data, we have created interactive 3D models of whole chromosome structures and its respective domains. We have also rendered information on genomic features such as genes, CTCF binding sites, and enhancers. The goal of this article is to present the procedure, findings, and conclusions of our models and renderings.
A new framework for interactive quality assessment with application to light field coding
NASA Astrophysics Data System (ADS)
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.
Daugherty, Ana M; Bender, Andrew R; Yuan, Peng; Raz, Naftali
2016-06-01
Impairment of hippocampus-dependent cognitive processes has been proposed to underlie age-related deficits in navigation. Animal studies suggest a differential role of hippocampal subfields in various aspects of navigation, but that hypothesis has not been tested in humans. In this study, we examined the association between volume of hippocampal subfields and age differences in virtual spatial navigation. In a sample of 65 healthy adults (age 19-75 years), advanced age was associated with a slower rate of improvement operationalized as shortening of the search path over 25 learning trials on a virtual Morris water maze task. The deficits were partially explained by greater complexity of older adults' search paths. Larger subiculum and entorhinal cortex volumes were associated with a faster decrease in search path complexity, which in turn explained faster shortening of search distance. Larger Cornu Ammonis (CA)1-2 volume was associated with faster distance shortening, but not in path complexity reduction. Age differences in regional volumes collectively accounted for 23% of the age-related variance in navigation learning. Independent of subfield volumes, advanced age was associated with poorer performance across all trials, even after reaching the asymptote. Thus, subiculum and CA1-2 volumes were associated with speed of acquisition, but not magnitude of gains in virtual maze navigation. © The Author 2015. Published by Oxford University Press. All rights reserved. For Permissions, please e-mail: journals.permissions@oup.com.
Terlier, T; Lee, J; Lee, K; Lee, Y
2018-02-06
Technological progress has spurred the development of increasingly sophisticated analytical devices. The full characterization of structures in terms of sample volume and composition is now highly complex. Here, a highly improved solution for 3D characterization of samples, based on an advanced method for 3D data correction, is proposed. Traditionally, secondary ion mass spectrometry (SIMS) provides the chemical distribution of sample surfaces. Combining successive sputtering with 2D surface projections enables a 3D volume rendering to be generated. However, surface topography can distort the volume rendering by necessitating the projection of a nonflat surface onto a planar image. Moreover, the sputtering is highly dependent on the probed material. Local variation of composition affects the sputter yield and the beam-induced roughness, which in turn alters the 3D render. To circumvent these drawbacks, the correlation of atomic force microscopy (AFM) with SIMS has been proposed in previous studies as a solution for the 3D chemical characterization. To extend the applicability of this approach, we have developed a methodology using AFM-time-of-flight (ToF)-SIMS combined with an empirical sputter model, "dynamic-model-based volume correction", to universally correct 3D structures. First, the simulation of 3D structures highlighted the great advantages of this new approach compared with classical methods. Then, we explored the applicability of this new correction to two types of samples, a patterned metallic multilayer and a diblock copolymer film presenting surface asperities. In both cases, the dynamic-model-based volume correction produced an accurate 3D reconstruction of the sample volume and composition. The combination of AFM-SIMS with the dynamic-model-based volume correction improves the understanding of the surface characteristics. Beyond the useful 3D chemical information provided by dynamic-model-based volume correction, the approach permits us to enhance the correlation of chemical information from spectroscopic techniques with the physical properties obtained by AFM.
An Augmented Reality Nanomanipulator for Learning Nanophysics: The "NanoLearner" Platform
NASA Astrophysics Data System (ADS)
Marchi, Florence; Marliere, Sylvain; Florens, Jean Loup; Luciani, Annie; Chevrier, Joel
The work focuses on the description and evaluation of an augmented reality nanomanipulator, called "NanoLearner" platform used as educational tool in practical works of nanophysics. Through virtual reality associated to multisensory renderings, students are immersed in the nanoworld where they can interact in real time with a sample surface or an object, using their senses as hearing, seeing and touching. The role of each sensorial rendering in the understanding and control of the "approach-retract" interaction has been determined thanks to statistical studies obtained during the practical works. Finally, we present two extensions of the use of this innovative tool for investigating nano effects in living organisms and for allowing grand public to have access to a natural understanding of nanophenomena.
Lighting design for globally illuminated volume rendering.
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.
Nielsen, Patricia Switten; Lindebjerg, Jan; Rasmussen, Jan; Starklint, Henrik; Waldstrøm, Marianne; Nielsen, Bjarne
2010-12-01
Digitization of histologic slides is associated with many advantages, and its use in routine diagnosis holds great promise. Nevertheless, few articles evaluate virtual microscopy in routine settings. This study is an evaluation of the validity and diagnostic performance of virtual microscopy in routine histologic diagnosis of skin tumors. Our aim is to investigate whether conventional microscopy of skin tumors can be replaced by virtual microscopy. Ninety-six skin tumors and skin-tumor-like changes were consecutively gathered over a 1-week period. Specimens were routinely processed, and digital slides were captured on Mirax Scan (Carl Zeiss MicroImaging, Göttingen, Germany). Four pathologists evaluated the 96 virtual slides and the associated 96 conventional slides twice with intermediate time intervals of at least 3 weeks. Virtual slides that caused difficulties were reevaluated to identify possible reasons for this. The accuracy was 89.2% for virtual microscopy and 92.7% for conventional microscopy. All κ coefficients expressed very good intra- and interobserver agreement. The sensitivities were 85.7% (78.0%-91.0%) and 92.0% (85.5%-95.7%) for virtual and conventional microscopy, respectively. The difference between the sensitivities was 6.3% (0.8%-12.6%). The subsequent reevaluation showed that virtual slides were as useful as conventional slides when rendering a diagnosis. Differences seen are presumed to be due to the pathologists' lack of experience using the virtual microscope. We conclude that it is feasible to make histologic diagnosis on the skin tumor types represented in this study using virtual microscopy after pathologists have completed a period of training. Larger studies should be conducted to verify whether virtual microscopy can replace conventional microscopy in routine practice. Copyright © 2010 Elsevier Inc. All rights reserved.
Identification of DNA primase inhibitors via a combined fragment-based and virtual screening
NASA Astrophysics Data System (ADS)
Ilic, Stefan; Akabayov, Sabine R.; Arthanari, Haribabu; Wagner, Gerhard; Richardson, Charles C.; Akabayov, Barak
2016-11-01
The structural differences between bacterial and human primases render the former an excellent target for drug design. Here we describe a technique for selecting small molecule inhibitors of the activity of T7 DNA primase, an ideal model for bacterial primases due to their common structural and functional features. Using NMR screening, fragment molecules that bind T7 primase were identified and then exploited in virtual filtration to select larger molecules from the ZINC database. The molecules were docked to the primase active site using the available primase crystal structure and ranked based on their predicted binding energies to identify the best candidates for functional and structural investigations. Biochemical assays revealed that some of the molecules inhibit T7 primase-dependent DNA replication. The binding mechanism was delineated via NMR spectroscopy. Our approach, which combines fragment based and virtual screening, is rapid and cost effective and can be applied to other targets.
NASA Astrophysics Data System (ADS)
Gerndt, Andreas M.; Engelke, Wito; Giuranna, Marco; Vandaele, Ann C.; Neary, Lori; Aoki, Shohei; Kasaba, Yasumasa; Garcia, Arturo; Fernando, Terrence; Roberts, David; CROSS DRIVE Team
2016-10-01
Atmospheric phenomena of Mars can be highly dynamic and have daily and seasonal variations. Planetary-scale wavelike disturbances, for example, are frequently observed in Mars' polar winter atmosphere. Possible sources of the wave activity were suggested to be dynamical instabilities and quasi-stationary planetary waves, i.e. waves that arise predominantly via zonally asymmetric surface properties. For a comprehensive understanding of these phenomena, single layers of altitude have to be analyzed carefully and relations between different atmospheric quantities and interaction with the surface of Mars have to be considered. The CROSS DRIVE project tries to address the presentation of those data with a global view by means of virtual reality techniques. Complex orbiter data from spectrometer and observation data from Earth are combined with global circulation models and high-resolution terrain data and images available from Mars Express or MRO instruments. Scientists can interactively extract features from those dataset and can change visualization parameters in real-time in order to emphasize findings. Stereoscopic views allow for perception of the actual 3D behavior of Mars's atmosphere. A very important feature of the visualization system is the possibility to connect distributed workspaces together. This enables discussions between distributed working groups. The workspace can scale from virtual reality systems to expert desktop applications to web-based project portals. If multiple virtual environments are connected, the 3D position of each individual user is captured and used to depict the scientist as an avatar in the virtual world. The appearance of the avatar can also scale from simple annotations to complex avatars using tele-presence technology to reconstruct the users in 3D. Any change of the feature set (annotations, cutplanes, volume rendering, etc.) within the VR is immediately exchanged between all connected users. This allows that everybody is always aware of what is visible and discussed. The discussion is supported by audio and interaction is controlled by a moderator managing turn-taking presentations. A use case execution proved a success and showed the potential of this immersive approach.
Virtual interactive presence and augmented reality (VIPAR) for remote surgical assistance.
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.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Ingram, W; Yang, J; Beadle, B
Purpose: Endoscopic examinations are routine procedures for head-and-neck cancer patients. Our goal is to develop a method to map the recorded video to CT, providing valuable information for radiotherapy treatment planning and toxicity analysis. Methods: We map video frames to CT via virtual endoscopic images rendered at the real endoscope’s CT-space coordinates. We developed two complementary methods to find these coordinates by maximizing real-to-virtual image similarity:(1)Endoscope Tracking: moves the virtual endoscope frame-by-frame until the desired frame is reached. Utilizes prior knowledge of endoscope coordinates, but sensitive to local optima. (2)Location Search: moves the virtual endoscope along possible paths through themore » volume to find the desired frame. More robust, but more computationally expensive. We tested these methods on clay phantoms with embedded markers for point mapping and protruding bolus material for contour mapping, and we assessed them qualitatively on three patient exams. For mapped points we calculated 3D-distance errors, and for mapped contours we calculated mean absolute distances (MAD) from CT contours. Results: In phantoms, Endoscope Tracking had average point error=0.66±0.50cm and average bolus MAD=0.74±0.37cm for the first 80% of each video. After that the virtual endoscope got lost, increasing these values to 4.73±1.69cm and 4.06±0.30cm. Location Search had point error=0.49±0.44cm and MAD=0.53±0.28cm. Point errors were larger where the endoscope viewed the surface at shallow angles<10 degrees (1.38±0.62cm and 1.22±0.69cm for Endoscope Tracking and Location Search, respectively). In patients, Endoscope Tracking did not make it past the nasal cavity. However, Location Search found coordinates near the correct location for 70% of test frames. Its performance was best near the epiglottis and in the nasal cavity. Conclusion: Location Search is a robust and accurate technique to map endoscopic video to CT. Endoscope Tracking is sensitive to erratic camera motion and local optima, but could be used in conjunction with anchor points found using Location Search.« less
Optical methods for enabling focus cues in head-mounted displays for virtual and augmented reality
NASA Astrophysics Data System (ADS)
Hua, Hong
2017-05-01
Developing head-mounted displays (HMD) that offer uncompromised optical pathways to both digital and physical worlds without encumbrance and discomfort confronts many grand challenges, both from technological perspectives and human factors. Among the many challenges, minimizing visual discomfort is one of the key obstacles. One of the key contributing factors to visual discomfort is the lack of the ability to render proper focus cues in HMDs to stimulate natural eye accommodation responses, which leads to the well-known accommodation-convergence cue discrepancy problem. In this paper, I will provide a summary on the various optical methods approaches toward enabling focus cues in HMDs for both virtual reality (VR) and augmented reality (AR).
Environments for online maritime simulators with cloud computing capabilities
NASA Astrophysics Data System (ADS)
Raicu, Gabriel; Raicu, Alexandra
2016-12-01
This paper presents the cloud computing environments, network principles and methods for graphical development in realistic naval simulation, naval robotics and virtual interactions. The aim of this approach is to achieve a good simulation quality in large networked environments using open source solutions designed for educational purposes. Realistic rendering of maritime environments requires near real-time frameworks with enhanced computing capabilities during distance interactions. E-Navigation concepts coupled with the last achievements in virtual and augmented reality will enhance the overall experience leading to new developments and innovations. We have to deal with a multiprocessing situation using advanced technologies and distributed applications using remote ship scenario and automation of ship operations.
Adamovich, Sergei; Fluet, Gerard G.; Merians, Alma S.; Mathai, Abraham; Qiu, Qinyin
2010-01-01
Current neuroscience has identified several constructs to increase the effectiveness of upper extremity rehabilitation. One is the use of progressive, skill acquisition-oriented training. Another approach emphasizes the use of bilateral activities. Building on these principles, this paper describes the design and feasibility testing of a robotic / virtual environment system designed to train the arm of persons who have had strokes. The system provides a variety of assistance modes, scalable workspaces and hand-robot interfaces allowing persons with strokes to train multiple joints in three dimensions. The simulations utilize assistance algorithms that adjust task difficulty both online and offline in relation to subject performance. Several distinctive haptic effects have been incorporated into the simulations. An adaptive master-slave relationship between the unimpaired and impaired arm encourages active movement of the subject's hemiparetic arm during a bimanual task. Adaptive anti-gravity support and damping stabilize the arm during virtual reaching and placement tasks. An adaptive virtual spring provides assistance to complete the movement if the subject is unable to complete the task in time. Finally, haptically rendered virtual objects help to shape the movement trajectory during a virtual placement task. A proof of concept study demonstrated this system to be safe, feasible and worthy of further study. PMID:19666345
Psychometric Assessment of Stereoscopic Head-Mounted Displays
2016-06-29
Journal Article 3. DATES COVERED (From – To) Jan 2015 - Dec 2015 4. TITLE AND SUBTITLE PSYCHOMETRIC ASSESSMENT OF STEREOSCOPIC HEAD- MOUNTED DISPLAYS...to render an immersive three-dimensional constructive environment. The purpose of this effort was to quantify the impact of aircrew vision on an...simulated tasks requiring precise depth discrimination. This work will provide an example validation method for future stereoscopic virtual immersive
Searching Fragment Spaces with feature trees.
Lessel, Uta; Wellenzohn, Bernd; Lilienthal, Markus; Claussen, Holger
2009-02-01
Virtual combinatorial chemistry easily produces billions of compounds, for which conventional virtual screening cannot be performed even with the fastest methods available. An efficient solution for such a scenario is the generation of Fragment Spaces, which encode huge numbers of virtual compounds by their fragments/reagents and rules of how to combine them. Similarity-based searches can be performed in such spaces without ever fully enumerating all virtual products. Here we describe the generation of a huge Fragment Space encoding about 5 * 10(11) compounds based on established in-house synthesis protocols for combinatorial libraries, i.e., we encode practically evaluated combinatorial chemistry protocols in a machine readable form, rendering them accessible to in silico search methods. We show how such searches in this Fragment Space can be integrated as a first step in an overall workflow. It reduces the extremely huge number of virtual products by several orders of magnitude so that the resulting list of molecules becomes more manageable for further more elaborated and time-consuming analysis steps. Results of a case study are presented and discussed, which lead to some general conclusions for an efficient expansion of the chemical space to be screened in pharmaceutical companies.
Using a virtual world for robot planning
NASA Astrophysics Data System (ADS)
Benjamin, D. Paul; Monaco, John V.; Lin, Yixia; Funk, Christopher; Lyons, Damian
2012-06-01
We are building a robot cognitive architecture that constructs a real-time virtual copy of itself and its environment, including people, and uses the model to process perceptual information and to plan its movements. This paper describes the structure of this architecture. The software components of this architecture include PhysX for the virtual world, OpenCV and the Point Cloud Library for visual processing, and the Soar cognitive architecture that controls the perceptual processing and task planning. The RS (Robot Schemas) language is implemented in Soar, providing the ability to reason about concurrency and time. This Soar/RS component controls visual processing, deciding which objects and dynamics to render into PhysX, and the degree of detail required for the task. As the robot runs, its virtual model diverges from physical reality, and errors grow. The Match-Mediated Difference component monitors these errors by comparing the visual data with corresponding data from virtual cameras, and notifies Soar/RS of significant differences, e.g. a new object that appears, or an object that changes direction unexpectedly. Soar/RS can then run PhysX much faster than real-time and search among possible future world paths to plan the robot's actions. We report experimental results in indoor environments.
Challenges to the development of complex virtual reality surgical simulations.
Seymour, N E; Røtnes, J S
2006-11-01
Virtual reality simulation in surgical training has become more widely used and intensely investigated in an effort to develop safer, more efficient, measurable training processes. The development of virtual reality simulation of surgical procedures has begun, but well-described technical obstacles must be overcome to permit varied training in a clinically realistic computer-generated environment. These challenges include development of realistic surgical interfaces and physical objects within the computer-generated environment, modeling of realistic interactions between objects, rendering of the surgical field, and development of signal processing for complex events associated with surgery. Of these, the realistic modeling of tissue objects that are fully responsive to surgical manipulations is the most challenging. Threats to early success include relatively limited resources for development and procurement, as well as smaller potential for return on investment than in other simulation industries that face similar problems. Despite these difficulties, steady progress continues to be made in these areas. If executed properly, virtual reality offers inherent advantages over other training systems in creating a realistic surgical environment and facilitating measurement of surgeon performance. Once developed, complex new virtual reality training devices must be validated for their usefulness in formative training and assessment of skill to be established.
Integration of virtual and real scenes within an integral 3D imaging environment
NASA Astrophysics Data System (ADS)
Ren, Jinsong; Aggoun, Amar; McCormick, Malcolm
2002-11-01
The Imaging Technologies group at De Montfort University has developed an integral 3D imaging system, which is seen as the most likely vehicle for 3D television avoiding psychological effects. To create real fascinating three-dimensional television programs, a virtual studio that performs the task of generating, editing and integrating the 3D contents involving virtual and real scenes is required. The paper presents, for the first time, the procedures, factors and methods of integrating computer-generated virtual scenes with real objects captured using the 3D integral imaging camera system. The method of computer generation of 3D integral images, where the lens array is modelled instead of the physical camera is described. In the model each micro-lens that captures different elemental images of the virtual scene is treated as an extended pinhole camera. An integration process named integrated rendering is illustrated. Detailed discussion and deep investigation are focused on depth extraction from captured integral 3D images. The depth calculation method from the disparity and the multiple baseline method that is used to improve the precision of depth estimation are also presented. The concept of colour SSD and its further improvement in the precision is proposed and verified.
Colonic transit time and pressure based on Bernoulli's principle.
Uno, Yoshiharu
2018-01-01
Variations in the caliber of human large intestinal tract causes changes in pressure and the velocity of its contents, depending on flow volume, gravity, and density, which are all variables of Bernoulli's principle. Therefore, it was hypothesized that constipation and diarrhea can occur due to changes in the colonic transit time (CTT), according to Bernoulli's principle. In addition, it was hypothesized that high amplitude peristaltic contractions (HAPC), which are considered to be involved in defecation in healthy subjects, occur because of cecum pressure based on Bernoulli's principle. A virtual healthy model (VHM), a virtual constipation model and a virtual diarrhea model were set up. For each model, the CTT was decided according to the length of each part of the colon, and then calculating the velocity due to the cecum inflow volume. In the VHM, the pressure change was calculated, then its consistency with HAPC was verified. The CTT changed according to the difference between the cecum inflow volume and the caliber of the intestinal tract, and was inversely proportional to the cecum inflow volume. Compared with VHM, the CTT was prolonged in the virtual constipation model, and shortened in the virtual diarrhea model. The calculated pressure of the VHM and the gradient of the interlocked graph were similar to that of HAPC. The CTT and HAPC can be explained by Bernoulli's principle, and constipation and diarrhea may be fundamentally influenced by flow dynamics.
Feasibility of Clinician-Facilitated Three-Dimensional Printing of Synthetic Cranioplasty Flaps.
Panesar, Sandip S; Belo, Joao Tiago A; D'Souza, Rhett N
2018-05-01
Integration of three-dimensional (3D) printing and stereolithography into clinical practice is in its nascence, and concepts may be esoteric to the practicing neurosurgeon. Currently, creation of 3D printed implants involves recruitment of offsite third parties. We explored a range of 3D scanning and stereolithographic techniques to create patient-specific synthetic implants using an onsite, clinician-facilitated approach. We simulated bilateral craniectomies in a single cadaveric specimen. We devised 3 methods of creating stereolithographically viable virtual models from removed bone. First, we used preoperative and postoperative computed tomography scanner-derived bony window models from which the flap was extracted. Second, we used an entry-level 3D light scanner to scan and render models of the individual bone pieces. Third, we used an arm-mounted, 3D laser scanner to create virtual models using a real-time approach. Flaps were printed from the computed tomography scanner and laser scanner models only in a ultraviolet-cured polymer. The light scanner did not produce suitable virtual models for printing. The computed tomography scanner-derived models required extensive postfabrication modification to fit the existing defects. The laser scanner models assumed good fit within the defects without any modification. The methods presented varying levels of complexity in acquisition and model rendering. Each technique required hardware at varying in price points from $0 to approximately $100,000. The laser scanner models produced the best quality parts, which had near-perfect fit with the original defects. Potential neurosurgical applications of this technology are discussed. Copyright © 2018 Elsevier Inc. All rights reserved.
Automatic 3D virtual scenes modeling for multisensors simulation
NASA Astrophysics Data System (ADS)
Latger, Jean; Le Goff, Alain; Cathala, Thierry; Larive, Mathieu
2006-05-01
SEDRIS that stands for Synthetic Environment Data Representation and Interchange Specification is a DoD/DMSO initiative in order to federate and make interoperable 3D mocks up in the frame of virtual reality and simulation. This paper shows an original application of SEDRIS concept for research physical multi sensors simulation, when SEDRIS is more classically known for training simulation. CHORALE (simulated Optronic Acoustic Radar battlefield) is used by the French DGA/DCE (Directorate for Test and Evaluation of the French Ministry of Defense) to perform multi-sensors simulations. CHORALE enables the user to create virtual and realistic multi spectral 3D scenes, and generate the physical signal received by a sensor, typically an IR sensor. In the scope of this CHORALE workshop, French DGA has decided to introduce a SEDRIS based new 3D terrain modeling tool that enables to create automatically 3D databases, directly usable by the physical sensor simulation CHORALE renderers. This AGETIM tool turns geographical source data (including GIS facilities) into meshed geometry enhanced with the sensor physical extensions, fitted to the ray tracing rendering of CHORALE, both for the infrared, electromagnetic and acoustic spectrum. The basic idea is to enhance directly the 2D source level with the physical data, rather than enhancing the 3D meshed level, which is more efficient (rapid database generation) and more reliable (can be generated many times, changing some parameters only). The paper concludes with the last current evolution of AGETIM in the scope mission rehearsal for urban war using sensors. This evolution includes indoor modeling for automatic generation of inner parts of buildings.
Parallel volume ray-casting for unstructured-grid data on distributed-memory architectures
NASA Technical Reports Server (NTRS)
Ma, Kwan-Liu
1995-01-01
As computing technology continues to advance, computational modeling of scientific and engineering problems produces data of increasing complexity: large in size and unstructured in shape. Volume visualization of such data is a challenging problem. This paper proposes a distributed parallel solution that makes ray-casting volume rendering of unstructured-grid data practical. Both the data and the rendering process are distributed among processors. At each processor, ray-casting of local data is performed independent of the other processors. The global image composing processes, which require inter-processor communication, are overlapped with the local ray-casting processes to achieve maximum parallel efficiency. This algorithm differs from previous ones in four ways: it is completely distributed, less view-dependent, reasonably scalable, and flexible. Without using dynamic load balancing, test results on the Intel Paragon using from two to 128 processors show, on average, about 60% parallel efficiency.
Spatio-temporal visualization of air-sea CO2 flux and carbon budget using volume rendering
NASA Astrophysics Data System (ADS)
Du, Zhenhong; Fang, Lei; Bai, Yan; Zhang, Feng; Liu, Renyi
2015-04-01
This paper presents a novel visualization method to show the spatio-temporal dynamics of carbon sinks and sources, and carbon fluxes in the ocean carbon cycle. The air-sea carbon budget and its process of accumulation are demonstrated in the spatial dimension, while the distribution pattern and variation of CO2 flux are expressed by color changes. In this way, we unite spatial and temporal characteristics of satellite data through visualization. A GPU-based direct volume rendering technique using half-angle slicing is adopted to dynamically visualize the released or absorbed CO2 gas with shadow effects. A data model is designed to generate four-dimensional (4D) data from satellite-derived air-sea CO2 flux products, and an out-of-core scheduling strategy is also proposed for on-the-fly rendering of time series of satellite data. The presented 4D visualization method is implemented on graphics cards with vertex, geometry and fragment shaders. It provides a visually realistic simulation and user interaction for real-time rendering. This approach has been integrated into the Information System of Ocean Satellite Monitoring for Air-sea CO2 Flux (IssCO2) for the research and assessment of air-sea CO2 flux in the China Seas.
Direct Volume Rendering with Shading via Three-Dimensional Textures
NASA Technical Reports Server (NTRS)
VanGelder, Allen; Kim, Kwansik
1996-01-01
A new and easy-to-implement method for direct volume rendering that uses 3D texture maps for acceleration, and incorporates directional lighting, is described. The implementation, called Voltx, produces high-quality images at nearly interactive speeds on workstations with hardware support for three-dimensional texture maps. Previously reported methods did not incorporate a light model, and did not address issues of multiple texture maps for large volumes. Our research shows that these extensions impact performance by about a factor of ten. Voltx supports orthographic, perspective, and stereo views. This paper describes the theory and implementation of this technique, and compares it to the shear-warp factorization approach. A rectilinear data set is converted into a three-dimensional texture map containing color and opacity information. Quantized normal vectors and a lookup table provide efficiency. A new tesselation of the sphere is described, which serves as the basis for normal-vector quantization. A new gradient-based shading criterion is described, in which the gradient magnitude is interpreted in the context of the field-data value and the material classification parameters, and not in isolation. In the rendering phase, the texture map is applied to a stack of parallel planes, which effectively cut the texture into many slabs. The slabs are composited to form an image.
Virtual versus real water transfers within China.
Ma, Jing; Hoekstra, Arjen Y; Wang, Hao; Chapagain, Ashok K; Wang, Dangxian
2006-05-29
North China faces severe water scarcity--more than 40% of the annual renewable water resources are abstracted for human use. Nevertheless, nearly 10% of the water used in agriculture is employed in producing food exported to south China. To compensate for this 'virtual water flow' and to reduce water scarcity in the north, the huge south-north Water Transfer Project is currently being implemented. This paradox--the transfer of huge volumes of water from the water-rich south to the water-poor north versus transfer of substantial volumes of food from the food-sufficient north to the food-deficit south--is receiving increased attention, but the research in this field has not yet reached further than rough estimation and qualitative description. The aim of this paper is to review and quantify the volumes of virtual water flows between the regions in China and to put them in the context of water availability per region. The analysis shows that north China annually exports about 52 billion m3 of water in virtual form to south China, which is more than the maximum proposed water transfer volume along the three routes of the Water Transfer Project from south to north.
Virtual versus real water transfers within China
Ma, Jing; Hoekstra, Arjen Y; Wang, Hao; Chapagain, Ashok K; Wang, Dangxian
2005-01-01
North China faces severe water scarcity—more than 40% of the annual renewable water resources are abstracted for human use. Nevertheless, nearly 10% of the water used in agriculture is employed in producing food exported to south China. To compensate for this ‘virtual water flow’ and to reduce water scarcity in the north, the huge south–north Water Transfer Project is currently being implemented. This paradox—the transfer of huge volumes of water from the water-rich south to the water-poor north versus transfer of substantial volumes of food from the food-sufficient north to the food-deficit south—is receiving increased attention, but the research in this field has not yet reached further than rough estimation and qualitative description. The aim of this paper is to review and quantify the volumes of virtual water flows between the regions in China and to put them in the context of water availability per region. The analysis shows that north China annually exports about 52 billion m3 of water in virtual form to south China, which is more than the maximum proposed water transfer volume along the three routes of the Water Transfer Project from south to north. PMID:16767828
Clarke, G. M.; Murray, M.; Holloway, C. M. B.; Liu, K.; Zubovits, J. T.; Yaffe, M. J.
2012-01-01
Tumour size, most commonly measured by maximum linear extent, remains a strong predictor of survival in breast cancer. Tumour volume, proportional to the number of tumour cells, may be a more accurate surrogate for size. We describe a novel “3D pathology volumetric technique” for lumpectomies and compare it with 2D measurements. Volume renderings and total tumour volume are computed from digitized whole-mount serial sections using custom software tools. Results are presented for two lumpectomy specimens selected for tumour features which may challenge accurate measurement of tumour burden with conventional, sampling-based pathology: (1) an infiltrative pattern admixed with normal breast elements; (2) a localized invasive mass separated from the in situ component by benign tissue. Spatial relationships between key features (tumour foci, close or involved margins) are clearly visualized in volume renderings. Invasive tumour burden can be underestimated using conventional pathology, compared to the volumetric technique (infiltrative pattern: 30% underestimation; localized mass: 3% underestimation for invasive tumour, 44% for in situ component). Tumour volume approximated from 2D measurements (i.e., maximum linear extent), assuming elliptical geometry, was seen to overestimate volume compared to the 3D volumetric calculation (by a factor of 7x for the infiltrative pattern; 1.5x for the localized invasive mass). PMID:23320179
Helle, Laura; Nivala, Markus; Kronqvist, Pauliina; Gegenfurtner, Andreas; Björk, Pasi; Säljö, Roger
2011-03-30
Virtual microscopy is being introduced in medical education as an approach for learning how to interpret information in microscopic specimens. It is, however, far from evident how to incorporate its use into existing teaching practice. The aim of the study was to explore the consequences of introducing virtual microscopy tasks into an undergraduate pathology course in an attempt to render the instruction more process-oriented. The research questions were: 1) How is virtual microscopy perceived by students? 2) Does work on virtual microscopy tasks contribute to improvement in performance in microscopic pathology in comparison with attending assistant-led demonstrations only? During a one-week period, an experimental group completed three sets of virtual microscopy homework assignments in addition to attending demonstrations. A control group attended the demonstrations only. Performance in microscopic pathology was measured by a pre-test and a post-test. Student perceptions of regular instruction and virtual microscopy were collected one month later by administering the Inventory of Intrinsic Motivation and open-ended questions. The students voiced an appreciation for virtual microscopy for the purposes of the course and for self-study. As for learning gains, the results indicated that learning was speeded up in a subgroup of students consisting of conscientious high achievers. The enriched instruction model may be suited as such for elective courses following the basic course. However, the instructional model needs further development to be suited for basic courses.
Human Resource Management in Virtual Organizations. Research in Human Resource Management Series.
ERIC Educational Resources Information Center
Heneman, Robert L., Ed.; Greenberger, David B., Ed.
This document contains 14 papers on human resources (HR) and human resource management (HRM) in virtual organizations. The following papers are included: "Series Preface" (Rodger Griffeth); "Volume Preface" (Robert L. Heneman, David B. Greenberger); "The Virtual Organization: Definition, Description, and…
NASA Astrophysics Data System (ADS)
Zellmann, Stefan; Percan, Yvonne; Lang, Ulrich
2015-01-01
Reconstruction of 2-d image primitives or of 3-d volumetric primitives is one of the most common operations performed by the rendering components of modern visualization systems. Because this operation is often aided by GPUs, reconstruction is typically restricted to first-order interpolation. With the advent of in situ visualization, the assumption that rendering algorithms are in general executed on GPUs is however no longer adequate. We thus propose a framework that provides versatile texture filtering capabilities: up to third-order reconstruction using various types of cubic filtering and interpolation primitives; cache-optimized algorithms that integrate seamlessly with GPGPU rendering or with software rendering that was optimized for cache-friendly "Structure of Array" (SoA) access patterns; a memory management layer (MML) that gracefully hides the complexities of extra data copies necessary for memory access optimizations such as swizzling, for rendering on GPGPUs, or for reconstruction schemes that rely on pre-filtered data arrays. We prove the effectiveness of our software architecture by integrating it into and validating it using the open source direct volume rendering (DVR) software DeskVOX.
NASA Astrophysics Data System (ADS)
Ayeni, Tina A.; Holmes, David R., III; Robb, Richard A.
2001-05-01
Kawasaki Disease is an inflammatory illness of young children that can seriously affect the cardiovascular system. The disease may cause coronary artery aneurysms, a thinning and dilation of the arterial wall when the wall is weakened by disease. Such aneurysms significantly increase the risk of rupture of the arterial wall, an event from which few patients survive. Due to the largely asymptotic nature of coronary aneurysms, diagnosis must be timely and accurate in order for treatment to be effective. Currently, aneurysms are detected primarily using X-ray angiography, MRI, and CT images. Increased insight into the disease and its effects on the arterial wall can be gained by multi-dimensional computerized visualization and quantitative analysis of diagnostic images made possible by the techniques of intravascular imaging and virtual endoscopy. Intravascular ultrasound images (IVUS) of a coronary artery exhibiting aneurysms were acquired from a patient with Kawasaki Disease. The disease is characterized by low luminescent in the IVUS images. Image segmentation of the abnormal, prominent anechoic regions branching from the lumen and originating within other layers of the arterial wall was performed and each region defined as a separate object. An object segmentation map was generated and used in perspective rendering of the original image volume set at successive locations along the length of the arterial segment, producing a 'fly-through' of the interior of the artery. The diseased region (aneurysm) of the wall was well defined by the differences in luminal size and by differences in appearance of the arterial wall shape observed during virtual angioscopic fly-throughs. Erosions of the endovascular surface caused pronounced horizontal and vertical ballooning of the lumen. Minute cracks within the unaffected luminal areas revealed possible early development of an aneurysm on the contralateral wall, originating in the medial section of the artery and spreading outward toward the lumen.
NASA Astrophysics Data System (ADS)
Mekuria, Rufael; Cesar, Pablo; Doumanis, Ioannis; Frisiello, Antonella
2015-09-01
Compression of 3D object based video is relevant for 3D Immersive applications. Nevertheless, the perceptual aspects of the degradation introduced by codecs for meshes and point clouds are not well understood. In this paper we evaluate the subjective and objective degradations introduced by such codecs in a state of art 3D immersive virtual room. In the 3D immersive virtual room, users are captured with multiple cameras, and their surfaces are reconstructed as photorealistic colored/textured 3D meshes or point clouds. To test the perceptual effect of compression and transmission, we render degraded versions with different frame rates in different contexts (near/far) in the scene. A quantitative subjective study with 16 users shows that negligible distortion of decoded surfaces compared to the original reconstructions can be achieved in the 3D virtual room. In addition, a qualitative task based analysis in a full prototype field trial shows increased presence, emotion, user and state recognition of the reconstructed 3D Human representation compared to animated computer avatars.
NASA Astrophysics Data System (ADS)
Abercrombie, S. P.; Menzies, A.; Goddard, C.
2017-12-01
Virtual and augmented reality enable scientists to visualize environments that are very difficult, or even impossible to visit, such as the surface of Mars. A useful immersive visualization begins with a high quality reconstruction of the environment under study. This presentation will discuss a photogrammetry pipeline developed at the Jet Propulsion Laboratory to reconstruct 3D models of the surface of Mars using stereo images sent back to Earth by the Curiosity Mars rover. The resulting models are used to support a virtual reality tool (OnSight) that allows scientists and engineers to visualize the surface of Mars as if they were standing on the red planet. Images of Mars present challenges to existing scene reconstruction solutions. Surface images of Mars are sparse with minimal overlap, and are often taken from extremely different viewpoints. In addition, the specialized cameras used by Mars rovers are significantly different than consumer cameras, and GPS localization data is not available on Mars. This presentation will discuss scene reconstruction with an emphasis on coping with limited input data, and on creating models suitable for rendering in virtual reality at high frame rate.
Sound For Animation And Virtual Reality
NASA Technical Reports Server (NTRS)
Hahn, James K.; Docter, Pete; Foster, Scott H.; Mangini, Mark; Myers, Tom; Wenzel, Elizabeth M.; Null, Cynthia (Technical Monitor)
1995-01-01
Sound is an integral part of the experience in computer animation and virtual reality. In this course, we will present some of the important technical issues in sound modeling, rendering, and synchronization as well as the "art" and business of sound that are being applied in animations, feature films, and virtual reality. The central theme is to bring leading researchers and practitioners from various disciplines to share their experiences in this interdisciplinary field. The course will give the participants an understanding of the problems and techniques involved in producing and synchronizing sounds, sound effects, dialogue, and music. The problem spans a number of domains including computer animation and virtual reality. Since sound has been an integral part of animations and films much longer than for computer-related domains, we have much to learn from traditional animation and film production. By bringing leading researchers and practitioners from a wide variety of disciplines, the course seeks to give the audience a rich mixture of experiences. It is expected that the audience will be able to apply what they have learned from this course in their research or production.
Application of Virtual and Augmented reality to geoscientific teaching and research.
NASA Astrophysics Data System (ADS)
Hodgetts, David
2017-04-01
The geological sciences are the ideal candidate for the application of Virtual Reality (VR) and Augmented Reality (AR). Digital data collection techniques such as laser scanning, digital photogrammetry and the increasing use of Unmanned Aerial Vehicles (UAV) or Small Unmanned Aircraft (SUA) technology allow us to collect large datasets efficiently and evermore affordably. This linked with the recent resurgence in VR and AR technologies make these 3D digital datasets even more valuable. These advances in VR and AR have been further supported by rapid improvements in graphics card technologies, and by development of high performance software applications to support them. Visualising data in VR is more complex than normal 3D rendering, consideration needs to be given to latency, frame-rate and the comfort of the viewer to enable reasonably long immersion time. Each frame has to be rendered from 2 viewpoints (one for each eye) requiring twice the rendering than for normal monoscopic views. Any unnatural effects (e.g. incorrect lighting) can lead to an uncomfortable VR experience so these have to be minimised. With large digital outcrop datasets comprising 10's-100's of millions of triangles this is challenging but achievable. Apart from the obvious "wow factor" of VR there are some serious applications. It is often the case that users of digital outcrop data do not appreciate the size of features they are dealing with. This is not the case when using correctly scaled VR, and a true sense of scale can be achieved. In addition VR provides an excellent way of performing quality control on 3D models and interpretations and errors are much more easily visible. VR models can then be used to create content that can then be used in AR applications closing the loop and taking interpretations back into the field.
Sorensen, Mads Solvsten; Mosegaard, Jesper; Trier, Peter
2009-06-01
Existing virtual simulators for middle ear surgery are based on 3-dimensional (3D) models from computed tomographic or magnetic resonance imaging data in which image quality is limited by the lack of detail (maximum, approximately 50 voxels/mm3), natural color, and texture of the source material.Virtual training often requires the purchase of a program, a customized computer, and expensive peripherals dedicated exclusively to this purpose. The Visible Ear freeware library of digital images from a fresh-frozen human temporal bone was segmented, and real-time volume rendered as a 3D model of high-fidelity, true color, and great anatomic detail and realism of the surgically relevant structures. A haptic drilling model was developed for surgical interaction with the 3D model. Realistic visualization in high-fidelity (approximately 125 voxels/mm3) and true color, 2D, or optional anaglyph stereoscopic 3D was achieved on a standard Core 2 Duo personal computer with a GeForce 8,800 GTX graphics card, and surgical interaction was provided through a relatively inexpensive (approximately $2,500) Phantom Omni haptic 3D pointing device. This prototype is published for download (approximately 120 MB) as freeware at http://www.alexandra.dk/ves/index.htm.With increasing personal computer performance, future versions may include enhanced resolution (up to 8,000 voxels/mm3) and realistic interaction with deformable soft tissue components such as skin, tympanic membrane, dura, and cholesteatomas-features some of which are not possible with computed tomographic-/magnetic resonance imaging-based systems.
Visualization and simulation techniques for surgical simulators using actual patient's data.
Radetzky, Arne; Nürnberger, Andreas
2002-11-01
Because of the increasing complexity of surgical interventions research in surgical simulation became more and more important over the last years. However, the simulation of tissue deformation is still a challenging problem, mainly due to the short response times that are required for real-time interaction. The demands to hard and software are even larger if not only the modeled human anatomy is used but the anatomy of actual patients. This is required if the surgical simulator should be used as training medium for expert surgeons rather than students. In this article, suitable visualization and simulation methods for surgical simulation utilizing actual patient's datasets are described. Therefore, the advantages and disadvantages of direct and indirect volume rendering for the visualization are discussed and a neuro-fuzzy system is described, which can be used for the simulation of interactive tissue deformations. The neuro-fuzzy system makes it possible to define the deformation behavior based on a linguistic description of the tissue characteristics or to learn the dynamics by using measured data of real tissue. Furthermore, a simulator for minimally-invasive neurosurgical interventions is presented that utilizes the described visualization and simulation methods. The structure of the simulator is described in detail and the results of a system evaluation by an experienced neurosurgeon--a quantitative comparison between different methods of virtual endoscopy as well as a comparison between real brain images and virtual endoscopies--are given. The evaluation proved that the simulator provides a higher realism of the visualization and simulation then other currently available simulators. Copyright 2002 Elsevier Science B.V.
Lin, Yanping; Chen, Huajiang; Yu, Dedong; Zhang, Ying; Yuan, Wen
2017-01-01
Bone drilling simulators with virtual and haptic feedback provide a safe, cost-effective and repeatable alternative to traditional surgical training methods. To develop such a simulator, accurate haptic rendering based on a force model is required to feedback bone drilling forces based on user input. Current predictive bone drilling force models based on bovine bones with various drilling conditions and parameters are not representative of the bone drilling process in bone surgery. The objective of this study was to provide a bone drilling force model for haptic rendering based on calibration and validation experiments in fresh cadaveric bones with different bone densities. Using a commonly used drill bit geometry (2 mm diameter), feed rates (20-60 mm/min) and spindle speeds (4000-6000 rpm) in orthognathic surgeries, the bone drilling forces of specimens from two groups were measured and the calibration coefficients of the specific normal and frictional pressures were determined. The comparison of the predicted forces and the measured forces from validation experiments with a large range of feed rates and spindle speeds demonstrates that the proposed bone drilling forces can predict the trends and average forces well. The presented bone drilling force model can be used for haptic rendering in surgical simulators.
A transparently scalable visualization architecture for exploring the universe.
Fu, Chi-Wing; Hanson, Andrew J
2007-01-01
Modern astronomical instruments produce enormous amounts of three-dimensional data describing the physical Universe. The currently available data sets range from the solar system to nearby stars and portions of the Milky Way Galaxy, including the interstellar medium and some extrasolar planets, and extend out to include galaxies billions of light years away. Because of its gigantic scale and the fact that it is dominated by empty space, modeling and rendering the Universe is very different from modeling and rendering ordinary three-dimensional virtual worlds at human scales. Our purpose is to introduce a comprehensive approach to an architecture solving this visualization problem that encompasses the entire Universe while seeking to be as scale-neutral as possible. One key element is the representation of model-rendering procedures using power scaled coordinates (PSC), along with various PSC-based techniques that we have devised to generalize and optimize the conventional graphics framework to the scale domains of astronomical visualization. Employing this architecture, we have developed an assortment of scale-independent modeling and rendering methods for a large variety of astronomical models, and have demonstrated scale-insensitive interactive visualizations of the physical Universe covering scales ranging from human scale to the Earth, to the solar system, to the Milky Way Galaxy, and to the entire observable Universe.
A new approach to subjectively assess quality of plenoptic content
NASA Astrophysics Data System (ADS)
Viola, Irene; Řeřábek, Martin; Ebrahimi, Touradj
2016-09-01
Plenoptic content is becoming increasingly popular thanks to the availability of acquisition and display devices. Thanks to image-based rendering techniques, a plenoptic content can be rendered in real time in an interactive manner allowing virtual navigation through the captured scenes. This way of content consumption enables new experiences, and therefore introduces several challenges in terms of plenoptic data processing, transmission and consequently visual quality evaluation. In this paper, we propose a new methodology to subjectively assess the visual quality of plenoptic content. We also introduce a prototype software to perform subjective quality assessment according to the proposed methodology. The proposed methodology is further applied to assess the visual quality of a light field compression algorithm. Results show that this methodology can be successfully used to assess the visual quality of plenoptic content.
Latency in Distributed Acquisition and Rendering for Telepresence Systems.
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.
1991-12-01
determined more by economic forces than by flood protection. Thus, if inadequate flood protection rendered development in portions of the American River flood...1978 Patwin. In: Handbook of North American Indians: Volume 8 California, Robert F. Heizer , volume editor. Smithsonian Institution, Washington, D.C. pp...Norman L. & Arlean H. Towne. 1978 Nisenan. In: Handbook of North American Indians: Volume 8 California, Robert F. Heizer , volume editor. Smithsonian
2011-06-01
metacity [ 2788] gnome-panel [ 2790] nautilus [ 2794] bonobo -activati [ 2797] gnome-vfs-daemo [ 2799] eggcups [ 2800] gnome-volume-ma [ 2809] bt...xrdb [ 2784] metacity [ 2788] gnome-panel [ 2790] nautilus [ 2794] bonobo -activati [ 2797] gnome-vfs-daemo [ 2799] eggcups [ 2800] gnome-volume...gnome-keyring-d [ 2764] gnome-settings- [ 2780] xrdb [ 2784] metacity [ 2788] gnome-panel [ 2790] nautilus [ 2794] bonobo -activati [ 2797] gnome
Styszko, Katarzyna; Kupiec, Krzysztof
2016-10-01
In this study the diffusion coefficients of isoproturon, diuron and cybutryn in acrylate and silicone resin-based renders were determined. The diffusion coefficients were determined using measuring concentrations of biocides in the liquid phase after being in contact with renders for specific time intervals. The mathematical solution of the transient diffusion equation for an infinite plate contacted on one side with a limited volume of water was used to calculate the diffusion coefficient. The diffusion coefficients through the acrylate render were 8.10·10(-9) m(2) s(-1) for isoproturon, 1.96·10(-9) m(2) s(-1) for diuron and 1.53·10(-9) m(2) s(-1) for cybutryn. The results for the silicone render were lower by one order of magnitude. The compounds with a high diffusion coefficient for one polymer had likewise high values for the other polymer. Copyright © 2016 Elsevier Ltd. All rights reserved.
Intelligent Multi-Media Presentation Using Rhetorical Structure Theory
2015-01-01
information repeatedly, on demand, and without imposing an additional manning burden. Virtual Advisers can be delivered in several ways: as a...up text which identifies what content is to be said in addition to how that content is to be emotionally expressed. </say> <say> Using real-time...development of new rendering engines. These toolkits provide additional common underlying functionality such as: pluggable audio (via OpenAL4/JOAL5
Age, Health and Attractiveness Perception of Virtual (Rendered) Human Hair
Fink, Bernhard; Hufschmidt, Carla; Hirn, Thomas; Will, Susanne; McKelvey, Graham; Lankhof, John
2016-01-01
The social significance of physical appearance and beauty has been documented in many studies. It is known that even subtle manipulations of facial morphology and skin condition can alter people’s perception of a person’s age, health and attractiveness. While the variation in facial morphology and skin condition cues has been studied quite extensively, comparably little is known on the effect of hair on social perception. This has been partly caused by the technical difficulty of creating appropriate stimuli for investigations of people’s response to systematic variation of certain hair characteristics, such as color and style, while keeping other features constant. Here, we present a modeling approach to the investigation of human hair perception using computer-generated, virtual (rendered) human hair. In three experiments, we manipulated hair diameter (Experiment 1), hair density (Experiment 2), and hair style (Experiment 3) of human (female) head hair and studied perceptions of age, health and attractiveness. Our results show that even subtle changes in these features have an impact on hair perception. We discuss our findings with reference to previous studies on condition-dependent quality cues in women that influence human social perception, thereby suggesting that hair is a salient feature of human physical appearance, which contributes to the perception of beauty. PMID:28066276
Forensic 3D Visualization of CT Data Using Cinematic Volume Rendering: A Preliminary Study.
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). Most participants perceived the CRT findings to be more understandable than the VRT findings, but that difference was not 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.
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; p<0.001, Mann-Whitney U-test). The authors report a new method for automatic registration of preoperative imaging data from CT, MRI, and 3D rotational angiography for reconstruction into 1 computer graphic. The diagnostic rate of DVA associated with brainstem cavernous malformation was significantly better using interactive computer graphics than with 2D images. Interactive computer graphics was also useful in helping to plan the surgical access corridor.
Colonic transit time and pressure based on Bernoulli’s principle
Uno, Yoshiharu
2018-01-01
Purpose Variations in the caliber of human large intestinal tract causes changes in pressure and the velocity of its contents, depending on flow volume, gravity, and density, which are all variables of Bernoulli’s principle. Therefore, it was hypothesized that constipation and diarrhea can occur due to changes in the colonic transit time (CTT), according to Bernoulli’s principle. In addition, it was hypothesized that high amplitude peristaltic contractions (HAPC), which are considered to be involved in defecation in healthy subjects, occur because of cecum pressure based on Bernoulli’s principle. Methods A virtual healthy model (VHM), a virtual constipation model and a virtual diarrhea model were set up. For each model, the CTT was decided according to the length of each part of the colon, and then calculating the velocity due to the cecum inflow volume. In the VHM, the pressure change was calculated, then its consistency with HAPC was verified. Results The CTT changed according to the difference between the cecum inflow volume and the caliber of the intestinal tract, and was inversely proportional to the cecum inflow volume. Compared with VHM, the CTT was prolonged in the virtual constipation model, and shortened in the virtual diarrhea model. The calculated pressure of the VHM and the gradient of the interlocked graph were similar to that of HAPC. Conclusion The CTT and HAPC can be explained by Bernoulli’s principle, and constipation and diarrhea may be fundamentally influenced by flow dynamics. PMID:29670388
Inter-algorithm lesion volumetry comparison of real and 3D simulated lung lesions in CT
NASA Astrophysics Data System (ADS)
Robins, Marthony; Solomon, Justin; Hoye, Jocelyn; Smith, Taylor; Ebner, Lukas; Samei, Ehsan
2017-03-01
The purpose of this study was to establish volumetric exchangeability between real and computational lung lesions in CT. We compared the overall relative volume estimation performance of segmentation tools when used to measure real lesions in actual patient CT images and computational lesions virtually inserted into the same patient images (i.e., hybrid datasets). Pathologically confirmed malignancies from 30 thoracic patient cases from Reference Image Database to Evaluate Therapy Response (RIDER) were modeled and used as the basis for the comparison. Lesions included isolated nodules as well as those attached to the pleura or other lung structures. Patient images were acquired using a 16 detector row or 64 detector row CT scanner (Lightspeed 16 or VCT; GE Healthcare). Scans were acquired using standard chest protocols during a single breath-hold. Virtual 3D lesion models based on real lesions were developed in Duke Lesion Tool (Duke University), and inserted using a validated image-domain insertion program. Nodule volumes were estimated using multiple commercial segmentation tools (iNtuition, TeraRecon, Inc., Syngo.via, Siemens Healthcare, and IntelliSpace, Philips Healthcare). Consensus based volume comparison showed consistent trends in volume measurement between real and virtual lesions across all software. The average percent bias (+/- standard error) shows -9.2+/-3.2% for real lesions versus -6.7+/-1.2% for virtual lesions with tool A, 3.9+/-2.5% and 5.0+/-0.9% for tool B, and 5.3+/-2.3% and 1.8+/-0.8% for tool C, respectively. Virtual lesion volumes were statistically similar to those of real lesions (< 4% difference) with p >.05 in most cases. Results suggest that hybrid datasets had similar inter-algorithm variability compared to real datasets.
Patient-specific bronchoscopy visualization through BRDF estimation and disocclusion correction.
Chung, Adrian J; Deligianni, Fani; Shah, Pallav; Wells, Athol; Yang, Guang-Zhong
2006-04-01
This paper presents an image-based method for virtual bronchoscope with photo-realistic rendering. The technique is based on recovering bidirectional reflectance distribution function (BRDF) parameters in an environment where the choice of viewing positions, directions, and illumination conditions are restricted. Video images of bronchoscopy examinations are combined with patient-specific three-dimensional (3-D) computed tomography data through two-dimensional (2-D)/3-D registration and shading model parameters are then recovered by exploiting the restricted lighting configurations imposed by the bronchoscope. With the proposed technique, the recovered BRDF is used to predict the expected shading intensity, allowing a texture map independent of lighting conditions to be extracted from each video frame. To correct for disocclusion artefacts, statistical texture synthesis was used to recreate the missing areas. New views not present in the original bronchoscopy video are rendered by evaluating the BRDF with different viewing and illumination parameters. This allows free navigation of the acquired 3-D model with enhanced photo-realism. To assess the practical value of the proposed technique, a detailed visual scoring that involves both real and rendered bronchoscope images is conducted.
Real-Time View Correction for Mobile Devices.
Schops, Thomas; Oswald, Martin R; Speciale, Pablo; Yang, Shuoran; Pollefeys, Marc
2017-11-01
We present a real-time method for rendering novel virtual camera views from given RGB-D (color and depth) data of a different viewpoint. Missing color and depth information due to incomplete input or disocclusions is efficiently inpainted in a temporally consistent way. The inpainting takes the location of strong image gradients into account as likely depth discontinuities. We present our method in the context of a view correction system for mobile devices, and discuss how to obtain a screen-camera calibration and options for acquiring depth input. Our method has use cases in both augmented and virtual reality applications. We demonstrate the speed of our system and the visual quality of its results in multiple experiments in the paper as well as in the supplementary video.
DOT National Transportation Integrated Search
2017-03-01
This is the second of three reports examining driver medical review practices in the United States and how : they fulfill the basic functions of identifying, assessing, and rendering licensing decisions on medically at-risk : drivers. This volume pre...
Structuring Mentoring Relationships for Competence, Character, and Purpose
ERIC Educational Resources Information Center
Rhodes, Jean E.; Spencer, Renee
2010-01-01
We close this volume with a final commentary from two leaders in the mentoring field. Rhodes and Spencer articulate how the contributions to this volume offer a richer, more complex rendering of relational styles and processes than has been laid out previously in the mentoring literature. They suggest that these efforts should provoke discussion…
ERIC Educational Resources Information Center
Weisburd, Melvin I.
The Field Operations and Enforcement Manual for Air Pollution Control, Volume III, explains in detail the following: inspection procedures for specific sources, kraft pulp mills, animal rendering, steel mill furnaces, coking operations, petroleum refineries, chemical plants, non-ferrous smelting and refining, foundries, cement plants, aluminum…
Hodel, Jérôme; Silvera, Jonathan; Bekaert, Olivier; Rahmouni, Alain; Bastuji-Garin, Sylvie; Vignaud, Alexandre; Petit, Eric; Durning, Bruno; Decq, Philippe
2011-02-01
To assess the three-dimensional turbo spin echo with variable flip-angle distribution magnetic resonance sequence (SPACE: Sampling Perfection with Application optimised Contrast using different flip-angle Evolution) for the imaging of intracranial cerebrospinal fluid (CSF) spaces. We prospectively investigated 18 healthy volunteers and 25 patients, 20 with communicating hydrocephalus (CH), five with non-communicating hydrocephalus (NCH), using the SPACE sequence at 1.5T. Volume rendering views of both intracranial and ventricular CSF were obtained for all patients and volunteers. The subarachnoid CSF distribution was qualitatively evaluated on volume rendering views using a four-point scale. The CSF volumes within total, ventricular and subarachnoid spaces were calculated as well as the ratio between ventricular and subarachnoid CSF volumes. Three different patterns of subarachnoid CSF distribution were observed. In healthy volunteers we found narrowed CSF spaces within the occipital aera. A diffuse narrowing of the subarachnoid CSF spaces was observed in patients with NCH whereas patients with CH exhibited narrowed CSF spaces within the high midline convexity. The ratios between ventricular and subarachnoid CSF volumes were significantly different among the volunteers, patients with CH and patients with NCH. The assessment of CSF spaces volume and distribution may help to characterise hydrocephalus.
Robinson, Alan M; Stock, Stuart R; Soriano, Carmen; Xiao, Xianghui; Richter, Claus-Peter
2016-11-01
The aim of this study was to determine if X-ray micro-computed tomography could be used to locate and characterize tissue damage caused by laser irradiation and to describe its advantages over classical histology for this application. A surgical CO 2 laser, operated in single pulse mode (100 milliseconds) at different power settings, was used to ablate different types of cadaveric animal tissues. Tissue samples were then harvested and imaged with synchrotron X-ray phase-contrast and micro-computed tomography to generate stacks of virtual sections of the tissues. Subsequently, Fiji (ImageJ) software was used to locate tissue damage, then to quantify volumes of laser ablation cones and thermal coagulation damage from 3D renderings of tissue image stacks. Visual comparisons of tissue structures in X-ray images with those visible by classic light microscopy histology were made. We demonstrated that micro-computed tomography could be used to rapidly identify areas of surgical laser ablation, vacuolization, carbonization, and thermally coagulated tissue. Quantification and comparison of the ablation crater, which represents the volume of ablated tissue, and the thermal coagulation zone volumes were performed faster than we could by classical histology. We demonstrated that these procedures can be performed on fresh hydrated and non-sectioned plastic embedded tissue. We demonstrated that the application of non-destructive micro-computed tomography to the visualization and analysis of laser induced tissue damage without tissue sectioning is possible. This will improve evaluation of new surgical lasers and their corresponding effect on tissues. Lasers Surg. Med. 48:866-877, 2016. © 2016 Wiley Periodicals, Inc. © 2016 Wiley Periodicals, Inc.
NASA Astrophysics Data System (ADS)
Langhans, Knut; Bezecny, Daniel; Homann, Dennis; Bahr, Detlef; Vogt, Carsten; Blohm, Christian; Scharschmidt, Karl-Heinz
1998-04-01
An improved generation of our 'FELIX 3D Display' is presented. This system is compact, light, modular and easy to transport. The created volumetric images consist of many voxels, which are generated in a half-sphere display volume. In that way a spatial object can be displayed occupying a physical space with height, width and depth. The new FELIX generation uses a screen rotating with 20 revolutions per second. This target screen is mounted by an easy to change mechanism making it possible to use appropriate screens for the specific purpose of the display. An acousto-optic deflection unit with an integrated small diode pumped laser draws the images on the spinning screen. Images can consist of up to 10,000 voxels at a refresh rate of 20 Hz. Currently two different hardware systems are investigated. The first one is based on a standard PCMCIA digital/analog converter card as an interface and is controlled by a notebook. The developed software is provided with a graphical user interface enabling several animation features. The second, new prototype is designed to display images created by standard CAD applications. It includes the development of a new high speed hardware interface suitable for state-of-the- art fast and high resolution scanning devices, which require high data rates. A true 3D volume display as described will complement the broad range of 3D visualization tools, such as volume rendering packages, stereoscopic and virtual reality techniques, which have become widely available in recent years. Potential applications for the FELIX 3D display include imaging in the field so fair traffic control, medical imaging, computer aided design, science as well as entertainment.
Migrating EO/IR sensors to cloud-based infrastructure as service architectures
NASA Astrophysics Data System (ADS)
Berglie, Stephen T.; Webster, Steven; May, Christopher M.
2014-06-01
The Night Vision Image Generator (NVIG), a product of US Army RDECOM CERDEC NVESD, is a visualization tool used widely throughout Army simulation environments to provide fully attributed synthesized, full motion video using physics-based sensor and environmental effects. The NVIG relies heavily on contemporary hardware-based acceleration and GPU processing techniques, which push the envelope of both enterprise and commodity-level hypervisor support for providing virtual machines with direct access to hardware resources. The NVIG has successfully been integrated into fully virtual environments where system architectures leverage cloudbased technologies to various extents in order to streamline infrastructure and service management. This paper details the challenges presented to engineers seeking to migrate GPU-bound processes, such as the NVIG, to virtual machines and, ultimately, Cloud-Based IAS architectures. In addition, it presents the path that led to success for the NVIG. A brief overview of Cloud-Based infrastructure management tool sets is provided, and several virtual desktop solutions are outlined. A discrimination is made between general purpose virtual desktop technologies compared to technologies that expose GPU-specific capabilities, including direct rendering and hard ware-based video encoding. Candidate hypervisor/virtual machine configurations that nominally satisfy the virtualized hardware-level GPU requirements of the NVIG are presented , and each is subsequently reviewed in light of its implications on higher-level Cloud management techniques. Implementation details are included from the hardware level, through the operating system, to the 3D graphics APls required by the NVIG and similar GPU-bound tools.
Immersive virtual reality for visualization of abdominal CT
NASA Astrophysics Data System (ADS)
Lin, Qiufeng; Xu, Zhoubing; Li, Bo; Baucom, Rebeccah; Poulose, Benjamin; Landman, Bennett A.; Bodenheimer, Robert E.
2013-03-01
Immersive virtual environments use a stereoscopic head-mounted display and data glove to create high fidelity virtual experiences in which users can interact with three-dimensional models and perceive relationships at their true scale. This stands in stark contrast to traditional PACS-based infrastructure in which images are viewed as stacks of two dimensional slices, or, at best, disembodied renderings. Although there has substantial innovation in immersive virtual environments for entertainment and consumer media, these technologies have not been widely applied in clinical applications. Here, we consider potential applications of immersive virtual environments for ventral hernia patients with abdominal computed tomography imaging data. Nearly a half million ventral hernias occur in the United States each year, and hernia repair is the most commonly performed general surgery operation worldwide. A significant problem in these conditions is communicating the urgency, degree of severity, and impact of a hernia (and potential repair) on patient quality of life. Hernias are defined by ruptures in the abdominal wall (i.e., the absence of healthy tissues) rather than a growth (e.g., cancer); therefore, understanding a hernia necessitates understanding the entire abdomen. Our environment allows surgeons and patients to view body scans at scale and interact with these virtual models using a data glove. This visualization and interaction allows users to perceive the relationship between physical structures and medical imaging data. The system provides close integration of PACS-based CT data with immersive virtual environments and creates opportunities to study and optimize interfaces for patient communication, operative planning, and medical education.
Immersive Virtual Reality for Visualization of Abdominal CT.
Lin, Qiufeng; Xu, Zhoubing; Li, Bo; Baucom, Rebeccah; Poulose, Benjamin; Landman, Bennett A; Bodenheimer, Robert E
2013-03-28
Immersive virtual environments use a stereoscopic head-mounted display and data glove to create high fidelity virtual experiences in which users can interact with three-dimensional models and perceive relationships at their true scale. This stands in stark contrast to traditional PACS-based infrastructure in which images are viewed as stacks of two-dimensional slices, or, at best, disembodied renderings. Although there has substantial innovation in immersive virtual environments for entertainment and consumer media, these technologies have not been widely applied in clinical applications. Here, we consider potential applications of immersive virtual environments for ventral hernia patients with abdominal computed tomography imaging data. Nearly a half million ventral hernias occur in the United States each year, and hernia repair is the most commonly performed general surgery operation worldwide. A significant problem in these conditions is communicating the urgency, degree of severity, and impact of a hernia (and potential repair) on patient quality of life. Hernias are defined by ruptures in the abdominal wall (i.e., the absence of healthy tissues) rather than a growth (e.g., cancer); therefore, understanding a hernia necessitates understanding the entire abdomen. Our environment allows surgeons and patients to view body scans at scale and interact with these virtual models using a data glove. This visualization and interaction allows users to perceive the relationship between physical structures and medical imaging data. The system provides close integration of PACS-based CT data with immersive virtual environments and creates opportunities to study and optimize interfaces for patient communication, operative planning, and medical education.
HTC Vive MeVisLab integration via OpenVR for medical applications
Egger, Jan; Gall, Markus; Wallner, Jürgen; Boechat, Pedro; Hann, Alexander; Li, Xing; Chen, Xiaojun; Schmalstieg, Dieter
2017-01-01
Virtual Reality, an immersive technology that replicates an environment via computer-simulated reality, gets a lot of attention in the entertainment industry. However, VR has also great potential in other areas, like the medical domain, Examples are intervention planning, training and simulation. This is especially of use in medical operations, where an aesthetic outcome is important, like for facial surgeries. Alas, importing medical data into Virtual Reality devices is not necessarily trivial, in particular, when a direct connection to a proprietary application is desired. Moreover, most researcher do not build their medical applications from scratch, but rather leverage platforms like MeVisLab, MITK, OsiriX or 3D Slicer. These platforms have in common that they use libraries like ITK and VTK, and provide a convenient graphical interface. However, ITK and VTK do not support Virtual Reality directly. In this study, the usage of a Virtual Reality device for medical data under the MeVisLab platform is presented. The OpenVR library is integrated into the MeVisLab platform, allowing a direct and uncomplicated usage of the head mounted display HTC Vive inside the MeVisLab platform. Medical data coming from other MeVisLab modules can directly be connected per drag-and-drop to the Virtual Reality module, rendering the data inside the HTC Vive for immersive virtual reality inspection. PMID:28323840
HTC Vive MeVisLab integration via OpenVR for medical applications.
Egger, Jan; Gall, Markus; Wallner, Jürgen; Boechat, Pedro; Hann, Alexander; Li, Xing; Chen, Xiaojun; Schmalstieg, Dieter
2017-01-01
Virtual Reality, an immersive technology that replicates an environment via computer-simulated reality, gets a lot of attention in the entertainment industry. However, VR has also great potential in other areas, like the medical domain, Examples are intervention planning, training and simulation. This is especially of use in medical operations, where an aesthetic outcome is important, like for facial surgeries. Alas, importing medical data into Virtual Reality devices is not necessarily trivial, in particular, when a direct connection to a proprietary application is desired. Moreover, most researcher do not build their medical applications from scratch, but rather leverage platforms like MeVisLab, MITK, OsiriX or 3D Slicer. These platforms have in common that they use libraries like ITK and VTK, and provide a convenient graphical interface. However, ITK and VTK do not support Virtual Reality directly. In this study, the usage of a Virtual Reality device for medical data under the MeVisLab platform is presented. The OpenVR library is integrated into the MeVisLab platform, allowing a direct and uncomplicated usage of the head mounted display HTC Vive inside the MeVisLab platform. Medical data coming from other MeVisLab modules can directly be connected per drag-and-drop to the Virtual Reality module, rendering the data inside the HTC Vive for immersive virtual reality inspection.
Distributed volume rendering and stereoscopic display for radiotherapy treatment planning
NASA Astrophysics Data System (ADS)
Hancock, David J.
The thesis describes attempts to use direct volume rendering techniques to produce visualisations useful in the preparation of radiotherapy treatment plans. The selected algorithms allow the generation of data-rich images which can be used to assist the radiologist in comprehending complicated three-dimensional phenomena. The treatment plans are formulated using a three dimensional model which combines patient data acquired from CT scanning and the results of a simulation of the radiation delivery. Multiple intersecting beams with shaped profiles are used and the region of intersection is designed to closely match the position and shape of the targeted tumour region. The proposed treatment must be evaluated as to how well the target region is enveloped by the high dose occurring where the beams intersect, and also as to whether the treatment is likely to expose non-tumour regions to unacceptably high levels of radiation. Conventionally the plans are reviewed by examining CT images overlaid with contours indicating dose levels. Volume visualisation offers a possible saving in time by presenting the data in three dimensional form thereby removing the need to examine a set of slices. The most difficult aspect is to depict unambiguously the relationships between the different data. For example, if a particular beam configuration results in unintended irradiation of a sensitive organ, then it is essential to ensure that this is clearly displayed, and that the 3D relationships between the beams and other data can be readily perceived in order to decide how to correct the problem. The user interface has been designed to present a unified view of the different techniques available for identifying features of interest within the data. The system differs from those previously reported in that complex visualisations can be constructed incrementally, and several different combinations of features can be viewed simultaneously. To maximise the quantity of relevant data presented in a single view, large regions of the data are rendered very transparently. This is done to ensure that interesting features buried deep within the data are visible from any viewpoint. Rendering images with high degrees of transparency raises a number of problems, primarily the drop in quality of depth cues in the image, but also the increase in computational requirements over surface-based visualisations. One solution to the increase in image generation times is the use of parallel architectures, which are an attractive platform for large visualisation tasks such as this. A parallel implementation of the direct volume rendering algorithm is described and its performance is evaluated. Several issues must be addressed in implementing an interactive rendering system in a distributed computing environment: principally overcoming the latency and limited bandwidth of the typical network connection. This thesis reports a pipelining strategy developed to improve the level of interactivity in such situations. Stereoscopic image presentation offers a method to offset the reduction in clarity of the depth information in the transparent images. The results of an investigation into the effectiveness of stereoscopic display as an aid to perception in highly transparent images are presented. Subjects were shown scenes of a synthetic test data set in which conventional depth cues were very limited. The experiments were designed to discover what effect stereoscopic viewing of the transparent, volume rendered images had on user's depth perception.
Virtual Reality as an Educational and Training Tool for Medicine.
Izard, Santiago González; Juanes, Juan A; García Peñalvo, Francisco J; Estella, Jesús Mª Gonçalvez; Ledesma, Mª José Sánchez; Ruisoto, Pablo
2018-02-01
Until very recently, we considered Virtual Reality as something that was very close, but it was still science fiction. However, today Virtual Reality is being integrated into many different areas of our lives, from videogames to different industrial use cases and, of course, it is starting to be used in medicine. There are two great general classifications for Virtual Reality. Firstly, we find a Virtual Reality in which we visualize a world completely created by computer, three-dimensional and where we can appreciate that the world we are visualizing is not real, at least for the moment as rendered images are improving very fast. Secondly, there is a Virtual Reality that basically consists of a reflection of our reality. This type of Virtual Reality is created using spherical or 360 images and videos, so we lose three-dimensional visualization capacity (until the 3D cameras are more developed), but on the other hand we gain in terms of realism in the images. We could also mention a third classification that merges the previous two, where virtual elements created by computer coexist with 360 images and videos. In this article we will show two systems that we have developed where each of them can be framed within one of the previous classifications, identifying the technologies used for their implementation as well as the advantages of each one. We will also analize how these systems can improve the current methodologies used for medical training. The implications of these developments as tools for teaching, learning and training are discussed.
Anastasi, Giuseppe; Cutroneo, Giuseppina; Bruschetta, Daniele; Trimarchi, Fabio; Ielitro, Giuseppe; Cammaroto, Simona; Duca, Antonio; Bramanti, Placido; Favaloro, Angelo; Vaccarino, Gianluigi; Milardi, Demetrio
2009-11-01
We have applied high-quality medical imaging techniques to study the structure of the human ankle. Direct volume rendering, using specific algorithms, transforms conventional two-dimensional (2D) magnetic resonance image (MRI) series into 3D volume datasets. This tool allows high-definition visualization of single or multiple structures for diagnostic, research, and teaching purposes. No other image reformatting technique so accurately highlights each anatomic relationship and preserves soft tissue definition. Here, we used this method to study the structure of the human ankle to analyze tendon-bone-muscle relationships. We compared ankle MRI and computerized tomography (CT) images from 17 healthy volunteers, aged 18-30 years (mean 23 years). An additional subject had a partial rupture of the Achilles tendon. The MRI images demonstrated superiority in overall quality of detail compared to the CT images. The MRI series accurately rendered soft tissue and bone in simultaneous image acquisition, whereas CT required several window-reformatting algorithms, with loss of image data quality. We obtained high-quality digital images of the human ankle that were sufficiently accurate for surgical and clinical intervention planning, as well as for teaching human anatomy. Our approach demonstrates that complex anatomical structures such as the ankle, which is rich in articular facets and ligaments, can be easily studied non-invasively using MRI data.
Anastasi, Giuseppe; Cutroneo, Giuseppina; Bruschetta, Daniele; Trimarchi, Fabio; Ielitro, Giuseppe; Cammaroto, Simona; Duca, Antonio; Bramanti, Placido; Favaloro, Angelo; Vaccarino, Gianluigi; Milardi, Demetrio
2009-01-01
We have applied high-quality medical imaging techniques to study the structure of the human ankle. Direct volume rendering, using specific algorithms, transforms conventional two-dimensional (2D) magnetic resonance image (MRI) series into 3D volume datasets. This tool allows high-definition visualization of single or multiple structures for diagnostic, research, and teaching purposes. No other image reformatting technique so accurately highlights each anatomic relationship and preserves soft tissue definition. Here, we used this method to study the structure of the human ankle to analyze tendon–bone–muscle relationships. We compared ankle MRI and computerized tomography (CT) images from 17 healthy volunteers, aged 18–30 years (mean 23 years). An additional subject had a partial rupture of the Achilles tendon. The MRI images demonstrated superiority in overall quality of detail compared to the CT images. The MRI series accurately rendered soft tissue and bone in simultaneous image acquisition, whereas CT required several window-reformatting algorithms, with loss of image data quality. We obtained high-quality digital images of the human ankle that were sufficiently accurate for surgical and clinical intervention planning, as well as for teaching human anatomy. Our approach demonstrates that complex anatomical structures such as the ankle, which is rich in articular facets and ligaments, can be easily studied non-invasively using MRI data. PMID:19678857
Motion parallax in immersive cylindrical display systems
NASA Astrophysics Data System (ADS)
Filliard, N.; Reymond, G.; Kemeny, A.; Berthoz, A.
2012-03-01
Motion parallax is a crucial visual cue produced by translations of the observer for the perception of depth and selfmotion. Therefore, tracking the observer viewpoint has become inevitable in immersive virtual (VR) reality systems (cylindrical screens, CAVE, head mounted displays) used e.g. in automotive industry (style reviews, architecture design, ergonomics studies) or in scientific studies of visual perception. The perception of a stable and rigid world requires that this visual cue be coherent with other extra-retinal (e.g. vestibular, kinesthetic) cues signaling ego-motion. Although world stability is never questioned in real world, rendering head coupled viewpoint in VR can lead to the perception of an illusory perception of unstable environments, unless a non-unity scale factor is applied on recorded head movements. Besides, cylindrical screens are usually used with static observers due to image distortions when rendering image for viewpoints different from a sweet spot. We developed a technique to compensate in real-time these non-linear visual distortions, in an industrial VR setup, based on a cylindrical screen projection system. Additionally, to evaluate the amount of discrepancies tolerated without perceptual distortions between visual and extraretinal cues, a "motion parallax gain" between the velocity of the observer's head and that of the virtual camera was introduced in this system. The influence of this artificial gain was measured on the gait stability of free-standing participants. Results indicate that, below unity, gains significantly alter postural control. Conversely, the influence of higher gains remains limited, suggesting a certain tolerance of observers to these conditions. Parallax gain amplification is therefore proposed as a possible solution to provide a wider exploration of space to users of immersive virtual reality systems.
Salomon, Roy; Noel, Jean-Paul; Łukowska, Marta; Faivre, Nathan; Metzinger, Thomas; Serino, Andrea; Blanke, Olaf
2017-09-01
Recent studies have highlighted the role of multisensory integration as a key mechanism of self-consciousness. In particular, integration of bodily signals within the peripersonal space (PPS) underlies the experience of the self in a body we own (self-identification) and that is experienced as occupying a specific location in space (self-location), two main components of bodily self-consciousness (BSC). Experiments investigating the effects of multisensory integration on BSC have typically employed supra-threshold sensory stimuli, neglecting the role of unconscious sensory signals in BSC, as tested in other consciousness research. Here, we used psychophysical techniques to test whether multisensory integration of bodily stimuli underlying BSC also occurs for multisensory inputs presented below the threshold of conscious perception. Our results indicate that visual stimuli rendered invisible through continuous flash suppression boost processing of tactile stimuli on the body (Exp. 1), and enhance the perception of near-threshold tactile stimuli (Exp. 2), only once they entered PPS. We then employed unconscious multisensory stimulation to manipulate BSC. Participants were presented with tactile stimulation on their body and with visual stimuli on a virtual body, seen at a distance, which were either visible or rendered invisible. We found that participants reported higher self-identification with the virtual body in the synchronous visuo-tactile stimulation (as compared to asynchronous stimulation; Exp. 3), and shifted their self-location toward the virtual body (Exp.4), even if stimuli were fully invisible. Our results indicate that multisensory inputs, even outside of awareness, are integrated and affect the phenomenological content of self-consciousness, grounding BSC firmly in the field of psychophysical consciousness studies. Copyright © 2017 Elsevier B.V. All rights reserved.
New light field camera based on physical based rendering tracing
NASA Astrophysics Data System (ADS)
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.
The effect on lower spine muscle activation of walking on a narrow beam in virtual reality.
Antley, Angus; Slater, Mel
2011-02-01
To what extent do people behave in immersive virtual environments as they would in similar situations in a physical environment? There are many ways to address this question, ranging from questionnaires, behavioral studies, and the use of physiological measures. Here, we compare the onsets of muscle activity using surface electromyography (EMG) while participants were walking under three different conditions: on a normal floor surface, on a narrow ribbon along the floor, and on a narrow platform raised off the floor. The same situation was rendered in an immersive virtual environment (IVE) Cave-like system, and 12 participants did the three types of walking in a counter-balanced within-groups design. The mean number of EMG activity onsets per unit time followed the same pattern in the virtual environment as in the physical environment-significantly higher for walking on the platform compared to walking on the floor. Even though participants knew that they were in fact really walking at floor level in the virtual environment condition, the visual illusion of walking on a raised platform was sufficient to influence their behavior in a measurable way. This opens up the door for this technique to be used in gait and posture related scenarios including rehabilitation.
The Design and Implementation of Virtual Roaming in Yunnan Diqing Tibetan traditional Villages
NASA Astrophysics Data System (ADS)
Cao, Lucheng; Xu, Wu; Li, Ke; Jin, Chunjie; Su, Ying; He, Jin
2018-06-01
Traditional residence is the continuation of intangible cultural heritage and the primitive soil for development. At present, the protection and inheritance of traditional villages have been impacted by the process of modernization, and the phenomenon of assimilation is very serious. This article takes the above questions as the breakthrough point, and then analyzes why and how to use virtual reality technology to better solve the above problems, and take the Yunnan Diqing Tibetan traditional dwellings as the specific example to explore. First, using VR technology, with real images and sound, the paper simulate a near real virtual world. Secondly, we collect a large amount of real image information, and make the visualization model of building by using 3DMAX software platform, UV Mapping and Rendering optimization. Finally, the Vizard virtual reality development platform was used to establish the roaming system and realize the virtual interaction. The roaming system was posted online so that overcome the disadvantages of not intuitive and low capability of interaction, and these new ideas can give a whole new meaning in the protection projects of the cultural relic buildings. At the same time, visitors could enjoy the "Dian-style" architectural style and cultural connotation of dwelling house in Diqing Yunnan.
CT Demonstration of Caput Medusae
ERIC Educational Resources Information Center
Weber, Edward C.; Vilensky, Joel A.
2009-01-01
Maximum intensity and volume rendered CT displays of caput medusae are provided to demonstrate both the anatomy and physiology of this portosystemic shunt associated with portal hypertension. (Contains 2 figures.)
Computer aided diagnosis and treatment planning for developmental dysplasia of the hip
NASA Astrophysics Data System (ADS)
Li, Bin; Lu, Hongbing; Cai, Wenli; Li, Xiang; Meng, Jie; Liang, Zhengrong
2005-04-01
The developmental dysplasia of the hip (DDH) is a congenital malformation affecting the proximal femurs and acetabulum that are subluxatable, dislocatable, and dislocated. Early diagnosis and treatment is important because failure to diagnose and improper treatment can result in significant morbidity. In this paper, we designed and implemented a computer aided system for the diagnosis and treatment planning of this disease. With the design, the patient received CT (computed tomography) or MRI (magnetic resonance imaging) scan first. A mixture-based PV partial-volume algorithm was applied to perform bone segmentation on CT image, followed by three-dimensional (3D) reconstruction and display of the segmented image, demonstrating the special relationship between the acetabulum and femurs for visual judgment. Several standard procedures, such as Salter procedure, Pemberton procedure and Femoral Shortening osteotomy, were simulated on the screen to rehearse a virtual treatment plan. Quantitative measurement of Acetabular Index (AI) and Femoral Neck Anteversion (FNA) were performed on the 3D image for evaluation of DDH and treatment plans. PC graphics-card GPU architecture was exploited to accelerate the 3D rendering and geometric manipulation. The prototype system was implemented on PC/Windows environment and is currently under clinical trial on patient datasets.
Geometric modeling of the temporal bone for cochlea implant simulation
NASA Astrophysics Data System (ADS)
Todd, Catherine A.; Naghdy, Fazel; O'Leary, Stephen
2004-05-01
The first stage in the development of a clinically valid surgical simulator for training otologic surgeons in performing cochlea implantation is presented. For this purpose, a geometric model of the temporal bone has been derived from a cadaver specimen using the biomedical image processing software package Analyze (AnalyzeDirect, Inc) and its three-dimensional reconstruction is examined. Simulator construction begins with registration and processing of a Computer Tomography (CT) medical image sequence. Important anatomical structures of the middle and inner ear are identified and segmented from each scan in a semi-automated threshold-based approach. Linear interpolation between image slices produces a three-dimensional volume dataset: the geometrical model. Artefacts are effectively eliminated using a semi-automatic seeded region-growing algorithm and unnecessary bony structures are removed. Once validated by an Ear, Nose and Throat (ENT) specialist, the model may be imported into the Reachin Application Programming Interface (API) (Reachin Technologies AB) for visual and haptic rendering associated with a virtual mastoidectomy. Interaction with the model is realized with haptics interfacing, providing the user with accurate torque and force feedback. Electrode array insertion into the cochlea will be introduced in the final stage of design.
Biomechanical Analysis of Locust Jumping in a Physically Realistic Virtual Environment
NASA Astrophysics Data System (ADS)
Cofer, David; Cymbalyuk, Gennady; Heitler, William; Edwards, Donald
2008-03-01
The biomechanical and neural components that underlie locust jumping have been extensively studied. Previous research suggested that jump energy is stored primarily in the extensor apodeme, and in a band of cuticle called the semi-lunar process (SLP). As it has thus far proven impossible to experimentally alter the SLP without rendering a locust unable to jump, it has not been possible to test whether the energy stored in the SLP has a significant impact on the jump. To address problems such as this we have developed a software toolkit, AnimatLab, which allows researchers to build and test virtual organisms. We used this software to build a virtual locust, and then asked how the SLP is utilized during jumping. The results show that without the SLP the jump distance was reduced by almost half. Further, the simulations were also able to show that loss of the SLP had a significant impact on the final phase of the jump. We are currently working on postural control mechanisms for targeted jumping in locust.
Research and Construction Lunar Stereoscopic Visualization System Based on Chang'E Data
NASA Astrophysics Data System (ADS)
Gao, Xingye; Zeng, Xingguo; Zhang, Guihua; Zuo, Wei; Li, ChunLai
2017-04-01
With lunar exploration activities carried by Chang'E-1, Chang'E-2 and Chang'E-3 lunar probe, a large amount of lunar data has been obtained, including topographical and image data covering the whole moon, as well as the panoramic image data of the spot close to the landing point of Chang'E-3. In this paper, we constructed immersive virtual moon system based on acquired lunar exploration data by using advanced stereoscopic visualization technology, which will help scholars to carry out research on lunar topography, assist the further exploration of lunar science, and implement the facilitation of lunar science outreach to the public. In this paper, we focus on the building of lunar stereoscopic visualization system with the combination of software and hardware by using binocular stereoscopic display technology, real-time rendering algorithm for massive terrain data, and building virtual scene technology based on panorama, to achieve an immersive virtual tour of the whole moon and local moonscape of Chang'E-3 landing point.
Interfacing modeling suite Physics Of Eclipsing Binaries 2.0 with a Virtual Reality Platform
NASA Astrophysics Data System (ADS)
Harriett, Edward; Conroy, Kyle; Prša, Andrej; Klassner, Frank
2018-01-01
To explore alternate methods for modeling eclipsing binary stars, we extrapolate upon PHOEBE’s (PHysics Of Eclipsing BinariEs) capabilities in a virtual reality (VR) environment to create an immersive and interactive experience for users. The application used is Vizard, a python-scripted VR development platform for environments such as Cave Automatic Virtual Environment (CAVE) and other off-the-shelf VR headsets. Vizard allows the freedom for all modeling to be precompiled without compromising functionality or usage on its part. The system requires five arguments to be precomputed using PHOEBE’s python front-end: the effective temperature, flux, relative intensity, vertex coordinates, and orbits; the user can opt to implement other features from PHOEBE to be accessed within the simulation as well. Here we present the method for making the data observables accessible in real time. An Occulus Rift will be available for a live showcase of various cases of VR rendering of PHOEBE binary systems including detached and contact binary stars.
NASA Astrophysics Data System (ADS)
Nakagawa, M.; Akano, K.; Kobayashi, T.; Sekiguchi, Y.
2017-09-01
Image-based virtual reality (VR) is a virtual space generated with panoramic images projected onto a primitive model. In imagebased VR, realistic VR scenes can be generated with lower rendering cost, and network data can be described as relationships among VR scenes. The camera network data are generated manually or by an automated procedure using camera position and rotation data. When panoramic images are acquired in indoor environments, network data should be generated without Global Navigation Satellite Systems (GNSS) positioning data. Thus, we focused on image-based VR generation using a panoramic camera in indoor environments. We propose a methodology to automate network data generation using panoramic images for an image-based VR space. We verified and evaluated our methodology through five experiments in indoor environments, including a corridor, elevator hall, room, and stairs. We confirmed that our methodology can automatically reconstruct network data using panoramic images for image-based VR in indoor environments without GNSS position data.
Haptic feedback in OP:Sense - augmented reality in telemanipulated robotic surgery.
Beyl, T; Nicolai, P; Mönnich, H; Raczkowksy, J; Wörn, H
2012-01-01
In current research, haptic feedback in robot assisted interventions plays an important role. However most approaches to haptic feedback only regard the mapping of the current forces at the surgical instrument to the haptic input devices, whereas surgeons demand a combination of medical imaging and telemanipulated robotic setups. In this paper we describe how this feature is integrated in our robotic research platform OP:Sense. The proposed method allows the automatic transfer of segmented imaging data to the haptic renderer and therefore allows enriching the haptic feedback with virtual fixtures based on imaging data. Anatomical structures are extracted from pre-operative generated medical images or virtual walls are defined by the surgeon inside the imaging data. Combining real forces with virtual fixtures can guide the surgeon to the regions of interest as well as helps to prevent the risk of damage to critical structures inside the patient. We believe that the combination of medical imaging and telemanipulation is a crucial step for the next generation of MIRS-systems.
Tangible display systems: bringing virtual surfaces into the real world
NASA Astrophysics Data System (ADS)
Ferwerda, James A.
2012-03-01
We are developing tangible display systems that enable natural interaction with virtual surfaces. Tangible display systems are based on modern mobile devices that incorporate electronic image displays, graphics hardware, tracking systems, and digital cameras. Custom software allows the orientation of a device and the position of the observer to be tracked in real-time. Using this information, realistic images of surfaces with complex textures and material properties illuminated by environment-mapped lighting, can be rendered to the screen at interactive rates. Tilting or moving in front of the device produces realistic changes in surface lighting and material appearance. In this way, tangible displays allow virtual surfaces to be observed and manipulated as naturally as real ones, with the added benefit that surface geometry and material properties can be modified in real-time. We demonstrate the utility of tangible display systems in four application areas: material appearance research; computer-aided appearance design; enhanced access to digital library and museum collections; and new tools for digital artists.
Propagation of crises in the virtual water trade network
NASA Astrophysics Data System (ADS)
Tamea, Stefania; Laio, Francesco; Ridolfi, Luca
2015-04-01
The international trade of agricultural goods is associated to the displacement of the water used to produce such goods and embedded in trade as a factor of production. Water virtually exchanged from producing to consuming countries, named virtual water, defines flows across an international network of 'virtual water trade' which enable the assessment of environmental forcings and implications of trade, such as global water savings or country dependencies on foreign water resources. Given the recent expansion of commodity (and virtual water) trade, in both displaced volumes and network structure, concerns have been raised about the exposure to crises of individuals and societies. In fact, if one country had to markedly decrease its export following a socio-economical or environmental crisis, such as a war or a drought, many -if not all- countries would be affected due to a cascade effect within the trade network. The present contribution proposes a mechanistic model describing the propagation of a local crisis into the virtual water trade network, accounting for the network structure and the virtual water balance of all countries. The model, built on data-based assumptions, is tested on the real case study of the Argentinean crisis in 2008-09, when the internal agricultural production (measured as virtual water volume) decreased by 26% and the virtual water export of Argentina dropped accordingly. Crisis propagation and effects on the virtual water trade are correctly captured, showing the way forward to investigations of crises impact and country vulnerability based on the results of the model proposed.
Goto, Masami; Kunimatsu, Akira; Shojima, Masaaki; Abe, Osamu; Aoki, Shigeki; Hayashi, Naoto; Mori, Harushi; Ino, Kenji; Yano, Keiichi; Saito, Nobuhito; Ohtomo, Kuni
2013-03-25
We present a case in which the origin of the branching vessel at the aneurysm neck was observed at the wrong place on the volume rendering method (VR) with 3D time-of-flight MRA (3D-TOF-MRA) with 3-Tesla MR system. In 3D-TOF-MRA, it is often difficult to observe the origin of the branching vessel, but it is unusual for it to be observed in the wrong place. In the planning of interventional treatment and surgical procedures, false recognition, as in the unique case in the present report, is a serious problem. Decisions based only on VR with 3D-TOF-MRA can be a cause of suboptimal selection in clinical treatment.
Hadwiger, M; Beyer, J; Jeong, Won-Ki; Pfister, H
2012-12-01
This paper presents the first volume visualization system that scales to petascale volumes imaged as a continuous stream of high-resolution electron microscopy images. Our architecture scales to dense, anisotropic petascale volumes because it: (1) decouples construction of the 3D multi-resolution representation required for visualization from data acquisition, and (2) decouples sample access time during ray-casting from the size of the multi-resolution hierarchy. Our system is designed around a scalable multi-resolution virtual memory architecture that handles missing data naturally, does not pre-compute any 3D multi-resolution representation such as an octree, and can accept a constant stream of 2D image tiles from the microscopes. A novelty of our system design is that it is visualization-driven: we restrict most computations to the visible volume data. Leveraging the virtual memory architecture, missing data are detected during volume ray-casting as cache misses, which are propagated backwards for on-demand out-of-core processing. 3D blocks of volume data are only constructed from 2D microscope image tiles when they have actually been accessed during ray-casting. We extensively evaluate our system design choices with respect to scalability and performance, compare to previous best-of-breed systems, and illustrate the effectiveness of our system for real microscopy data from neuroscience.
Hans, P; Grant, A J; Laitt, R D; Ramsden, R T; Kassner, A; Jackson, A
1999-08-01
Cochlear implantation requires introduction of a stimulating electrode array into the scala vestibuli or scala tympani. Although these structures can be separately identified on many high-resolution scans, it is often difficult to ascertain whether these channels are patent throughout their length. The aim of this study was to determine whether an optimized combination of an imaging protocol and a visualization technique allows routine 3D rendering of the scala vestibuli and scala tympani. A submillimeter T2 fast spin-echo imaging sequence was designed to optimize the performance of 3D visualization methods. The spatial resolution was determined experimentally using primary images and 3D surface and volume renderings from eight healthy subjects. These data were used to develop the imaging sequence and to compare the quality and signal-to-noise dependency of four data visualization algorithms: maximum intensity projection, ray casting with transparent voxels, ray casting with opaque voxels, and isosurface rendering. The ability of these methods to produce 3D renderings of the scala tympani and scala vestibuli was also examined. The imaging technique was used in five patients with sensorineural deafness. Visualization techniques produced optimal results in combination with an isotropic volume imaging sequence. Clinicians preferred the isosurface-rendered images to other 3D visualizations. Both isosurface and ray casting displayed the scala vestibuli and scala tympani throughout their length. Abnormalities were shown in three patients, and in one of these, a focal occlusion of the scala tympani was confirmed at surgery. Three-dimensional images of the scala vestibuli and scala tympani can be routinely produced. The combination of an MR sequence optimized for use with isosurface rendering or ray-casting algorithms can produce 3D images with greater spatial resolution and anatomic detail than has been possible previously.
Evolution of the Varrier autostereoscopic VR display: 2001-2007
NASA Astrophysics Data System (ADS)
Peterka, Tom; Kooima, Robert L.; Girado, Javier I.; Ge, Jinghua; Sandin, Daniel J.; DeFanti, Thomas A.
2007-02-01
Autostereoscopy (AS) is an increasingly valuable virtual reality (VR) display technology; indeed, the IS&T / SPIE Electronic Imaging Conference has seen rapid growth in the number and scope of AS papers in recent years. The first Varrier paper appeared at SPIE in 2001, and much has changed since then. What began as a single-panel prototype has grown to a full scale VR autostereo display system, with a variety of form factors, features, and options. Varrier is a barrier strip AS display system that qualifies as a true VR display, offering a head-tracked ortho-stereo first person interactive VR experience without the need for glasses or other gear to be worn by the user. Since Varrier's inception, new algorithmic and systemic developments have produced performance and quality improvements. Visual acuity has increased by a factor of 1.4X with new fine-resolution barrier strip linescreens and computational algorithms that support variable sub-pixel resolutions. Performance has improved by a factor of 3X using a new GPU shader-based sub-pixel algorithm that accomplishes in one pass what previously required three passes. The Varrier modulation algorithm that began as a computationally expensive task is now no more costly than conventional stereoscopic rendering. Interactive rendering rates of 60 Hz are now possible in Varrier for complex scene geometry on the order of 100K vertices, and performance is GPU bound, hence it is expected to continue improving with graphics card enhancements. Head tracking is accomplished with a neural network camera-based tracking system developed at EVL for Varrier. Multiple cameras capture subjects at 120 Hz and the neural network recognizes known faces from a database and tracks them in 3D space. New faces are trained and added to the database in a matter of minutes, and accuracy is comparable to commercially available tracking systems. Varrier supports a variety of VR applications, including visualization of polygonal, ray traced, and volume rendered data. Both AS movie playback of pre-rendered stereo frames and interactive manipulation of 3D models are supported. Local as well as distributed computation is employed in various applications. Long-distance collaboration has been demonstrated with AS teleconferencing in Varrier. A variety of application domains such as art, medicine, and science have been exhibited, and Varrier exists in a variety of form factors from large tiled installations to smaller desktop forms to fit a variety of space and budget constraints. Newest developments include the use of a dynamic parallax barrier that affords features that were inconceivable with a static barrier.
ERIC Educational Resources Information Center
Burke, Anne, Ed.; Marsh, Jackie, Ed.
2013-01-01
As children's digital lives become more relevant to schools and educators, the question of play and learning is being revisited in new and interesting ways. "Children's Virtual Play Worlds: Culture, Learning, and Participation" provides a more reasoned account of children's play engagements in virtual worlds through a number of scholarly…
ERIC Educational Resources Information Center
Sadler, Randall
2012-01-01
This book focuses on one area in the field of Computer-Mediated Communication that has recently exploded in popularity--Virtual Worlds. Virtual Worlds are online multiplayer three-dimensional environments where avatars represent their real world counterparts. In particular, this text explores the potential for these environments to be used for…
Archeological Investigations in Cochiti Reservoir, New Mexico. Volume 3. 1976-1977 Field Seasons.
1979-01-01
or methods are in a constant state of flux, and will undoubtedly continue so. The present In 1959, Baumhoff and Heizer suggested that the sys- paper...marrow extraction and when as estimates rather than counts were insect bodies and rendering bone grease. parts (10-25%), cocoons/larvae/eggs (1-10%), and...A yielded rendering bone grease or making soup. The association of 40 burned bone fragments. A 500 ml sample from grid the unidentified fragments and
1997-03-01
these historic resources, rendering them the least preferable alternatives with respect to cultural resources. 2.3.2.4 Visual Resources 1 Construction of...communication). Others measures, however, were interrupted by the decision in 1995 to close the base, an action that rendered many mitigation measures unnecessary...of North American Indians, Vol. 8 (California), pp. 485495. Edited by R. F. Heizer . Smithsonian Institute, Washington, DC. Lienkaemper, J.J. 1992
1998-04-01
Valley (Kroeber & Heizer 1970). In 1972, the Bureau of Indian Affairs listed only 11 individuals claiming Patwin ancestry in the entire territory...facility from the dredge disposal area to the upland open space scenic resource area would render this facility visible from viewpoints with . high...take. The COE probably would not issue a permit unless the USFWS rendered a "non-jeopardy" Biological Opinion, which would incorporate mitigations for
1982-09-01
frequently awkward verbage thus rendering the report more readable. Richard Walling produced the figures and made many constructive coImnts on the...the Cobbs Swamp complex (Chase 1978), had developed into the Render - son complex (Dickens 1971). By approximately A.D. 400, check and simple j...Methods in Archaeology, edited by Robert F. Heizer and Sherburne F. Cook, pp. 60-92. Viking Fund Publications in Anthropology 28. Chicago. Stephenson
Haine, Steven; Wouters, Kristien; Miljoen, Hielko; Vandendriessche, Tom; Claeys, Marc; Bosmans, Johan; Vrints, Christiaan
2018-04-01
Since neointima smooth muscle cells (SMC) mainly originate from the vessel wall, we investigated whether atherosclerotic plaque composition influences subsequent in-stent neointima proliferation and restenosis. We performed intravascular ultrasound (IVUS) with virtual histology in 98 patients prior to elective bare-metal stent (BMS) implantation in de novo coronary artery lesions. Virtual histology variables pre-percutaneous coronary intervention (PCI) were related to in-stent neointima proliferation six months after implantation assessed as late luminal loss of 0.88 mm (interquartile range (IQR) 0.37-1.23 mm) on angiography and as maximal percentage area stenosis of 42% (IQR 33-59%) and percentage volume intima hyperplasia of 27% (IQR 20-36%) on IVUS. A ridge-trace based multiple linear regression model was constructed to account for multicollinearity of the virtual histology variables and was corrected for implanted stent length (18 mm, IQR 15-23 mm), stent diameter (3.0 mm, IQR 2.75-3.5 mm) and lesion volume (146 mm³, IQR 80-201 mm³) prior to PCI. Fibrous tissue volume prior to PCI (49 mm³, IQR 30-77 mm³) was significantly and independently related to late luminal loss (p = .038), maximal percentage area stenosis (p = .041) and percentage volume intima hyperplasia (p = .004). Neither absolute nor relative amounts of fibrofatty, calcified or necrotic core tissue appeared related to any of the restenosis parameters. Subgroup analysis after exclusion of acute coronary syndrome (ACS) patients yielded similar results. Lesions with more voluminous fibrotic tissue pre-PCI show more pronounced in-stent neointima proliferation, even after correction for lesion plaque volume.
An artificial reality environment for remote factory control and monitoring
NASA Technical Reports Server (NTRS)
Kosta, Charles Paul; Krolak, Patrick D.
1993-01-01
Work has begun on the merger of two well known systems, VEOS (HITLab) and CLIPS (NASA). In the recent past, the University of Massachusetts Lowell developed a parallel version of NASA CLIPS, called P-CLIPS. This modification allows users to create smaller expert systems which are able to communicate with each other to jointly solve problems. With the merger of a VEOS message system, PCLIPS-V can now act as a group of entities working within VEOS. To display the 3D virtual world we have been using a graphics package called HOOPS, from Ithaca Software. The artificial reality environment we have set up contains actors and objects as found in our Lincoln Logs Factory of the Future project. The environment allows us to view and control the objects within the virtual world. All communication between the separate CLIPS expert systems is done through VEOS. A graphical renderer generates camera views on X-Windows devices; Head Mounted Devices are not required. This allows more people to make use of this technology. We are experimenting with different types of virtual vehicles to give the user a sense that he or she is actually moving around inside the factory looking ahead through windows and virtual monitors.
Benoit, Michel; Guerchouche, Rachid; Petit, Pierre-David; Chapoulie, Emmanuelle; Manera, Valeria; Chaurasia, Gaurav; Drettakis, George; Robert, Philippe
2015-01-01
Virtual reality (VR) opens up a vast number of possibilities in many domains of therapy. The primary objective of the present study was to evaluate the acceptability for elderly subjects of a VR experience using the image-based rendering virtual environment (IBVE) approach and secondly to test the hypothesis that visual cues using VR may enhance the generation of autobiographical memories. Eighteen healthy volunteers (mean age 68.2 years) presenting memory complaints with a Mini-Mental State Examination score higher than 27 and no history of neuropsychiatric disease were included. Participants were asked to perform an autobiographical fluency task in four conditions. The first condition was a baseline grey screen, the second was a photograph of a well-known location in the participant's home city (FamPhoto), and the last two conditions displayed VR, ie, a familiar image-based virtual environment (FamIBVE) consisting of an image-based representation of a known landmark square in the center of the city of experimentation (Nice) and an unknown image-based virtual environment (UnknoIBVE), which was captured in a public housing neighborhood containing unrecognizable building fronts. After each of the four experimental conditions, participants filled in self-report questionnaires to assess the task acceptability (levels of emotion, motivation, security, fatigue, and familiarity). CyberSickness and Presence questionnaires were also assessed after the two VR conditions. Autobiographical memory was assessed using a verbal fluency task and quality of the recollection was assessed using the "remember/know" procedure. All subjects completed the experiment. Sense of security and fatigue were not significantly different between the conditions with and without VR. The FamPhoto condition yielded a higher emotion score than the other conditions (P<0.05). The CyberSickness questionnaire showed that participants did not experience sickness during the experiment across the VR conditions. VR stimulates autobiographical memory, as demonstrated by the increased total number of responses on the autobiographical fluency task and the increased number of conscious recollections of memories for familiar versus unknown scenes (P<0.01). The study indicates that VR using the FamIBVE system is well tolerated by the elderly. VR can also stimulate recollections of autobiographical memory and convey familiarity of a given scene, which is an essential requirement for use of VR during reminiscence therapy.
Benoit, Michel; Guerchouche, Rachid; Petit, Pierre-David; Chapoulie, Emmanuelle; Manera, Valeria; Chaurasia, Gaurav; Drettakis, George; Robert, Philippe
2015-01-01
Background Virtual reality (VR) opens up a vast number of possibilities in many domains of therapy. The primary objective of the present study was to evaluate the acceptability for elderly subjects of a VR experience using the image-based rendering virtual environment (IBVE) approach and secondly to test the hypothesis that visual cues using VR may enhance the generation of autobiographical memories. Methods Eighteen healthy volunteers (mean age 68.2 years) presenting memory complaints with a Mini-Mental State Examination score higher than 27 and no history of neuropsychiatric disease were included. Participants were asked to perform an autobiographical fluency task in four conditions. The first condition was a baseline grey screen, the second was a photograph of a well-known location in the participant’s home city (FamPhoto), and the last two conditions displayed VR, ie, a familiar image-based virtual environment (FamIBVE) consisting of an image-based representation of a known landmark square in the center of the city of experimentation (Nice) and an unknown image-based virtual environment (UnknoIBVE), which was captured in a public housing neighborhood containing unrecognizable building fronts. After each of the four experimental conditions, participants filled in self-report questionnaires to assess the task acceptability (levels of emotion, motivation, security, fatigue, and familiarity). CyberSickness and Presence questionnaires were also assessed after the two VR conditions. Autobiographical memory was assessed using a verbal fluency task and quality of the recollection was assessed using the “remember/know” procedure. Results All subjects completed the experiment. Sense of security and fatigue were not significantly different between the conditions with and without VR. The FamPhoto condition yielded a higher emotion score than the other conditions (P<0.05). The CyberSickness questionnaire showed that participants did not experience sickness during the experiment across the VR conditions. VR stimulates autobiographical memory, as demonstrated by the increased total number of responses on the autobiographical fluency task and the increased number of conscious recollections of memories for familiar versus unknown scenes (P<0.01). Conclusion The study indicates that VR using the FamIBVE system is well tolerated by the elderly. VR can also stimulate recollections of autobiographical memory and convey familiarity of a given scene, which is an essential requirement for use of VR during reminiscence therapy. PMID:25834437
Designing for Virtual Windows in a Deep Space Habitat
NASA Technical Reports Server (NTRS)
Howe, A. Scott; Howard, Robert L.; Moore, Nathan; Amoroso, Michael
2013-01-01
This paper discusses configurations and test analogs toward the design of a virtual window capability in a Deep Space Habitat. Long-duration space missions will require crews to remain in the confines of a spacecraft for extended periods of time, with possible harmful effects if a crewmember cannot cope with the small habitable volume. Virtual windows expand perceived volume using a minimal amount of image projection equipment and computing resources, and allow a limited immersion in remote environments. Uses for the virtual window include: live or augmented reality views of the external environment; flight deck, piloting, observation, or other participation in remote missions through live transmission of cameras mounted to remote vehicles; pre-recorded background views of nature areas, seasonal occurrences, or cultural events; and pre-recorded events such as birthdays, anniversaries, and other meaningful events prepared by ground support and families of the crewmembers.
Automated Analysis of ARM Binaries using the Low-Level Virtual Machine Compiler Framework
2011-03-01
president to insist on keeping his smartphone [CNN09]. A self-proclaimed BlackBerry addict , President Obama fought hard to keep his mobile device after his... smartphone but renders a device non-functional on installation [FSe09][Hof07]. Complex interactions between hardware and software components both within... smartphone (which is a big assumption), the phone may still be vulnerable if the hardware or software does not correctly implement the design
Image-Based Techniques for Digitizing Environments and Artifacts
2003-01-01
renderings in Fig. 7, and Maya Martinez arranged for the use of the cultural ar- tifacts used in this work. This work has been funded by Interval...Electronic Imaging and Computer Graphics in Mu- seum and Archaeology , pages 199–209, 1996. [3] R. Baribeau, M. Rioux, and G. Godin. Color reflectance...artifacts. In Proc. 2nd Inter- national Symposium on Virtual Reality, Archaeology , and Cultural Heritage (VAST 2001), pages 333–342, December 2001. [12
Virtual environments from panoramic images
NASA Astrophysics Data System (ADS)
Chapman, David P.; Deacon, Andrew
1998-12-01
A number of recent projects have demonstrated the utility of Internet-enabled image databases for the documentation of complex, inaccessible and potentially hazardous environments typically encountered in the petrochemical and nuclear industries. Unfortunately machine vision and image processing techniques have not, to date, enabled the automatic extraction geometrical data from such images and thus 3D CAD modeling remains an expensive and laborious manual activity. Recent developments in panoramic image capture and presentation offer an alternative intermediate deliverable which, in turn, offers some of the benefits of a 3D model at a fraction of the cost. Panoramic image display tools such as Apple's QuickTime VR (QTVR) and Live Spaces RealVR provide compelling and accessible digital representations of the real world and justifiably claim to 'put the reality in Virtual Reality.' This paper will demonstrate how such technologies can be customized, extended and linked to facility management systems delivered over a corporate intra-net to enable end users to become familiar with remote sites and extract simple dimensional data. In addition strategies for the integration of such images with documents gathered from 2D or 3D CAD and Process and Instrumentation Diagrams (P&IDs) will be described as will techniques for precise 'As-Built' modeling using the calibrated images from which panoramas have been derived and the use of textures from these images to increase the realism of rendered scenes. A number of case studies relating to both nuclear and process engineering will demonstrate the extent to which such solution are scaleable in order to deal with the very large volumes of image data required to fully document the large, complex facilities typical of these industry sectors.
Toso, Francesco; Zuiani, Chiara; Vergendo, Maurizio; Salvo, Iolanda; Robiony, Massimo; Politi, Massimo; Bazzocchi, Massimo
2005-01-01
To validate a protocol for creating virtual models to be used in the construction of solid prototypes useful for the planning-simulation of maxillo-facial surgery, in particular for very complex anatomic and pathologic problems. To optimize communications between the radiology, engineering and surgical laboratories. We studied 16 patients with different clinical problems of the maxillo-facial district. Exams were performed with multidetector computed tomography (MDCT) and single slice computed tomography (SDCT) with axial scans and collimation of 0.5-2 mm, and reconstruction interval of 1 mm. Subsequently we performed 2D multiplanar reconstructions and 3D volume-rendering reconstructions. We exported the DICOM images to the engineering laboratory, to recognize and isolate the bony structures by software. With these data the solid prototypes were generated using stereolitography. To date, surgery has been preformed on 12 patients after simulation of the procedure on the stereolithographyc model. The solid prototypes constructed in the difficult cases were sufficiently detailed despite problems related to the artefacts generated by dental fillings an d prostheses. In the remaining cases the MPR/3D images were sufficiently detailed for surgical planning. The surgical results were excellent in all patients who underwent surgery, and the surgeons were satisfied with the improvement in quality and the reduction in time required for the procedure. MDCT enables rapid prototyping using solid replication, which was very helpful in maxillo-facial surgery, despite problems related to artifacts due to dental fillings and prosthesis within the acquisition field; solutions for this problem are work in progress. The protocol used for communication between the different laboratories was valid and reproducible.
Australian DefenceScience. Volume 16, Number 2, Winter
2008-01-01
Making Virtual Advisers speedily interactive To provide an authentically interactive experience for humans working with Virtual Advisers, the Virtual...peer trusted and strong authentication for checking of security credentials without recourse to third parties or infrastructure, thus eliminating...multiple passwords, or carry around multiple security tokens.” Each CodeStick device is readied for use with a biometric authentication process. Since
NASA Astrophysics Data System (ADS)
Zheng, Xianwei; Xiong, Hanjiang; Gong, Jianya; Yue, Linwei
2017-07-01
Virtual globes play an important role in representing three-dimensional models of the Earth. To extend the functioning of a virtual globe beyond that of a "geobrowser", the accuracy of the geospatial data in the processing and representation should be of special concern for the scientific analysis and evaluation. In this study, we propose a method for the processing of large-scale terrain data for virtual globe visualization and analysis. The proposed method aims to construct a morphologically preserved multi-resolution triangulated irregular network (TIN) pyramid for virtual globes to accurately represent the landscape surface and simultaneously satisfy the demands of applications at different scales. By introducing cartographic principles, the TIN model in each layer is controlled with a data quality standard to formulize its level of detail generation. A point-additive algorithm is used to iteratively construct the multi-resolution TIN pyramid. The extracted landscape features are also incorporated to constrain the TIN structure, thus preserving the basic morphological shapes of the terrain surface at different levels. During the iterative construction process, the TIN in each layer is seamlessly partitioned based on a virtual node structure, and tiled with a global quadtree structure. Finally, an adaptive tessellation approach is adopted to eliminate terrain cracks in the real-time out-of-core spherical terrain rendering. The experiments undertaken in this study confirmed that the proposed method performs well in multi-resolution terrain representation, and produces high-quality underlying data that satisfy the demands of scientific analysis and evaluation.
Using Virtual Reality For Outreach Purposes in Planetology
NASA Astrophysics Data System (ADS)
Civet, François; Le Mouélic, Stéphane; Le Menn, Erwan; Beaunay, Stéphanie
2016-10-01
2016 has been a year marked by a technological breakthrough : the availability for the first time to the general public of technologically mature virtual reality devices. Virtual Reality consists in visually immerging a user in a 3D environment reproduced either from real and/or imaginary data, with the possibility to move and eventually interact with the different elements. In planetology, most of the places will remain inaccessible to the public for a while, but a fleet of dedicated spacecraft's such as orbiters, landers and rovers allow the possibility to virtually reconstruct the environments, using image processing, cartography and photogrammetry. Virtual reality can then bridge the gap to virtually "send" any user into the place and enjoy the exploration.We are investigating several type of devices to render orbital or ground based data of planetological interest, mostly from Mars. The most simple system consists of a "cardboard" headset, on which the user can simply use his cellphone as the screen. A more comfortable experience is obtained with more complex systems such as the HTC vive or Oculus Rift headsets, which include a tracking system important to minimize motion sickness. The third environment that we have developed is based on the CAVE concept, were four 3D video projectors are used to project on three 2x3m walls plus the ground. These systems can be used for scientific data analysis, but also prove to be perfectly suited for outreach and education purposes.
Topological Galleries: A High Level User Interface for Topology Controlled Volume Rendering
DOE Office of Scientific and Technical Information (OSTI.GOV)
MacCarthy, Brian; Carr, Hamish; Weber, Gunther H.
2011-06-30
Existing topological interfaces to volume rendering are limited by their reliance on sophisticated knowledge of topology by the user. We extend previous work by describing topological galleries, an interface for novice users that is based on the design galleries approach. We report three contributions: an interface based on hierarchical thumbnail galleries to display the containment relationships between topologically identifiable features, the use of the pruning hierarchy instead of branch decomposition for contour tree simplification, and drag-and-drop transfer function assignment for individual components. Initial results suggest that this approach suffers from limitations due to rapid drop-off of feature size in themore » pruning hierarchy. We explore these limitations by providing statistics of feature size as function of depth in the pruning hierarchy of the contour tree.« less
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.
Virtual Simulations: A Creative, Evidence-Based Approach to Develop and Educate Nurses.
Leibold, Nancyruth; Schwarz, Laura
2017-02-01
The use of virtual simulations in nursing is an innovative strategy that is increasing in application. There are several terms related to virtual simulation; although some are used interchangeably, the meanings are not the same. This article presents examples of virtual simulation, virtual worlds, and virtual patients in continuing education, staff development, and academic nursing education. Virtual simulations in nursing use technology to provide safe, as realistic as possible clinical practice for nurses and nursing students. Virtual simulations are useful for learning new skills; practicing a skill that puts content, high-order thinking, and psychomotor elements together; skill competency learning; and assessment for low-volume, high-risk skills. The purpose of this article is to describe the related terms, examples, uses, theoretical frameworks, challenges, and evidence related to virtual simulations in nursing.
Three Dimensional Projection Environment for Molecular Design and Surgical Simulation
2011-08-01
bypasses the cumbersome meshing process . The deformation model is only comprised of mass nodes, which are generated by sampling the object volume before...force should minimize the penetration volume, the haptic feedback force is derived directly. Additionally, a post- processing technique is developed to...render distinct physi-cal tissue properties across different interaction areas. The proposed approach does not require any pre- processing and is
Narco-Crime in Mexico: Indication of State Failure or Symptoms of an Emerging Democracy
2010-05-21
Estudios sobre la Inseguridad a.c. (IESCI) or The Citizen’s Institute for Insecurity states in Olson’s article, “In terms of security, we are like those...losses have virtually rendered 30 Center for Latin American and Border Studies, “The Mexican Military’s Role in Crime Ridden Border Areas,” ( Las Cruces...executive, these criminal organizations have no interest in national or federal level governance inclusive of the spectrum of essential services required
Brazilian keratin hair treatment: a review.
Weathersby, Courtney; McMichael, Amy
2013-06-01
Brazilian keratin treatments are widely available products that are used by women all over the world to straighten hair. Marketers of these products claim that the keratin treatments render naturally curly hair more manageable and frizz-free while enhancing color and shine, giving the hair a healthier appearance. Although widely used, there have been virtually no reports of adverse side effects. Unfortunately, many of the products that are applied by salon professionals contain formaldehyde or its derivatives and are being marketed as safe. © 2013 Wiley Periodicals, Inc.
Presentation of a dummy representing suit for simulation of huMAN heatloss (DRESSMAN).
Mayer, E; Schwab, R
2004-09-01
DRESSMAN designates a novel dummy for climate measurements that allows predicting the human thermal comfort experienced inside rooms (buildings, vehicles, aircraft, railway compartments etc.) on the basis of indoor climate measurements. Measurements can be listed in tabular form and can also be represented by way of color gradations in a virtual 3D human model. Optionally, visualization may be rendered during or after measurement. Due to its very quick response, DRESSMAN is particularly suited for nonstationary processes.
Kim, K; Lee, S
2015-05-01
Diagnosis of skin conditions is dependent on the assessment of skin surface properties that are represented by more tactile properties such as stiffness, roughness, and friction than visual information. Due to this reason, adding tactile feedback to existing vision based diagnosis systems can help dermatologists diagnose skin diseases or disorders more accurately. The goal of our research was therefore to develop a tactile rendering system for skin examinations by dynamic touch. Our development consists of two stages: converting a single image to a 3D haptic surface and rendering the generated haptic surface in real-time. Converting to 3D surfaces from 2D single images was implemented with concerning human perception data collected by a psychophysical experiment that measured human visual and haptic sensibility to 3D skin surface changes. For the second stage, we utilized real skin biomechanical properties found by prior studies. Our tactile rendering system is a standalone system that can be used with any single cameras and haptic feedback devices. We evaluated the performance of our system by conducting an identification experiment with three different skin images with five subjects. The participants had to identify one of the three skin surfaces by using a haptic device (Falcon) only. No visual cue was provided for the experiment. The results indicate that our system provides sufficient performance to render discernable tactile rendering with different skin surfaces. Our system uses only a single skin image and automatically generates a 3D haptic surface based on human haptic perception. Realistic skin interactions can be provided in real-time for the purpose of skin diagnosis, simulations, or training. Our system can also be used for other applications like virtual reality and cosmetic applications. © 2014 John Wiley & Sons A/S. Published by John Wiley & Sons Ltd.
Earthscape, a Multi-Purpose Interactive 3d Globe Viewer for Hybrid Data Visualization and Analysis
NASA Astrophysics Data System (ADS)
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.
Virtual industrial water usage and wastewater generation in the Middle East/North African region
NASA Astrophysics Data System (ADS)
Sakhel, S. R.; Geissen, S.-U.; Vogelpohl, A.
2013-01-01
This study deals with the quantification of volumes of water usage, wastewater generation, virtual water export, and wastewater generation from export for eight export relevant industries present in the Middle East/North Africa (MENA). It shows that about 3400 million m3 of water is used per annum while around 793 million m3 of wastewater is generated from products that are meant for domestic consumption and export. The difference between volumes of water usage and wastewater generation is due to water evaporation or injecting underground (oil wells pressure maintenance). The wastewater volume generated from production represents a population equivalent of 15.5 million in terms of wastewater quantity and 30.4 million in terms of BOD. About 409 million m3 of virtual water flows from MENA to EU27 (resulting from export of eight commodities) which is equivalent to 12.1% of the water usage of those industries and Libya is the largest virtual water exporter (about 87 million m3). Crude oil and refined petroleum products represent about 89% of the total virtual water flow, fertilizers represent around 10% and 1% remaining industries. EU27 poses the greatest indirect pressure on the Kuwaiti hydrological system where the virtual water export represents about 96% of the actual renewable water resources in this country. The Kuwaiti crude oil water use in relation to domestic water withdrawal is about 89% which is highest among MENA countries. Pollution of water bodies, in terms of BOD, due to production is very relevant for crude oil, slaughterhouses, refineries, olive oil, and tanneries while pollution due to export to EU27 is most relevant for crude oil industry and olive oil mills.
a Low-Cost and Lightweight 3d Interactive Real Estate-Purposed Indoor Virtual Reality Application
NASA Astrophysics Data System (ADS)
Ozacar, K.; Ortakci, Y.; Kahraman, I.; Durgut, R.; Karas, I. R.
2017-11-01
Interactive 3D architectural indoor design have been more popular after it benefited from Virtual Reality (VR) technologies. VR brings computer-generated 3D content to real life scale and enable users to observe immersive indoor environments so that users can directly modify it. This opportunity enables buyers to purchase a property off-the-plan cheaper through virtual models. Instead of showing property through 2D plan or renders, this visualized interior architecture of an on-sale unbuilt property is demonstrated beforehand so that the investors have an impression as if they were in the physical building. However, current applications either use highly resource consuming software, or are non-interactive, or requires specialist to create such environments. In this study, we have created a real-estate purposed low-cost high quality fully interactive VR application that provides a realistic interior architecture of the property by using free and lightweight software: Sweet Home 3D and Unity. A preliminary study showed that participants generally liked proposed real estate-purposed VR application, and it satisfied the expectation of the property buyers.
Grids, Clouds, and Virtualization
NASA Astrophysics Data System (ADS)
Cafaro, Massimo; Aloisio, Giovanni
This chapter introduces and puts in context Grids, Clouds, and Virtualization. Grids promised to deliver computing power on demand. However, despite a decade of active research, no viable commercial grid computing provider has emerged. On the other hand, it is widely believed - especially in the Business World - that HPC will eventually become a commodity. Just as some commercial consumers of electricity have mission requirements that necessitate they generate their own power, some consumers of computational resources will continue to need to provision their own supercomputers. Clouds are a recent business-oriented development with the potential to render this eventually as rare as organizations that generate their own electricity today, even among institutions who currently consider themselves the unassailable elite of the HPC business. Finally, Virtualization is one of the key technologies enabling many different Clouds. We begin with a brief history in order to put them in context, and recall the basic principles and concepts underlying and clearly differentiating them. A thorough overview and survey of existing technologies provides the basis to delve into details as the reader progresses through the book.
Virtual Screening Approach of Bacterial Peptide Deformylase Inhibitors Results in New Antibiotics.
Merzoug, Amina; Chikhi, Abdelouahab; Bensegueni, Abderrahmane; Boucherit, Hanane; Okay, Sezer
2018-03-01
The increasing resistance of bacteria to antibacterial therapy poses an enormous health problem, it renders the development of new antibacterial agents with novel mechanism of action an urgent need. Peptide deformylase, a metalloenzyme which catalytically removes N-formyl group from N-terminal methionine of newly synthesized polypeptides, is an important target in antibacterial drug discovery. In this study, we report the structure-based virtual screening of ZINC database in order to discover potential hits as bacterial peptide deformylase enzyme inhibitors with more affinity as compared to GSK1322322, previously known inhibitor. After virtual screening, fifteen compounds of the top hits predicted were purchased and evaluated in vitro for their antibacterial activities against one Gram positive (Staphylococcus aureus) and three Gram negative (Escherichia coli, Pseudomonas aeruginosa and Klebsiella. pneumoniae) bacteria in different concentrations by disc diffusion method. Out of these, three compounds, ZINC00039650, ZINC03872971 and ZINC00126407, exhibited significant zone of inhibition. The results obtained were confirmed using the dilution method. Thus, these proposed compounds may aid the development of more efficient antibacterial agents. © 2018 Wiley-VCH Verlag GmbH & Co. KGaA, Weinheim.
Ehara, Shoichi; Okuyama, Takuhiro; Shirai, Nobuyuki; Sugioka, Kenichi; Oe, Hiroki; Itoh, Toshihide; Matsuoka, Toshiyuki; Ikura, Yoshihiro; Ueda, Makiko; Naruko, Takahiko; Hozumi, Takeshi; Yoshiyama, Minoru
2009-08-01
Previous studies have shown a correlation between coronary artery cross-sectional diameter and left ventricular (LV) mass. However, no studies have examined the correlation between actual coronary artery volume (CAV) and LV mass. In the present study, measurements of CAV by 64-multislice computed tomography (MSCT) were validated and the relationship between CAV and LV mass was investigated. First, coronary artery phantoms consisting of syringes filled with solutions of contrast medium moving at simulated heart rates were scanned by 64-MSCT. Display window settings permitting accurate calculation of small volumes were optimized by evaluating volume-rendered images of the segmented contrast medium at different window settings. Next, 61 patients without significant coronary artery stenosis were scanned by 64-MSCT with the same protocol as for the phantoms. Coronary arteries were segmented on a workstation and the same window settings were applied to the volume-rendered images to calculate total CAV. Significant correlations between total CAV and LV mass (r=0.660, P<0.0001) were found, whereas an inverse relation was present between total CAV per 100 g of LV mass and LV mass. The novel concept of "CAV" for the characterization of coronary arteries may prove useful for future research, particularly on the causes of LV hypertrophy.
Hybrid Parallelism for Volume Rendering on Large-, Multi-, and Many-Core Systems
DOE Office of Scientific and Technical Information (OSTI.GOV)
Howison, Mark; Bethel, E. Wes; Childs, Hank
2012-01-01
With the computing industry trending towards multi- and many-core processors, we study how a standard visualization algorithm, ray-casting volume rendering, can benefit from a hybrid parallelism approach. Hybrid parallelism provides the best of both worlds: using distributed-memory parallelism across a large numbers of nodes increases available FLOPs and memory, while exploiting shared-memory parallelism among the cores within each node ensures that each node performs its portion of the larger calculation as efficiently as possible. We demonstrate results from weak and strong scaling studies, at levels of concurrency ranging up to 216,000, and with datasets as large as 12.2 trillion cells.more » The greatest benefit from hybrid parallelism lies in the communication portion of the algorithm, the dominant cost at higher levels of concurrency. We show that reducing the number of participants with a hybrid approach significantly improves performance.« less
[Usefulness of volume rendering stereo-movie in neurosurgical craniotomies].
Fukunaga, Tateya; Mokudai, Toshihiko; Fukuoka, Masaaki; Maeda, Tomonori; Yamamoto, Kouji; Yamanaka, Kozue; Minakuchi, Kiyomi; Miyake, Hirohisa; Moriki, Akihito; Uchida, Yasufumi
2007-12-20
In recent years, the advancements in MR technology combined with the development of the multi-channel coil have resulted in substantially shortened inspection times. In addition, rapid improvement in functional performance in the workstation has produced a more simplified imaging-making process. Consequently, graphical images of intra-cranial lesions can be easily created. For example, the use of three-dimensional spoiled gradient echo (3D-SPGR) volume rendering (VR) after injection of a contrast medium is applied clinically as a preoperative reference image. Recently, improvements in 3D-SPGR VR high-resolution have enabled accurate surface images of the brain to be obtained. We used stereo-imaging created by weighted maximum intensity projection (Weighted MIP) to determine the skin incision line. Furthermore, the stereo imaging technique utilizing 3D-SPGR VR was actually used in cases presented here. The techniques we report here seemed to be very useful in the pre-operative simulation of neurosurgical craniotomy.
Send, Robert; Kaila, Ville R. I.; Sundholm, Dage
2011-01-01
We investigate how the reduction of the virtual space affects coupled-cluster excitation energies at the approximate singles and doubles coupled-cluster level (CC2). In this reduced-virtual-space (RVS) approach, all virtual orbitals above a certain energy threshold are omitted in the correlation calculation. The effects of the RVS approach are assessed by calculations on the two lowest excitation energies of 11 biochromophores using different sizes of the virtual space. Our set of biochromophores consists of common model systems for the chromophores of the photoactive yellow protein, the green fluorescent protein, and rhodopsin. The RVS calculations show that most of the high-lying virtual orbitals can be neglected without significantly affecting the accuracy of the obtained excitation energies. Omitting all virtual orbitals above 50 eV in the correlation calculation introduces errors in the excitation energies that are smaller than 0.1 eV . By using a RVS energy threshold of 50 eV , the CC2 calculations using triple-ζ basis sets (TZVP) on protonated Schiff base retinal are accelerated by a factor of 6. We demonstrate the applicability of the RVS approach by performing CC2∕TZVP calculations on the lowest singlet excitation energy of a rhodopsin model consisting of 165 atoms using RVS thresholds between 20 eV and 120 eV. The calculations on the rhodopsin model show that the RVS errors determined in the gas-phase are a very good approximation to the RVS errors in the protein environment. The RVS approach thus renders purely quantum mechanical treatments of chromophores in protein environments feasible and offers an ab initio alternative to quantum mechanics∕molecular mechanics separation schemes. PMID:21663351
Send, Robert; Kaila, Ville R I; Sundholm, Dage
2011-06-07
We investigate how the reduction of the virtual space affects coupled-cluster excitation energies at the approximate singles and doubles coupled-cluster level (CC2). In this reduced-virtual-space (RVS) approach, all virtual orbitals above a certain energy threshold are omitted in the correlation calculation. The effects of the RVS approach are assessed by calculations on the two lowest excitation energies of 11 biochromophores using different sizes of the virtual space. Our set of biochromophores consists of common model systems for the chromophores of the photoactive yellow protein, the green fluorescent protein, and rhodopsin. The RVS calculations show that most of the high-lying virtual orbitals can be neglected without significantly affecting the accuracy of the obtained excitation energies. Omitting all virtual orbitals above 50 eV in the correlation calculation introduces errors in the excitation energies that are smaller than 0.1 eV. By using a RVS energy threshold of 50 eV, the CC2 calculations using triple-ζ basis sets (TZVP) on protonated Schiff base retinal are accelerated by a factor of 6. We demonstrate the applicability of the RVS approach by performing CC2/TZVP calculations on the lowest singlet excitation energy of a rhodopsin model consisting of 165 atoms using RVS thresholds between 20 eV and 120 eV. The calculations on the rhodopsin model show that the RVS errors determined in the gas-phase are a very good approximation to the RVS errors in the protein environment. The RVS approach thus renders purely quantum mechanical treatments of chromophores in protein environments feasible and offers an ab initio alternative to quantum mechanics/molecular mechanics separation schemes. © 2011 American Institute of Physics
High-immersion three-dimensional display of the numerical computer model
NASA Astrophysics Data System (ADS)
Xing, Shujun; Yu, Xunbo; Zhao, Tianqi; Cai, Yuanfa; Chen, Duo; Chen, Zhidong; Sang, Xinzhu
2013-08-01
High-immersion three-dimensional (3D) displays making them valuable tools for many applications, such as designing and constructing desired building houses, industrial architecture design, aeronautics, scientific research, entertainment, media advertisement, military areas and so on. However, most technologies provide 3D display in the front of screens which are in parallel with the walls, and the sense of immersion is decreased. To get the right multi-view stereo ground image, cameras' photosensitive surface should be parallax to the public focus plane and the cameras' optical axes should be offset to the center of public focus plane both atvertical direction and horizontal direction. It is very common to use virtual cameras, which is an ideal pinhole camera to display 3D model in computer system. We can use virtual cameras to simulate the shooting method of multi-view ground based stereo image. Here, two virtual shooting methods for ground based high-immersion 3D display are presented. The position of virtual camera is determined by the people's eye position in the real world. When the observer stand in the circumcircle of 3D ground display, offset perspective projection virtual cameras is used. If the observer stands out the circumcircle of 3D ground display, offset perspective projection virtual cameras and the orthogonal projection virtual cameras are adopted. In this paper, we mainly discussed the parameter setting of virtual cameras. The Near Clip Plane parameter setting is the main point in the first method, while the rotation angle of virtual cameras is the main point in the second method. In order to validate the results, we use the D3D and OpenGL to render scenes of different viewpoints and generate a stereoscopic image. A realistic visualization system for 3D models is constructed and demonstrated for viewing horizontally, which provides high-immersion 3D visualization. The displayed 3D scenes are compared with the real objects in the real world.
Randell, Rebecca; Ruddle, Roy A; Thomas, Rhys G; Mello-Thoms, Claudia; Treanor, Darren
2014-10-01
Digital pathology promises a number of benefits in efficiency in surgical pathology, yet the longer time required to review a virtual slide than a glass slide currently represents a significant barrier to the routine use of digital pathology. We aimed to create a novel workstation that enables pathologists to view a case as quickly as on the conventional microscope. The Leeds Virtual Microscope (LVM) was evaluated using a mixed factorial experimental design. Twelve consultant pathologists took part, each viewing one long cancer case (12-25 slides) on the LVM and one on a conventional microscope. Total time taken and diagnostic confidence were similar for the microscope and LVM, as was the mean slide viewing time. On the LVM, participants spent a significantly greater proportion of the total task time viewing slides and revisited slides more often. The unique design of the LVM, enabling real-time rendering of virtual slides while providing users with a quick and intuitive way to navigate within and between slides, makes use of digital pathology in routine practice a realistic possibility. With further practice with the system, diagnostic efficiency on the LVM is likely to increase yet more. Copyright © 2014 Elsevier Inc. All rights reserved.
Gross, Alexander; Murthy, Dhiraj
2014-10-01
This paper explores a variety of methods for applying the Latent Dirichlet Allocation (LDA) automated topic modeling algorithm to the modeling of the structure and behavior of virtual organizations found within modern social media and social networking environments. As the field of Big Data reveals, an increase in the scale of social data available presents new challenges which are not tackled by merely scaling up hardware and software. Rather, they necessitate new methods and, indeed, new areas of expertise. Natural language processing provides one such method. This paper applies LDA to the study of scientific virtual organizations whose members employ social technologies. Because of the vast data footprint in these virtual platforms, we found that natural language processing was needed to 'unlock' and render visible latent, previously unseen conversational connections across large textual corpora (spanning profiles, discussion threads, forums, and other social media incarnations). We introduce variants of LDA and ultimately make the argument that natural language processing is a critical interdisciplinary methodology to make better sense of social 'Big Data' and we were able to successfully model nested discussion topics from forums and blog posts using LDA. Importantly, we found that LDA can move us beyond the state-of-the-art in conventional Social Network Analysis techniques. Copyright © 2014 Elsevier Ltd. All rights reserved.
Z-depth integration: a new technique for manipulating z-depth properties in composited scenes
NASA Astrophysics Data System (ADS)
Steckel, Kayla; Whittinghill, David
2014-02-01
This paper presents a new technique in the production pipeline of asset creation for virtual environments called Z-Depth Integration (ZeDI). ZeDI is intended to reduce the time required to place elements at the appropriate z-depth within a scene. Though ZeDI is intended for use primarily in two-dimensional scene composition, depth-dependent "flat" animated objects are often critical elements of augmented and virtual reality applications (AR/VR). ZeDI is derived from "deep image compositing", a capacity implemented within the OpenEXR file format. In order to trick the human eye into perceiving overlapping scene elements as being in front of or behind one another, the developer must manually manipulate which pixels of an element are visible in relation to other objects embedded within the environment's image sequence. ZeDI improves on this process by providing a means for interacting with procedurally extracted z-depth data from a virtual environment scene. By streamlining the process of defining objects' depth characteristics, it is expected that the time and energy required for developers to create compelling AR/VR scenes will be reduced. In the proof of concept presented in this manuscript, ZeDI is implemented for pre-rendered virtual scene construction via an AfterEffects software plug-in.
Maertz, Josef; Kolb, Jan Philip; Klein, Thomas; Mohler, Kathrin J; Eibl, Matthias; Wieser, Wolfgang; Huber, Robert; Priglinger, Siegfried; Wolf, Armin
2018-02-01
To demonstrate papillary imaging of eyes with optic disc pits (ODP) or optic disc pit associated maculopathy (ODP-M) with ultrahigh-speed swept-source optical coherence tomography (SS-OCT) at 1.68 million A-scans/s. To generate 3D-renderings of the papillary area with 3D volume-reconstructions of the ODP and highly resolved en face images from a single densely-sampled megahertz-OCT (MHz-OCT) dataset for investigation of ODP-characteristics. A 1.68 MHz-prototype SS-MHz-OCT system at 1050 nm based on a Fourier-domain mode-locked laser was employed to acquire high-definition, 3D datasets with a dense sampling of 1600 × 1600 A-scans over a 45° field of view. Six eyes with ODPs, and two further eyes with glaucomatous alteration or without ocular pathology are presented. 3D-rendering of the deep papillary structures, virtual 3D-reconstructions of the ODPs and depth resolved isotropic en face images were generated using semiautomatic segmentation. 3D-rendering and en face imaging of the optic disc, ODPs and ODP associated pathologies showed a broad spectrum regarding ODP characteristics. Between individuals the shape of the ODP and the appending pathologies varied considerably. MHz-OCT en face imaging generates distinct top-view images of ODPs and ODP-M. MHz-OCT generates high resolution images of retinal pathologies associated with ODP-M and allows visualizing ODPs with depths of up to 2.7 mm. Different patterns of ODPs can be visualized in patients for the first time using 3D-reconstructions and co-registered high-definition en face images extracted from a single densely sampled 1050 nm megahertz-OCT (MHz-OCT) dataset. As the immediate vicinity to the SAS and the site of intrapapillary proliferation is located at the bottom of the ODP it is crucial to image the complete structure and the whole depth of ODPs. Especially in very deep pits, where non-swept-source OCT fails to reach the bottom, conventional swept-source devices and the MHz-OCT alike are feasible and beneficial methods to examine deep details of optic disc pathologies, while the MHz-OCT bears the advantage of an essentially swifter imaging process.
US Army Armor Reference Data in Three Volumes. Volume I. The Army Division.
1981-01-01
dental treatment ASSIGNMENT Organic Armored Division, TOE 17 (d) Optometrc services CAPABILITIES a Provides the following combat service support to a...Support Command. Infantry Division (Mechaniied TOE 29-ft 1 Provides expedient dental treatment CAPABILITIES a Provides medical staff services, including g...administration, and supervision of and f Provides expedient dental treatment plan, mrt division level ol4 uii novel medicaf support rendered by
Three-dimensional confocal microscopy of the living cornea and ocular lens
NASA Astrophysics Data System (ADS)
Masters, Barry R.
1991-07-01
The three-dimensional reconstruction of the optic zone of the cornea and the ocular crystalline lens has been accomplished using confocal microscopy and volume rendering computer techniques. A laser scanning confocal microscope was used in the reflected light mode to obtain the two-dimensional images from the cornea and the ocular lens of a freshly enucleated rabbit eye. The light source was an argon ion laser with a 488 nm wavelength. The microscope objective was a Leitz X25, NA 0.6 water immersion lens. The 400 micron thick cornea was optically sectioned into 133 three micron sections. The semi-transparent cornea and the in-situ ocular lens was visualized as high resolution, high contrast two-dimensional images. The structures observed in the cornea include: superficial epithelial cells and their nuclei, basal epithelial cells and their 'beaded' cell borders, basal lamina, nerve plexus, nerve fibers, nuclei of stromal keratocytes, and endothelial cells. The structures observed in the in- situ ocular lens include: lens capsule, lens epithelial cells, and individual lens fibers. The three-dimensional data sets of the cornea and the ocular lens were reconstructed in the computer using volume rendering techniques. Stereo pairs were also created of the two- dimensional ocular images for visualization. The stack of two-dimensional images was reconstructed into a three-dimensional object using volume rendering techniques. This demonstration of the three-dimensional visualization of the intact, enucleated eye provides an important step toward quantitative three-dimensional morphometry of the eye. The important aspects of three-dimensional reconstruction are discussed.
Visualizing 3D data obtained from microscopy on the Internet.
Pittet, J J; Henn, C; Engel, A; Heymann, J B
1999-01-01
The Internet is a powerful communication medium increasingly exploited by business and science alike, especially in structural biology and bioinformatics. The traditional presentation of static two-dimensional images of real-world objects on the limited medium of paper can now be shown interactively in three dimensions. Many facets of this new capability have already been developed, particularly in the form of VRML (virtual reality modeling language), but there is a need to extend this capability for visualizing scientific data. Here we introduce a real-time isosurfacing node for VRML, based on the marching cube approach, allowing interactive isosurfacing. A second node does three-dimensional (3D) texture-based volume-rendering for a variety of representations. The use of computers in the microscopic and structural biosciences is extensive, and many scientific file formats exist. To overcome the problem of accessing such data from VRML and other tools, we implemented extensions to SGI's IFL (image format library). IFL is a file format abstraction layer defining communication between a program and a data file. These technologies are developed in support of the BioImage project, aiming to establish a database prototype for multidimensional microscopic data with the ability to view the data within a 3D interactive environment. Copyright 1999 Academic Press.
Inci, Ercan; Ekizoglu, Oguzhan; Turkay, Rustu; Aksoy, Sema; Can, Ismail Ozgur; Solmaz, Dilek; Sayin, Ibrahim
2016-10-01
Morphometric analysis of the mandibular ramus (MR) provides highly accurate data to discriminate sex. The objective of this study was to demonstrate the utility and accuracy of MR morphometric analysis for sex identification in a Turkish population.Four hundred fifteen Turkish patients (18-60 y; 201 male and 214 female) who had previously had multidetector computed tomography scans of the cranium were included in the study. Multidetector computed tomography images were obtained using three-dimensional reconstructions and a volume-rendering technique, and 8 linear and 3 angular values were measured. Univariate, bivariate, and multivariate discriminant analyses were performed, and the accuracy rates for determining sex were calculated.Mandibular ramus values produced high accuracy rates of 51% to 95.6%. Upper ramus vertical height had the highest rate at 95.6%, and bivariate analysis showed 89.7% to 98.6% accuracy rates with the highest ratios of mandibular flexure upper border and maximum ramus breadth. Stepwise discrimination analysis gave a 99% accuracy rate for all MR variables.Our study showed that the MR, in particular morphometric measures of the upper part of the ramus, can provide valuable data to determine sex in a Turkish population. The method combines both anthropological and radiologic studies.
Roles of universal three-dimensional image analysis devices that assist surgical operations.
Sakamoto, Tsuyoshi
2014-04-01
The circumstances surrounding medical image analysis have undergone rapid evolution. In such a situation, it can be said that "imaging" obtained through medical imaging modality and the "analysis" that we employ have become amalgamated. Recently, we feel the distance between "imaging" and "analysis" has become closer regarding the imaging analysis of any organ system, as if both terms mentioned above have become integrated. The history of medical image analysis started with the appearance of the computer. The invention of multi-planar reconstruction (MPR) used in the helical scan had a significant impact and became the basis for recent image analysis. Subsequently, curbed MPR (CPR) and other methods were developed, and the 3D diagnostic imaging and image analysis of the human body have started on a full scale. Volume rendering: the development of a new rendering algorithm and the significant improvement of memory and CPUs contributed to the development of "volume rendering," which allows 3D views with retained internal information. A new value was created by this development; computed tomography (CT) images that used to be for "diagnosis" before that time have become "applicable to treatment." In the past, before the development of volume rendering, a clinician had to mentally reconstruct an image reconfigured for diagnosis into a 3D image, but these developments have allowed the depiction of a 3D image on a monitor. Current technology: Currently, in Japan, the estimation of the liver volume and the perfusion area of the portal vein and hepatic vein are vigorously being adopted during preoperative planning for hepatectomy. Such a circumstance seems to be brought by the substantial improvement of said basic techniques and by upgrading the user interface, allowing doctors easy manipulation by themselves. The following describes the specific techniques. Future of post-processing technology: It is expected, in terms of the role of image analysis, for better or worse, that computer-aided diagnosis (CAD) will develop to a highly advanced level in every diagnostic field. Further, it is also expected in the treatment field that a technique coordinating various devices will be strongly required as a surgery navigator. Actually, surgery using an image navigator is being widely studied, and coordination with hardware, including robots, will also be developed. © 2014 Japanese Society of Hepato-Biliary-Pancreatic Surgery.
2014-01-01
Background This study aimed to evaluate the accuracy of surgical outcomes in free iliac crest mandibular reconstructions that were carried out with virtual surgical plans and rapid prototyping templates. Methods This study evaluated eight patients who underwent mandibular osteotomy and reconstruction with free iliac crest grafts using virtual surgical planning and designed guiding templates. Operations were performed using the prefabricated guiding templates. Postoperative three-dimensional computer models were overlaid and compared with the preoperatively designed models in the same coordinate system. Results Compared to the virtual osteotomy, the mean error of distance of the actual mandibular osteotomy was 2.06 ± 0.86 mm. When compared to the virtual harvested grafts, the mean error volume of the actual harvested grafts was 1412.22 ± 439.24 mm3 (9.12% ± 2.84%). The mean error between the volume of the actual harvested grafts and the shaped grafts was 2094.35 ± 929.12 mm3 (12.40% ± 5.50%). Conclusions The use of computer-aided rapid prototyping templates for virtual surgical planning appears to positively influence the accuracy of mandibular reconstruction. PMID:24957053
NASA Astrophysics Data System (ADS)
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 content of the virtual scene of targeted application, and is use to report high-level interactive and collaborative events. This context observer allows the supervisor to merge these interactive and collaborative events, but is also used to deal with new issues coming from our observation of two co-located users in an immersive device performing this assembly task. We highlight the fact that when speech recognition features are provided to the two users, it is required to automatically detect according to the interactive context, whether the vocal instructions must be translated into commands that have to be performed by the machine, or whether they take a part of the natural communication necessary for collaboration. Information coming from this context observer that indicates a user is looking at its collaborator, is important to detect if the user is talking to its partner. Moreover, as the users are physically co-localised and head-tracking is used to provide high fidelity stereoscopic rendering, and natural walking navigation in the virtual scene, we have to deals with collision and screen occlusion between the co-located users in the physical work space. Working area and focus of each user, computed and reported by the context observer is necessary to prevent or avoid these situations.
NASA Technical Reports Server (NTRS)
Hyde, Patricia R.; Loftin, R. Bowen
1993-01-01
The volume 2 proceedings from the 1993 Conference on Intelligent Computer-Aided Training and Virtual Environment Technology are presented. Topics discussed include intelligent computer assisted training (ICAT) systems architectures, ICAT educational and medical applications, virtual environment (VE) training and assessment, human factors engineering and VE, ICAT theory and natural language processing, ICAT military applications, VE engineering applications, ICAT knowledge acquisition processes and applications, and ICAT aerospace applications.
Le Cabec, Adeline; Tang, Nancy; Tafforeau, Paul
2015-01-01
Quantification of dental long-period growth lines (Retzius lines in enamel and Andresen lines in dentine) and matching of stress patterns (internal accentuated lines and hypoplasias) are used in determining crown formation time and age at death in juvenile fossil hominins. They yield the chronology employed for inferences of life history. Synchrotron virtual histology has been demonstrated as a non-destructive alternative to conventional invasive approaches. Nevertheless, fossil teeth are sometimes poorly preserved or physically inaccessible, preventing observation of the external expression of incremental lines (perikymata and periradicular bands). Here we present a new approach combining synchrotron virtual histology and high quality three-dimensional rendering of dental surfaces and internal interfaces. We illustrate this approach with seventeen permanent fossil hominin teeth. The outer enamel surface and enamel-dentine junction (EDJ) were segmented by capturing the phase contrast fringes at the structural interfaces. Three-dimensional models were rendered with Phong’s algorithm, and a combination of directional colored lights to enhance surface topography and the pattern of subtle variations in tissue density. The process reveals perikymata and linear enamel hypoplasias on the entire crown surface, including unerupted teeth. Using this method, highly detailed stress patterns at the EDJ allow precise matching of teeth within an individual’s dentition when virtual histology is not sufficient. We highlight that taphonomical altered enamel can in particular cases yield artificial subdivisions of perikymata when imaged using X-ray microtomography with insufficient resolution. This may complicate assessments of developmental time, although this can be circumvented by a careful analysis of external and internal structures in parallel. We further present new crown formation times for two unerupted canines from South African Australopiths, which were found to form over a rather surprisingly long time (> 4.5 years). This approach provides tools for maximizing the recovery of developmental information in teeth, especially in the most difficult cases. PMID:25901602
Le Cabec, Adeline; Tang, Nancy; Tafforeau, Paul
2015-01-01
Quantification of dental long-period growth lines (Retzius lines in enamel and Andresen lines in dentine) and matching of stress patterns (internal accentuated lines and hypoplasias) are used in determining crown formation time and age at death in juvenile fossil hominins. They yield the chronology employed for inferences of life history. Synchrotron virtual histology has been demonstrated as a non-destructive alternative to conventional invasive approaches. Nevertheless, fossil teeth are sometimes poorly preserved or physically inaccessible, preventing observation of the external expression of incremental lines (perikymata and periradicular bands). Here we present a new approach combining synchrotron virtual histology and high quality three-dimensional rendering of dental surfaces and internal interfaces. We illustrate this approach with seventeen permanent fossil hominin teeth. The outer enamel surface and enamel-dentine junction (EDJ) were segmented by capturing the phase contrast fringes at the structural interfaces. Three-dimensional models were rendered with Phong's algorithm, and a combination of directional colored lights to enhance surface topography and the pattern of subtle variations in tissue density. The process reveals perikymata and linear enamel hypoplasias on the entire crown surface, including unerupted teeth. Using this method, highly detailed stress patterns at the EDJ allow precise matching of teeth within an individual's dentition when virtual histology is not sufficient. We highlight that taphonomical altered enamel can in particular cases yield artificial subdivisions of perikymata when imaged using X-ray microtomography with insufficient resolution. This may complicate assessments of developmental time, although this can be circumvented by a careful analysis of external and internal structures in parallel. We further present new crown formation times for two unerupted canines from South African Australopiths, which were found to form over a rather surprisingly long time (> 4.5 years). This approach provides tools for maximizing the recovery of developmental information in teeth, especially in the most difficult cases.
Virtual goods recommendations in virtual worlds.
Chen, Kuan-Yu; Liao, Hsiu-Yu; Chen, Jyun-Hung; Liu, Duen-Ren
2015-01-01
Virtual worlds (VWs) are computer-simulated environments which allow users to create their own virtual character as an avatar. With the rapidly growing user volume in VWs, platform providers launch virtual goods in haste and stampede users to increase sales revenue. However, the rapidity of development incurs virtual unrelated items which will be difficult to remarket. It not only wastes virtual global companies' intelligence resources, but also makes it difficult for users to find suitable virtual goods fit for their virtual home in daily virtual life. In the VWs, users decorate their houses, visit others' homes, create families, host parties, and so forth. Users establish their social life circles through these activities. This research proposes a novel virtual goods recommendation method based on these social interactions. The contact strength and contact influence result from interactions with social neighbors and influence users' buying intention. Our research highlights the importance of social interactions in virtual goods recommendation. The experiment's data were retrieved from an online VW platform, and the results show that the proposed method, considering social interactions and social life circle, has better performance than existing recommendation methods.
Virtual Goods Recommendations in Virtual Worlds
Chen, Kuan-Yu; Liao, Hsiu-Yu; Chen, Jyun-Hung; Liu, Duen-Ren
2015-01-01
Virtual worlds (VWs) are computer-simulated environments which allow users to create their own virtual character as an avatar. With the rapidly growing user volume in VWs, platform providers launch virtual goods in haste and stampede users to increase sales revenue. However, the rapidity of development incurs virtual unrelated items which will be difficult to remarket. It not only wastes virtual global companies' intelligence resources, but also makes it difficult for users to find suitable virtual goods fit for their virtual home in daily virtual life. In the VWs, users decorate their houses, visit others' homes, create families, host parties, and so forth. Users establish their social life circles through these activities. This research proposes a novel virtual goods recommendation method based on these social interactions. The contact strength and contact influence result from interactions with social neighbors and influence users' buying intention. Our research highlights the importance of social interactions in virtual goods recommendation. The experiment's data were retrieved from an online VW platform, and the results show that the proposed method, considering social interactions and social life circle, has better performance than existing recommendation methods. PMID:25834837
New approaches to virtual environment surgery
NASA Technical Reports Server (NTRS)
Ross, M. D.; Twombly, A.; Lee, A. W.; Cheng, R.; Senger, S.
1999-01-01
This research focused on two main problems: 1) low cost, high fidelity stereoscopic imaging of complex tissues and organs; and 2) virtual cutting of tissue. A further objective was to develop these images and virtual tissue cutting methods for use in a telemedicine project that would connect remote sites using the Next Generation Internet. For goal one we used a CT scan of a human heart, a desktop PC with an OpenGL graphics accelerator card, and LCD stereoscopic glasses. Use of multiresolution meshes ranging from approximately 1,000,000 to 20,000 polygons speeded interactive rendering rates enormously while retaining general topography of the dataset. For goal two, we used a CT scan of an infant skull with premature closure of the right coronal suture, a Silicon Graphics Onyx workstation, a Fakespace Immersive WorkBench and CrystalEyes LCD glasses. The high fidelity mesh of the skull was reduced from one million to 50,000 polygons. The cut path was automatically calculated as the shortest distance along the mesh between a small number of hand selected vertices. The region outlined by the cut path was then separated from the skull and translated/rotated to assume a new position. The results indicate that widespread high fidelity imaging in virtual environment is possible using ordinary PC capabilities if appropriate mesh reduction methods are employed. The software cutting tool is applicable to heart and other organs for surgery planning, for training surgeons in a virtual environment, and for telemedicine purposes.
Virtual Boutique: a 3D modeling and content-based management approach to e-commerce
NASA Astrophysics Data System (ADS)
Paquet, Eric; El-Hakim, Sabry F.
2000-12-01
The Virtual Boutique is made out of three modules: the decor, the market and the search engine. The decor is the physical space occupied by the Virtual Boutique. It can reproduce any existing boutique. For this purpose, photogrammetry is used. A set of pictures of a real boutique or space is taken and a virtual 3D representation of this space is calculated from them. Calculations are performed with software developed at NRC. This representation consists of meshes and texture maps. The camera used in the acquisition process determines the resolution of the texture maps. Decorative elements are added like painting, computer generated objects and scanned objects. The objects are scanned with laser scanner developed at NRC. This scanner allows simultaneous acquisition of range and color information based on white laser beam triangulation. The second module, the market, is made out of all the merchandises and the manipulators, which are used to manipulate and compare the objects. The third module, the search engine, can search the inventory based on an object shown by the customer in order to retrieve similar objects base don shape and color. The items of interest are displayed in the boutique by reconfiguring the market space, which mean that the boutique can be continuously customized according to the customer's needs. The Virtual Boutique is entirely written in Java 3D and can run in mono and stereo mode and has been optimized in order to allow high quality rendering.
[Rendering surgical care to wounded with neck wounds in an armed conflict].
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.
Server-based Approach to Web Visualization of Integrated Three-dimensional Brain Imaging Data
Poliakov, Andrew V.; Albright, Evan; Hinshaw, Kevin P.; Corina, David P.; Ojemann, George; Martin, Richard F.; Brinkley, James F.
2005-01-01
The authors describe a client-server approach to three-dimensional (3-D) visualization of neuroimaging data, which enables researchers to visualize, manipulate, and analyze large brain imaging datasets over the Internet. All computationally intensive tasks are done by a graphics server that loads and processes image volumes and 3-D models, renders 3-D scenes, and sends the renderings back to the client. The authors discuss the system architecture and implementation and give several examples of client applications that allow visualization and analysis of integrated language map data from single and multiple patients. PMID:15561787
Kasaven, C P; McIntyre, G T; Mossey, P A
2017-01-01
Our objective was to assess the accuracy of virtual and printed 3-dimensional models derived from cone-beam computed tomographic (CT) scans to measure the volume of alveolar clefts before bone grafting. Fifteen subjects with unilateral cleft lip and palate had i-CAT cone-beam CT scans recorded at 0.2mm voxel and sectioned transversely into slices 0.2mm thick using i-CAT Vision. Volumes of alveolar clefts were calculated using first a validated algorithm; secondly, commercially-available virtual 3-dimensional model software; and finally 3-dimensional printed models, which were scanned with microCT and analysed using 3-dimensional software. For inter-observer reliability, a two-way mixed model intraclass correlation coefficient (ICC) was used to evaluate the reproducibility of identification of the cranial and caudal limits of the clefts among three observers. We used a Friedman test to assess the significance of differences among the methods, and probabilities of less than 0.05 were accepted as significant. Inter-observer reliability was almost perfect (ICC=0.987). There were no significant differences among the three methods. Virtual and printed 3-dimensional models were as precise as the validated computer algorithm in the calculation of volumes of the alveolar cleft before bone grafting, but virtual 3-dimensional models were the most accurate with the smallest 95% CI and, subject to further investigation, could be a useful adjunct in clinical practice. Copyright © 2016 The British Association of Oral and Maxillofacial Surgeons. Published by Elsevier Ltd. All rights reserved.
Advances in Modal Analysis Using a Robust and Multiscale Method
NASA Astrophysics Data System (ADS)
Picard, Cécile; Frisson, Christian; Faure, François; Drettakis, George; Kry, Paul G.
2010-12-01
This paper presents a new approach to modal synthesis for rendering sounds of virtual objects. We propose a generic method that preserves sound variety across the surface of an object at different scales of resolution and for a variety of complex geometries. The technique performs automatic voxelization of a surface model and automatic tuning of the parameters of hexahedral finite elements, based on the distribution of material in each cell. The voxelization is performed using a sparse regular grid embedding of the object, which permits the construction of plausible lower resolution approximations of the modal model. We can compute the audible impulse response of a variety of objects. Our solution is robust and can handle nonmanifold geometries that include both volumetric and surface parts. We present a system which allows us to manipulate and tune sounding objects in an appropriate way for games, training simulations, and other interactive virtual environments.
Enhancing a Multi-body Mechanism with Learning-Aided Cues in an Augmented Reality Environment
NASA Astrophysics Data System (ADS)
Singh Sidhu, Manjit
2013-06-01
Augmented Reality (AR) is a potential area of research for education, covering issues such as tracking and calibration, and realistic rendering of virtual objects. The ability to augment real world with virtual information has opened the possibility of using AR technology in areas such as education and training as well. In the domain of Computer Aided Learning (CAL), researchers have long been looking into enhancing the effectiveness of the teaching and learning process by providing cues that could assist learners to better comprehend the materials presented. Although a number of works were done looking into the effectiveness of learning-aided cues, but none has really addressed this issue for AR-based learning solutions. This paper discusses the design and model of an AR based software that uses visual cues to enhance the learning process and the outcome perception results of the cues.
Improving the visualization of 3D ultrasound data with 3D filtering
NASA Astrophysics Data System (ADS)
Shamdasani, Vijay; Bae, Unmin; Managuli, Ravi; Kim, Yongmin
2005-04-01
3D ultrasound imaging is quickly gaining widespread clinical acceptance as a visualization tool that allows clinicians to obtain unique views not available with traditional 2D ultrasound imaging and an accurate understanding of patient anatomy. The ability to acquire, manipulate and interact with the 3D data in real time is an important feature of 3D ultrasound imaging. Volume rendering is often used to transform the 3D volume into 2D images for visualization. Unlike computed tomography (CT) and magnetic resonance imaging (MRI), volume rendering of 3D ultrasound data creates noisy images in which surfaces cannot be readily discerned due to speckles and low signal-to-noise ratio. The degrading effect of speckles is especially severe when gradient shading is performed to add depth cues to the image. Several researchers have reported that smoothing the pre-rendered volume with a 3D convolution kernel, such as 5x5x5, can significantly improve the image quality, but at the cost of decreased resolution. In this paper, we have analyzed the reasons for the improvement in image quality with 3D filtering and determined that the improvement is due to two effects. The filtering reduces speckles in the volume data, which leads to (1) more accurate gradient computation and better shading and (2) decreased noise during compositing. We have found that applying a moderate-size smoothing kernel (e.g., 7x7x7) to the volume data before gradient computation combined with some smoothing of the volume data (e.g., with a 3x3x3 lowpass filter) before compositing yielded images with good depth perception and no appreciable loss in resolution. Providing the clinician with the flexibility to control both of these effects (i.e., shading and compositing) independently could improve the visualization of the 3D ultrasound data. Introducing this flexibility into the ultrasound machine requires 3D filtering to be performed twice on the volume data, once before gradient computation and again before compositing. 3D filtering of an ultrasound volume containing millions of voxels requires a large amount of computation, and doing it twice decreases the number of frames that can be visualized per second. To address this, we have developed several techniques to make computation efficient. For example, we have used the moving average method to filter a 128x128x128 volume with a 3x3x3 boxcar kernel in 17 ms on a single MAP processor running at 400 MHz. The same methods reduced the computing time on a Pentium 4 running at 3 GHz from 110 ms to 62 ms. We believe that our proposed method can improve 3D ultrasound visualization without sacrificing resolution and incurring an excessive computing time.
Development and comparison of projection and image space 3D nodule insertion techniques
NASA Astrophysics Data System (ADS)
Robins, Marthony; Solomon, Justin; Sahbaee, Pooyan; Samei, Ehsan
2016-04-01
This study aimed to develop and compare two methods of inserting computerized virtual lesions into CT datasets. 24 physical (synthetic) nodules of three sizes and four morphologies were inserted into an anthropomorphic chest phantom (LUNGMAN, KYOTO KAGAKU). The phantom was scanned (Somatom Definition Flash, Siemens Healthcare) with and without nodules present, and images were reconstructed with filtered back projection and iterative reconstruction (SAFIRE) at 0.6 mm slice thickness using a standard thoracic CT protocol at multiple dose settings. Virtual 3D CAD models based on the physical nodules were virtually inserted (accounting for the system MTF) into the nodule-free CT data using two techniques. These techniques include projection-based and image-based insertion. Nodule volumes were estimated using a commercial segmentation tool (iNtuition, TeraRecon, Inc.). Differences were tested using paired t-tests and R2 goodness of fit between the virtually and physically inserted nodules. Both insertion techniques resulted in nodule volumes very similar to the real nodules (<3% difference) and in most cases the differences were not statistically significant. Also, R2 values were all <0.97 for both insertion techniques. These data imply that these techniques can confidently be used as a means of inserting virtual nodules in CT datasets. These techniques can be instrumental in building hybrid CT datasets composed of patient images with virtually inserted nodules.
Bayer, F L
1997-01-01
Recycled plastics have been used in food-contact applications since 1990 in various countries around the world. To date, there have been no reported issues concerning health or off-taste resulting from the use of recycled plastics in food-contact applications. This is due to the fact that the criteria that have been established regarding safety and processing are based on extremely high standards that render the finished recycled material equivalent in virtually all aspects to virgin polymers. The basis for this conclusion is detailed in this document.
Virtual sensor models for real-time applications
NASA Astrophysics Data System (ADS)
Hirsenkorn, Nils; Hanke, Timo; Rauch, Andreas; Dehlink, Bernhard; Rasshofer, Ralph; Biebl, Erwin
2016-09-01
Increased complexity and severity of future driver assistance systems demand extensive testing and validation. As supplement to road tests, driving simulations offer various benefits. For driver assistance functions the perception of the sensors is crucial. Therefore, sensors also have to be modeled. In this contribution, a statistical data-driven sensor-model, is described. The state-space based method is capable of modeling various types behavior. In this contribution, the modeling of the position estimation of an automotive radar system, including autocorrelations, is presented. For rendering real-time capability, an efficient implementation is presented.
Prospects of detecting baryon and quark superfluidity from cooling neutron stars
Page; Prakash; Lattimer; Steiner
2000-09-04
Baryon and quark superfluidity in the cooling of neutron stars are investigated. Future observations will allow us to constrain combinations of the neutron or Lambda-hyperon pairing gaps and the star's mass. However, in a hybrid star with a mixed phase of hadrons and quarks, quark gaps larger than a few tenths of an MeV render quark matter virtually invisible for cooling. If the quark gap is smaller, quark superfluidity could be important, but its effects will be nearly impossible to distinguish from those of other baryonic constituents.
2004-04-15
Computed tomography (CT) images of resin-impregnated Mechanics of Granular Materials (MGM) specimens are assembled to provide 3-D volume renderings of density patterns formed by dislocation under the external loading stress profile applied during the experiments. Experiments flown on STS-79 and STS-89. Principal Investigator: Dr. Stein Sture
Chen, Lih-Shyang; Hsu, Ta-Wen; Chang, Shu-Han; Lin, Chih-Wen; Chen, Yu-Ruei; Hsieh, Chin-Chiang; Han, Shu-Chen; Chang, Ku-Yaw; Hou, Chun-Ju
2017-01-01
Objective: In traditional surface rendering (SR) computed tomographic endoscopy, only the shape of endoluminal lesion is depicted without gray-level information unless the volume rendering technique is used. However, volume rendering technique is relatively slow and complex in terms of computation time and parameter setting. We use computed tomographic colonography (CTC) images as examples and report a new visualization technique by three-dimensional gray level mapping (GM) to better identify and differentiate endoluminal lesions. Methods: There are 33 various endoluminal cases from 30 patients evaluated in this clinical study. These cases were segmented using gray-level threshold. The marching cube algorithm was used to detect isosurfaces in volumetric data sets. GM is applied using the surface gray level of CTC. Radiologists conducted the clinical evaluation of the SR and GM images. The Wilcoxon signed-rank test was used for data analysis. Results: Clinical evaluation confirms GM is significantly superior to SR in terms of gray-level pattern and spatial shape presentation of endoluminal cases (p < 0.01) and improves the confidence of identification and clinical classification of endoluminal lesions significantly (p < 0.01). The specificity and diagnostic accuracy of GM is significantly better than those of SR in diagnostic performance evaluation (p < 0.01). Conclusion: GM can reduce confusion in three-dimensional CTC and well correlate CTC with sectional images by the location as well as gray-level value. Hence, GM increases identification and differentiation of endoluminal lesions, and facilitates diagnostic process. Advances in knowledge: GM significantly improves the traditional SR method by providing reliable gray-level information for the surface points and is helpful in identification and differentiation of endoluminal lesions according to their shape and density. PMID:27925483
Computer 3D site model generation based on aerial images
NASA Astrophysics Data System (ADS)
Zheltov, Sergey Y.; Blokhinov, Yuri B.; Stepanov, Alexander A.; Skryabin, Sergei V.; Sibiriakov, Alexandre V.
1997-07-01
The technology for 3D model design of real world scenes and its photorealistic rendering are current topics of investigation. Development of such technology is very attractive to implement in vast varieties of applications: military mission planning, crew training, civil engineering, architecture, virtual reality entertainments--just a few were mentioned. 3D photorealistic models of urban areas are often discussed now as upgrade from existing 2D geographic information systems. Possibility of site model generation with small details depends on two main factors: available source dataset and computer power resources. In this paper PC based technology is presented, so the scenes of middle resolution (scale of 1:1000) be constructed. Types of datasets are the gray level aerial stereo pairs of photographs (scale of 1:14000) and true color on ground photographs of buildings (scale ca.1:1000). True color terrestrial photographs are also necessary for photorealistic rendering, that in high extent improves human perception of the scene.
Perceptual attributes for the comparison of head-related transfer functions.
Simon, Laurent S R; Zacharov, Nick; Katz, Brian F G
2016-11-01
The benefit of using individual head-related transfer functions (HRTFs) in binaural audio is well documented with regards to improving localization precision. However, with the increased use of binaural audio in more complex scene renderings, cognitive studies, and virtual and augmented reality simulations, the perceptual impact of HRTF selection may go beyond simple localization. In this study, the authors develop a list of attributes which qualify the perceived differences between HRTFs, providing a qualitative understanding of the perceptual variance of non-individual binaural renderings. The list of attributes was designed using a Consensus Vocabulary Protocol elicitation method. Participants followed an Individual Vocabulary Protocol elicitation procedure, describing the perceived differences between binaural stimuli based on binauralized extracts of multichannel productions. This was followed by an automated lexical reduction and a series of consensus group meetings during which participants agreed on a list of relevant attributes. Finally, the proposed list of attributes was then evaluated through a listening test, leading to eight valid perceptual attributes for describing the perceptual dimensions affected by HRTF set variations.
ISS Radiation Shielding and Acoustic Simulation Using an Immersive Environment
NASA Technical Reports Server (NTRS)
Verhage, Joshua E.; Sandridge, Chris A.; Qualls, Garry D.; Rizzi, Stephen A.
2002-01-01
The International Space Station Environment Simulator (ISSES) is a virtual reality application that uses high-performance computing, graphics, and audio rendering to simulate the radiation and acoustic environments of the International Space Station (ISS). This CAVE application allows the user to maneuver to different locations inside or outside of the ISS and interactively compute and display the radiation dose at a point. The directional dose data is displayed as a color-mapped sphere that indicates the relative levels of radiation from all directions about the center of the sphere. The noise environment is rendered in real time over headphones or speakers and includes non-spatial background noise, such as air-handling equipment, and spatial sounds associated with specific equipment racks, such as compressors or fans. Changes can be made to equipment rack locations that produce changes in both the radiation shielding and system noise. The ISSES application allows for interactive investigation and collaborative trade studies between radiation shielding and noise for crew safety and comfort.
The Virtual Campus: Trends for Higher Education and Training.
ERIC Educational Resources Information Center
Verdejo, Felisa, Ed.; Davies, Gordon, Ed.
This volume presents 27 papers given at a conference on the virtual campus. Papers are grouped into five parts: (1) keynote presentations, (2) global approaches, (3) evaluation studies, (4) collaborative learning and group activities, and (5) web tools and web applications. The papers are: "New Wine and Old Bottles? Tele-learning, Telematics,…
ERIC Educational Resources Information Center
Van Dusen, Gerald C.
The "virtual campus" is a metaphor for the electronic teaching, learning, and research environment created by the convergence of several relatively new technologies including, but not restricted to, the Internet, World Wide Web, computer-mediated communication, video conferencing, multi-media, groupware, video-on-demand, desktop…
Virtual viewpoint generation for three-dimensional display based on the compressive light field
NASA Astrophysics Data System (ADS)
Meng, Qiao; Sang, Xinzhu; Chen, Duo; Guo, Nan; Yan, Binbin; Yu, Chongxiu; Dou, Wenhua; Xiao, Liquan
2016-10-01
Virtual view-point generation is one of the key technologies the three-dimensional (3D) display, which renders the new scene image perspective with the existing viewpoints. The three-dimensional scene information can be effectively recovered at different viewing angles to allow users to switch between different views. However, in the process of multiple viewpoints matching, when N free viewpoints are received, we need to match N viewpoints each other, namely matching C 2N = N(N-1)/2 times, and even in the process of matching different baselines errors can occur. To address the problem of great complexity of the traditional virtual view point generation process, a novel and rapid virtual view point generation algorithm is presented in this paper, and actual light field information is used rather than the geometric information. Moreover, for better making the data actual meaning, we mainly use nonnegative tensor factorization(NTF). A tensor representation is introduced for virtual multilayer displays. The light field emitted by an N-layer, M-frame display is represented by a sparse set of non-zero elements restricted to a plane within an Nth-order, rank-M tensor. The tensor representation allows for optimal decomposition of a light field into time-multiplexed, light-attenuating layers using NTF. Finally, the compressive light field of multilayer displays information synthesis is used to obtain virtual view-point by multiple multiplication. Experimental results show that the approach not only the original light field is restored with the high image quality, whose PSNR is 25.6dB, but also the deficiency of traditional matching is made up and any viewpoint can obtained from N free viewpoints.
Christiansen, Andrew R; Shorti, Rami M; Smith, Cory D; Prows, William C; Bishoff, Jay T
2018-05-01
Despite the increasing use of advanced 3D imaging techniques and 3D printing, these techniques have not yet been comprehensively compared in a surgical setting. The purpose of this study is to explore the effectiveness of five different advanced imaging modalities during a complex renal surgical procedure. A patient with a horseshoe kidney and multiple large, symptomatic stones that had failed Extracorporeal Shock Wave Lithotripsy (ESWL) and ureteroscopy treatment was used for this evaluation. CT data were used to generate five different imaging modalities, including a 3D printed model, three different volume rendered models, and a geometric CAD model. A survey was used to evaluate the quality and breadth of the imaging modalities during four different phases of the laparoscopic procedure. In the case of a complex kidney procedure, the CAD model, 3D print, volume render on an autostereoscopic 3D display, interactive and basic volume render models demonstrated added insight and complemented the surgical procedure. CAD manual segmentation allowed tissue layers and/or kidney stones to be made colorful and semi-transparent, allowing easier navigation through abnormal vasculature. The 3D print allowed for simultaneous visualization of renal pelvis and surrounding vasculature. Our preliminary exploration indicates that various advanced imaging modalities, when properly utilized and supported during surgery, can be useful in complementing the CT data and laparoscopic display. This study suggests that various imaging modalities, such as ones utilized in this case, can be beneficial intraoperatively depending on the surgical step involved and may be more helpful than 3D printed models. We also present factors to consider when evaluating advanced imaging modalities during complex surgery.
Lee, Ki-Wook; Kim, Yeun; Perinpanayagam, Hiran; Lee, Jong-Ki; Yoo, Yeon-Jee; Lim, Sang-Min; Chang, Seok Woo; Ha, Byung-Hyun; Zhu, Qiang; Kum, Kee-Yeon
2014-03-01
Micro-computed tomography (MCT) shows detailed root canal morphology that is not seen with traditional tooth clearing. However, alternative image reformatting techniques in MCT involving 2-dimensional (2D) minimum intensity projection (MinIP) and 3-dimensional (3D) volume-rendering reconstruction have not been directly compared with clearing. The aim was to compare alternative image reformatting techniques in MCT with tooth clearing on the mesiobuccal (MB) root of maxillary first molars. Eighteen maxillary first molar MB roots were scanned, and 2D MinIP and 3D volume-rendered images were reconstructed. Subsequently, the same MB roots were processed by traditional tooth clearing. Images from 2D, 3D, 2D + 3D, and clearing techniques were assessed by 4 endodontists to classify canal configuration and to identify fine anatomic structures such as accessory canals, intercanal communications, and loops. All image reformatting techniques in MCT showed detailed configurations and numerous fine structures, such that none were classified as simple type I or II canals; several were classified as types III and IV according to Weine classification or types IV, V, and VI according to Vertucci; and most were nonclassifiable because of their complexity. The clearing images showed less detail, few fine structures, and numerous type I canals. Classification of canal configuration was in 100% intraobserver agreement for all 18 roots visualized by any of the image reformatting techniques in MCT but for only 4 roots (22.2%) classified according to Weine and 6 (33.3%) classified according to Vertucci, when using the clearing technique. The combination of 2D MinIP and 3D volume-rendered images showed the most detailed canal morphology and fine anatomic structures. Copyright © 2014 American Association of Endodontists. Published by Elsevier Inc. All rights reserved.
Traversi, Egidio; Bertoli, Giuseppe; Barazzoni, Giancarlo; Baldi, Maurizia; Tramarin, Roberto
2004-02-01
The recent technical developments in multislice computed tomography (MSCT), with ECG retro-gated image reconstruction, have elicited great interest in the possibility of accurate non-invasive imaging of the coronary arteries. The latest generation of MSCT systems with 8-16 rows of detectors permits acquisition of the whole cardiac volume during a single 15-20 s breath-hold with a submillimetric definition of the images and an outstanding signal-to-noise ratio. Thus the race which, between MSCT, electron beam computed tomography and cardiac magnetic resonance imaging, can best provide routine and reliable imaging of the coronary arteries in clinical practice has recommenced. Currently available MSCT systems offer different options for both cardiac image acquisition and reconstruction, including multiplanar and curved multiplanar reconstruction, three-dimensional volume rendering, maximum intensity projection, and virtual angioscopy. In our preliminary experience including 176 patients suffering from known or suspected coronary artery disease, MSCT was feasible in 161 (91.5%) and showed a sensitivity of 80.4% and a specificity of 80.3%, with respect to standard coronary angiography, in detecting critical stenosis in coronary arteries and artery or venous bypass grafts. These results correspond to a positive predictive value of 58.6% and a negative predictive value of 92.2%. The true role that MSCT is likely to play in the future in non-invasive coronary imaging is still to be defined. Nevertheless, the huge amount of data obtainable by MSCT along with the rapid technological advances, shorter acquisition times and reconstruction algorithm developments will make the technique stronger, and possible applications are expected not only for non-invasive coronary angiography, but also for cardiac function and myocardial perfusion evaluation, as an all-in-one examination.
Limestone and Silica Powder Replacements for Cement: Early-Age Performance.
Bentz, Dale P; Ferraris, Chiara F; Jones, Scott Z; Lootens, Didier; Zunino, Franco
2017-04-01
Developing functional concrete mixtures with less ordinary portland cement (OPC) has been one of the key objectives of the 21 st century sustainability movement. While the supplies of many alternatives to OPC (such as fly ash or slag) may be limited, those of limestone and silica powders produced by crushing rocks seem virtually endless. The present study examines the chemical and physical influences of these powders on the rheology, hydration, and setting of cement-based materials via experiments and three-dimensional microstructural modeling. It is shown that both limestone and silica particle surfaces are active templates (sites) for the nucleation and growth of cement hydration products, while the limestone itself is also somewhat soluble, leading to the formation of carboaluminate hydration products. Because the filler particles are incorporated as active members of the percolated backbone that constitutes initial setting of a cement-based system, replacements of up to 50 % of the OPC by either of these powders on a volumetric basis have minimal impact on the initial setting time, and even a paste with only 5 % OPC and 95 % limestone powder by volume achieves initial set within 24 h. While their influence on setting is similar, the limestone and silica powders produce pastes with quite different rheological properties, when substituted at the same volume level. When proceeding from setting to later age strength development, one must also consider the dilution of the system due to cement removal, along with the solubility/reactivity of the filler. However, for applications where controlled (prompt) setting is more critical than developing high strengths, such as mortar tile adhesives, grouts, and renderings, significant levels of these powder replacements for cement can serve as sustainable, functional alternatives to the oft-employed 100 % OPC products.
Direct Manipulation in Virtual Reality
NASA Technical Reports Server (NTRS)
Bryson, Steve
2003-01-01
Virtual Reality interfaces offer several advantages for scientific visualization such as the ability to perceive three-dimensional data structures in a natural way. The focus of this chapter is direct manipulation, the ability for a user in virtual reality to control objects in the virtual environment in a direct and natural way, much as objects are manipulated in the real world. Direct manipulation provides many advantages for the exploration of complex, multi-dimensional data sets, by allowing the investigator the ability to intuitively explore the data environment. Because direct manipulation is essentially a control interface, it is better suited for the exploration and analysis of a data set than for the publishing or communication of features found in that data set. Thus direct manipulation is most relevant to the analysis of complex data that fills a volume of three-dimensional space, such as a fluid flow data set. Direct manipulation allows the intuitive exploration of that data, which facilitates the discovery of data features that would be difficult to find using more conventional visualization methods. Using a direct manipulation interface in virtual reality, an investigator can, for example, move a data probe about in space, watching the results and getting a sense of how the data varies within its spatial volume.
Faulwetter, Sarah; Chatzinikolaou, Eva; Michalakis, Nikitas; Filiopoulou, Irene; Minadakis, Nikos; Panteri, Emmanouela; Perantinos, George; Gougousis, Alexandros; Arvanitidis, Christos
2016-01-01
Abstract Background During recent years, X-ray microtomography (micro-CT) has seen an increasing use in biological research areas, such as functional morphology, taxonomy, evolutionary biology and developmental research. Micro-CT is a technology which uses X-rays to create sub-micron resolution images of external and internal features of specimens. These images can then be rendered in a three-dimensional space and used for qualitative and quantitative 3D analyses. However, the online exploration and dissemination of micro-CT datasets are rarely made available to the public due to their large size and a lack of dedicated online platforms for the interactive manipulation of 3D data. Here, the development of a virtual micro-CT laboratory (Micro-CTvlab) is described, which can be used by everyone who is interested in digitisation methods and biological collections and aims at making the micro-CT data exploration of natural history specimens freely available over the internet. New information The Micro-CTvlab offers to the user virtual image galleries of various taxa which can be displayed and downloaded through a web application. With a few clicks, accurate, detailed and three-dimensional models of species can be studied and virtually dissected without destroying the actual specimen. The data and functions of the Micro-CTvlab can be accessed either on a normal computer or through a dedicated version for mobile devices. PMID:27956848
Keklikoglou, Kleoniki; Faulwetter, Sarah; Chatzinikolaou, Eva; Michalakis, Nikitas; Filiopoulou, Irene; Minadakis, Nikos; Panteri, Emmanouela; Perantinos, George; Gougousis, Alexandros; Arvanitidis, Christos
2016-01-01
During recent years, X-ray microtomography (micro-CT) has seen an increasing use in biological research areas, such as functional morphology, taxonomy, evolutionary biology and developmental research. Micro-CT is a technology which uses X-rays to create sub-micron resolution images of external and internal features of specimens. These images can then be rendered in a three-dimensional space and used for qualitative and quantitative 3D analyses. However, the online exploration and dissemination of micro-CT datasets are rarely made available to the public due to their large size and a lack of dedicated online platforms for the interactive manipulation of 3D data. Here, the development of a virtual micro-CT laboratory (Micro-CT vlab ) is described, which can be used by everyone who is interested in digitisation methods and biological collections and aims at making the micro-CT data exploration of natural history specimens freely available over the internet. The Micro-CT vlab offers to the user virtual image galleries of various taxa which can be displayed and downloaded through a web application. With a few clicks, accurate, detailed and three-dimensional models of species can be studied and virtually dissected without destroying the actual specimen. The data and functions of the Micro-CT vlab can be accessed either on a normal computer or through a dedicated version for mobile devices.
Design of a 4-DOF MR haptic master for application to robot surgery: virtual environment work
NASA Astrophysics Data System (ADS)
Oh, Jong-Seok; Choi, Seung-Hyun; Choi, Seung-Bok
2014-09-01
This paper presents the design and control performance of a novel type of 4-degrees-of-freedom (4-DOF) haptic master in cyberspace for a robot-assisted minimally invasive surgery (RMIS) application. By using a controllable magnetorheological (MR) fluid, the proposed haptic master can have a feedback function for a surgical robot. Due to the difficulty in utilizing real human organs in the experiment, the cyberspace that features the virtual object is constructed to evaluate the performance of the haptic master. In order to realize the cyberspace, a volumetric deformable object is represented by a shape-retaining chain-linked (S-chain) model, which is a fast volumetric model and is suitable for real-time applications. In the haptic architecture for an RMIS application, the desired torque and position induced from the virtual object of the cyberspace and the haptic master of real space are transferred to each other. In order to validate the superiority of the proposed master and volumetric model, a tracking control experiment is implemented with a nonhomogenous volumetric cubic object to demonstrate that the proposed model can be utilized in real-time haptic rendering architecture. A proportional-integral-derivative (PID) controller is then designed and empirically implemented to accomplish the desired torque trajectories. It has been verified from the experiment that tracking the control performance for torque trajectories from a virtual slave can be successfully achieved.
Image-based path planning for automated virtual colonoscopy navigation
NASA Astrophysics Data System (ADS)
Hong, Wei
2008-03-01
Virtual colonoscopy (VC) is a noninvasive method for colonic polyp screening, by reconstructing three-dimensional models of the colon using computerized tomography (CT). In virtual colonoscopy fly-through navigation, it is crucial to generate an optimal camera path for efficient clinical examination. In conventional methods, the centerline of the colon lumen is usually used as the camera path. In order to extract colon centerline, some time consuming pre-processing algorithms must be performed before the fly-through navigation, such as colon segmentation, distance transformation, or topological thinning. In this paper, we present an efficient image-based path planning algorithm for automated virtual colonoscopy fly-through navigation without the requirement of any pre-processing. Our algorithm only needs the physician to provide a seed point as the starting camera position using 2D axial CT images. A wide angle fisheye camera model is used to generate a depth image from the current camera position. Two types of navigational landmarks, safe regions and target regions are extracted from the depth images. Camera position and its corresponding view direction are then determined using these landmarks. The experimental results show that the generated paths are accurate and increase the user comfort during the fly-through navigation. Moreover, because of the efficiency of our path planning algorithm and rendering algorithm, our VC fly-through navigation system can still guarantee 30 FPS.
Encountered-Type Haptic Interface for Representation of Shape and Rigidity of 3D Virtual Objects.
Takizawa, Naoki; Yano, Hiroaki; Iwata, Hiroo; Oshiro, Yukio; Ohkohchi, Nobuhiro
2017-01-01
This paper describes the development of an encountered-type haptic interface that can generate the physical characteristics, such as shape and rigidity, of three-dimensional (3D) virtual objects using an array of newly developed non-expandable balloons. To alter the rigidity of each non-expandable balloon, the volume of air in it is controlled through a linear actuator and a pressure sensor based on Hooke's law. Furthermore, to change the volume of each balloon, its exposed surface area is controlled by using another linear actuator with a trumpet-shaped tube. A position control mechanism is constructed to display virtual objects using the balloons. The 3D position of each balloon is controlled using a flexible tube and a string. The performance of the system is tested and the results confirm the effectiveness of the proposed principle and interface.
Interactive exploration of coastal restoration modeling in virtual environments
NASA Astrophysics Data System (ADS)
Gerndt, Andreas; Miller, Robert; Su, Simon; Meselhe, Ehab; Cruz-Neira, Carolina
2009-02-01
Over the last decades, Louisiana has lost a substantial part of its coastal region to the Gulf of Mexico. The goal of the project depicted in this paper is to investigate the complex ecological and geophysical system not only to find solutions to reverse this development but also to protect the southern landscape of Louisiana for disastrous impacts of natural hazards like hurricanes. This paper sets a focus on the interactive data handling of the Chenier Plain which is only one scenario of the overall project. The challenge addressed is the interactive exploration of large-scale time-depending 2D simulation results and of terrain data with a high resolution that is available for this region. Besides data preparation, efficient visualization approaches optimized for the usage in virtual environments are presented. These are embedded in a complex framework for scientific visualization of time-dependent large-scale datasets. To provide a straightforward interface for rapid application development, a software layer called VRFlowVis has been developed. Several architectural aspects to encapsulate complex virtual reality aspects like multi-pipe vs. cluster-based rendering are discussed. Moreover, the distributed post-processing architecture is investigated to prove its efficiency for the geophysical domain. Runtime measurements conclude this paper.
Covarrubias, Mario; Bordegoni, Monica; Cugini, Umberto
2013-01-01
In this article, we present an approach that uses both two force sensitive handles (FSH) and a flexible capacitive touch sensor (FCTS) to drive a haptic-based immersive system. The immersive system has been developed as part of a multimodal interface for product design. The haptic interface consists of a strip that can be used by product designers to evaluate the quality of a 3D virtual shape by using touch, vision and hearing and, also, to interactively change the shape of the virtual object. Specifically, the user interacts with the FSH to move the virtual object and to appropriately position the haptic interface for retrieving the six degrees of freedom required for both manipulation and modification modalities. The FCTS allows the system to track the movement and position of the user's fingers on the strip, which is used for rendering visual and sound feedback. Two evaluation experiments are described, which involve both the evaluation and the modification of a 3D shape. Results show that the use of the haptic strip for the evaluation of aesthetic shapes is effective and supports product designers in the appreciation of the aesthetic qualities of the shape. PMID:24113680
Adapting line integral convolution for fabricating artistic virtual environment
NASA Astrophysics Data System (ADS)
Lee, Jiunn-Shyan; Wang, Chung-Ming
2003-04-01
Vector field occurs not only extensively in scientific applications but also in treasured art such as sculptures and paintings. Artist depicts our natural environment stressing valued directional feature besides color and shape information. Line integral convolution (LIC), developed for imaging vector field in scientific visualization, has potential of producing directional image. In this paper we present several techniques of exploring LIC techniques to generate impressionistic images forming artistic virtual environment. We take advantage of directional information given by a photograph, and incorporate many investigations to the work including non-photorealistic shading technique and statistical detail control. In particular, the non-photorealistic shading technique blends cool and warm colors into the photograph to imitate artists painting convention. Besides, we adopt statistical technique controlling integral length according to image variance to preserve details. Furthermore, we also propose method for generating a series of mip-maps, which revealing constant strokes under multi-resolution viewing and achieving frame coherence in an interactive walkthrough system. The experimental results show merits of emulating satisfyingly and computing efficiently, as a consequence, relying on the proposed technique successfully fabricates a wide category of non-photorealistic rendering (NPR) application such as interactive virtual environment with artistic perception.
Splitting a colon geometry with multiplanar clipping
NASA Astrophysics Data System (ADS)
Ahn, David K.; Vining, David J.; Ge, Yaorong; Stelts, David R.
1998-06-01
Virtual colonoscopy, a recent three-dimensional (3D) visualization technique, has provided radiologists with a unique diagnostic tool. Using this technique, a radiologist can examine the internal morphology of a patient's colon by navigating through a surface-rendered model that is constructed from helical computed tomography image data. Virtual colonoscopy can be used to detect early forms of colon cancer in a way that is less invasive and expensive compared to conventional endoscopy. However, the common approach of 'flying' through the colon lumen to visually search for polyps is tedious and time-consuming, especially when a radiologist loses his or her orientation within the colon. Furthermore, a radiologist's field of view is often limited by the 3D camera position located inside the colon lumen. We have developed a new technique, called multi-planar geometry clipping, that addresses these problems. Our algorithm divides a complex colon anatomy into several smaller segments, and then splits each of these segments in half for display on a static medium. Multi-planar geometry clipping eliminates virtual colonoscopy's dependence upon expensive, real-time graphics workstations by enabling radiologists to globally inspect the entire internal surface of the colon from a single viewpoint.
An efficient hole-filling method based on depth map in 3D view generation
NASA Astrophysics Data System (ADS)
Liang, Haitao; Su, Xiu; Liu, Yilin; Xu, Huaiyuan; Wang, Yi; Chen, Xiaodong
2018-01-01
New virtual view is synthesized through depth image based rendering(DIBR) using a single color image and its associated depth map in 3D view generation. Holes are unavoidably generated in the 2D to 3D conversion process. We propose a hole-filling method based on depth map to address the problem. Firstly, we improve the process of DIBR by proposing a one-to-four (OTF) algorithm. The "z-buffer" algorithm is used to solve overlap problem. Then, based on the classical patch-based algorithm of Criminisi et al., we propose a hole-filling algorithm using the information of depth map to handle the image after DIBR. In order to improve the accuracy of the virtual image, inpainting starts from the background side. In the calculation of the priority, in addition to the confidence term and the data term, we add the depth term. In the search for the most similar patch in the source region, we define the depth similarity to improve the accuracy of searching. Experimental results show that the proposed method can effectively improve the quality of the 3D virtual view subjectively and objectively.
Liu, Peter X.; Lai, Pinhua; Xu, Shaoping; Zou, Yanni
2018-01-01
In the present work, the majority of implemented virtual surgery simulation systems have been based on either a mesh or meshless strategy with regard to soft tissue modelling. To take full advantage of the mesh and meshless models, a novel coupled soft tissue cutting model is proposed. Specifically, the reconstructed virtual soft tissue consists of two essential components. One is associated with surface mesh that is convenient for surface rendering and the other with internal meshless point elements that is used to calculate the force feedback during cutting. To combine two components in a seamless way, virtual points are introduced. During the simulation of cutting, the Bezier curve is used to characterize smooth and vivid incision on the surface mesh. At the same time, the deformation of internal soft tissue caused by cutting operation can be treated as displacements of the internal point elements. Furthermore, we discussed and proved the stability and convergence of the proposed approach theoretically. The real biomechanical tests verified the validity of the introduced model. And the simulation experiments show that the proposed approach offers high computational efficiency and good visual effect, enabling cutting of soft tissue with high stability. PMID:29850006
Covarrubias, Mario; Bordegoni, Monica; Cugini, Umberto
2013-10-09
In this article, we present an approach that uses both two force sensitive handles (FSH) and a flexible capacitive touch sensor (FCTS) to drive a haptic-based immersive system. The immersive system has been developed as part of a multimodal interface for product design. The haptic interface consists of a strip that can be used by product designers to evaluate the quality of a 3D virtual shape by using touch, vision and hearing and, also, to interactively change the shape of the virtual object. Specifically, the user interacts with the FSH to move the virtual object and to appropriately position the haptic interface for retrieving the six degrees of freedom required for both manipulation and modification modalities. The FCTS allows the system to track the movement and position of the user's fingers on the strip, which is used for rendering visual and sound feedback. Two evaluation experiments are described, which involve both the evaluation and the modification of a 3D shape. Results show that the use of the haptic strip for the evaluation of aesthetic shapes is effective and supports product designers in the appreciation of the aesthetic qualities of the shape.
Ogata, Yuji; Nakahara, Tadaki; Ode, Kenichi; Matsusaka, Yohji; Katagiri, Mari; Iwabuchi, Yu; Itoh, Kazunari; Ichimura, Akira; Jinzaki, Masahiro
2017-05-01
We developed a method of image data projection of bone SPECT into 3D volume-rendered CT images for 3D SPECT/CT fusion. The aims of our study were to evaluate its feasibility and clinical usefulness. Whole-body bone scintigraphy (WB) and SPECT/CT scans were performed in 318 cancer patients using a dedicated SPECT/CT systems. Volume data of bone SPECT and CT were fused to obtain 2D SPECT/CT images. To generate our 3D SPECT/CT images, colored voxel data of bone SPECT were projected onto the corresponding location of the volume-rendered CT data after a semi-automatic bone extraction. Then, the resultant 3D images were blended with conventional volume-rendered CT images, allowing to grasp the three-dimensional relationship between bone metabolism and anatomy. WB and SPECT (WB + SPECT), 2D SPECT/CT fusion, and 3D SPECT/CT fusion were evaluated by two independent reviewers in the diagnosis of bone metastasis. The inter-observer variability and diagnostic accuracy in these three image sets were investigated using a four-point diagnostic scale. Increased bone metabolism was found in 744 metastatic sites and 1002 benign changes. On a per-lesion basis, inter-observer agreements in the diagnosis of bone metastasis were 0.72 for WB + SPECT, 0.90 for 2D SPECT/CT, and 0.89 for 3D SPECT/CT. Receiver operating characteristic analyses for the diagnostic accuracy of bone metastasis showed that WB + SPECT, 2D SPECT/CT, and 3D SPECT/CT had an area under the curve of 0.800, 0.983, and 0.983 for reader 1, 0.865, 0.992, and 0.993 for reader 2, respectively (WB + SPECT vs. 2D or 3D SPECT/CT, p < 0.001; 2D vs. 3D SPECT/CT, n.s.). The durations of interpretation of WB + SPECT, 2D SPECT/CT, and 3D SPECT/CT images were 241 ± 75, 225 ± 73, and 182 ± 71 s for reader 1 and 207 ± 72, 190 ± 73, and 179 ± 73 s for reader 2, respectively. As a result, it took shorter time to read 3D SPECT/CT images than 2D SPECT/CT (p < 0.0001) or WB + SPECT images (p < 0.0001). 3D SPECT/CT fusion offers comparable diagnostic accuracy to 2D SPECT/CT fusion. The visual effect of 3D SPECT/CT fusion facilitates reduction of reading time compared to 2D SPECT/CT fusion.
DOT National Transportation Integrated Search
2017-04-01
This is the third of three reports examining driver medical review practices in the United States and how : they fulfill the basic functions of identifying, assessing, and rendering licensing decisions on medically or : functionally at-risk drivers. ...
NASA Astrophysics Data System (ADS)
Henri, Christopher J.; Pike, Gordon; Collins, D. Louis; Peters, Terence M.
1990-07-01
We present two methods for acquiring and viewing integrated 3-D images of cerebral vasculature and cortical anatomy. The aim of each technique is to provide the neurosurgeon or radiologist with a 3-D image containing information which cannot ordinarily be obtained from a single imaging modality. The first approach employs recent developments in MR which is now capable of imaging flowing blood as well as static tissue. Here, true 3-D data are acquired and displayed using volume or surface rendering techniques. The second approach is based on the integration of x-ray projection angiograms and tomographic image data, allowing a composite image of anatomy and vasculature to be viewed in 3-D. This is accomplished by superimposing an angiographic stereo-pair onto volume rendered images of either CT or MR data created from matched viewing geometries. The two approaches are outlined and compared. Results are presented for each technique and potential clinical applications discussed.
MacDougall, Preston J; Henze, Christopher E; Volkov, Anatoliy
2016-11-01
We present a unique platform for molecular visualization and design that uses novel subatomic feature detection software in tandem with 3D hyperwall visualization technology. We demonstrate the fleshing-out of pharmacophores in drug molecules, as well as reactive sites in catalysts, focusing on subatomic features. Topological analysis with picometer resolution, in conjunction with interactive volume-rendering of the Laplacian of the electronic charge density, leads to new insight into docking and catalysis. Visual data-mining is done efficiently and in parallel using a 4×4 3D hyperwall (a tiled array of 3D monitors driven independently by slave GPUs but displaying high-resolution, synchronized and functionally-related images). The visual texture of images for a wide variety of molecular systems are intuitive to experienced chemists but also appealing to neophytes, making the platform simultaneously useful as a tool for advanced research as well as for pedagogical and STEM education outreach purposes. Copyright © 2016. Published by Elsevier Inc.
Günther, P; Tröger, J; Holland-Cunz, S; Waag, K L; Schenk, J P
2006-08-01
Exact surgical planning is necessary for complex operations of pathological changes in anatomical structures of the pediatric abdomen. 3D visualization and computer-assisted operational planning based on CT data are being increasingly used for difficult operations in adults. To minimize radiation exposure and for better soft tissue contrast, sonography and MRI are the preferred diagnostic methods in pediatric patients. Because of manifold difficulties 3D visualization of these MRI data has not been realized so far, even though the field of embryonal malformations and tumors could benefit from this.A newly developed and modified raycasting-based powerful 3D volume rendering software (VG Studio Max 1.2) for the planning of pediatric abdominal surgery is presented. With the help of specifically developed algorithms, a useful surgical planning system is demonstrated. Thanks to the easy handling and high-quality visualization with enormous gain of information, the presented system is now an established part of routine surgical planning.
Three-dimensional rendering in medicine: some common misconceptions
NASA Astrophysics Data System (ADS)
Udupa, Jayaram K.
2001-05-01
As seen in the medical imaging literature and in the poster presentations at the annual conference of the Radiological Society of North America during the past 10 years, several mis conceptions are held relating to 3D rendering of medical images. The purpose of this presentation is to illustrate and clarify these with medical examples. Most of the misconceptions have to do with a mix up of the issues related to the common visualization techniques, viz., surface rendering (SR) and volume rendering (VR), and methods of image segmentation. In our survey, we came across the following most commonly held conceptions which we believe (and shall demonstrate) are not correct: (1) SR equated to thresholding. (2) VR considered not requiring segmentation. (3) VR considered to achieve higher resolution than SR. (4) SR/VR considered to require specialized hardware to achieve adequate speed. We shall briefly define and establish some fundamental terms to obviate any potential for terminology-related misconceptions. Subsequently, we shall sort out these issues and illustrate with examples as to why the above conceptions are incorrect. There are many SR methods that use segmentations that are far superior to thresholding. All VR techniques (except the straightforward MIP) require some form of fuzzy object specification, that is, fuzzy segmentation. The details seen in renditions depend fundamentally on, in addition to the rendering method, segmentation techniques also. There are fast-software-based rendering methods that give a performance on PCs similar to or exceeding that of expensive hardware systems. Most of the difficulties encountered in visualization (and also in image processing and analysis) stem from the difficulties in segmentation. It is important to identify these and separate them from the issues related purely to 3D rendering.
Research on three-dimensional visualization based on virtual reality and Internet
NASA Astrophysics Data System (ADS)
Wang, Zongmin; Yang, Haibo; Zhao, Hongling; Li, Jiren; Zhu, Qiang; Zhang, Xiaohong; Sun, Kai
2007-06-01
To disclose and display water information, a three-dimensional visualization system based on Virtual Reality (VR) and Internet is researched for demonstrating "digital water conservancy" application and also for routine management of reservoir. To explore and mine in-depth information, after completion of modeling high resolution DEM with reliable quality, topographical analysis, visibility analysis and reservoir volume computation are studied. And also, some parameters including slope, water level and NDVI are selected to classify easy-landslide zone in water-level-fluctuating zone of reservoir area. To establish virtual reservoir scene, two kinds of methods are used respectively for experiencing immersion, interaction and imagination (3I). First virtual scene contains more detailed textures to increase reality on graphical workstation with virtual reality engine Open Scene Graph (OSG). Second virtual scene is for internet users with fewer details for assuring fluent speed.
Predictability, Force and (Anti-)Resonance in Complex Object Control.
Maurice, Pauline; Hogan, Neville; Sternad, Dagmar
2018-04-18
Manipulation of complex objects as in tool use is ubiquitous and has given humans an evolutionary advantage. This study examined the strategies humans choose when manipulating an object with underactuated internal dynamics, such as a cup of coffee. The object's dynamics renders the temporal evolution complex, possibly even chaotic, and difficult to predict. A cart-and-pendulum model, loosely mimicking coffee sloshing in a cup, was implemented in a virtual environment with a haptic interface. Participants rhythmically manipulated the virtual cup containing a rolling ball; they could choose the oscillation frequency, while the amplitude was prescribed. Three hypotheses were tested: 1) humans decrease interaction forces between hand and object; 2) humans increase the predictability of the object dynamics; 3) humans exploit the resonances of the coupled object-hand system. Analysis revealed that humans chose either a high-frequency strategy with anti-phase cup-and-ball movements or a low-frequency strategy with in-phase cup-and-ball movements. Counter Hypothesis 1, they did not decrease interaction force; instead, they increased the predictability of the interaction dynamics, quantified by mutual information, supporting Hypothesis 2. To address Hypothesis 3, frequency analysis of the coupled hand-object system revealed two resonance frequencies separated by an anti-resonance frequency. The low-frequency strategy exploited one resonance, while the high-frequency strategy afforded more choice, consistent with the frequency response of the coupled system; both strategies avoided the anti-resonance. Hence, humans did not prioritize interaction force, but rather strategies that rendered interactions predictable. These findings highlight that physical interactions with complex objects pose control challenges not present in unconstrained movements.
Influence of LCD color reproduction accuracy on observer performance using virtual pathology slides
NASA Astrophysics Data System (ADS)
Krupinski, Elizabeth A.; Silverstein, Louis D.; Hashmi, Syed F.; Graham, Anna R.; Weinstein, Ronald S.; Roehrig, Hans
2012-02-01
The use of color LCDs in medical imaging is growing as more clinical specialties use digital images as a resource in diagnosis and treatment decisions. Telemedicine applications such as telepathology, teledermatology and teleophthalmology rely heavily on color images. However, standard methods for calibrating, characterizing and profiling color displays do not exist, resulting in inconsistent presentation. To address this, we developed a calibration, characterization and profiling protocol for color-critical medical imaging applications. Physical characterization of displays calibrated with and without the protocol revealed high color reproduction accuracy with the protocol. The present study assessed the impact of this protocol on observer performance. A set of 250 breast biopsy virtual slide regions of interest (half malignant, half benign) were shown to 6 pathologists, once using the calibration protocol and once using the same display in its "native" off-the-shelf uncalibrated state. Diagnostic accuracy and time to render a decision were measured. In terms of ROC performance, Az (area under the curve) calibrated = 0.8640; uncalibrated = 0.8558. No statistically significant difference (p = 0.2719) was observed. In terms of interpretation speed, mean calibrated = 4.895 sec, mean uncalibrated = 6.304 sec which is statistically significant (p = 0.0460). Early results suggest a slight advantage diagnostically for a properly calibrated and color-managed display and a significant potential advantage in terms of improved workflow. Future work should be conducted using different types of color images that may be more dependent on accurate color rendering and a wider range of LCDs with varying characteristics.
NASA Astrophysics Data System (ADS)
Navvab, Mojtaba; Bisegna, Fabio; Gugliermetti, Franco
2013-05-01
Saint Rocco Museum, a historical building in Venice, Italy is used as a case study to explore the performance of its' lighting system and visible light impact on viewing the large size art works. The transition from threedimensional architectural rendering to the three-dimensional virtual luminance mapping and visualization within a virtual environment is described as an integrated optical method for its application toward preservation of the cultural heritage of the space. Lighting simulation programs represent color as RGB triplets in a devicedependent color space such as ITU-R BT709. Prerequisite for this is a 3D-model which can be created within this computer aided virtual environment. The onsite measured surface luminance, chromaticity and spectral data were used as input to an established real-time indirect illumination and a physically based algorithms to produce the best approximation for RGB to be used as an input to generate the image of the objects. Conversion of RGB to and from spectra has been a major undertaking in order to match the infinite number of spectra to create the same colors that were defined by RGB in the program. The ability to simulate light intensity, candle power and spectral power distributions provide opportunity to examine the impact of color inter-reflections on historical paintings. VR offers an effective technique to quantify the visible light impact on human visual performance under precisely controlled representation of light spectrum that could be experienced in 3D format in a virtual environment as well as historical visual archives. The system can easily be expanded to include other measurements and stimuli.
ConfocalVR: Immersive Visualization Applied to Confocal Microscopy.
Stefani, Caroline; Lacy-Hulbert, Adam; Skillman, Thomas
2018-06-24
ConfocalVR is a virtual reality (VR) application created to improve the ability of researchers to study the complexity of cell architecture. Confocal microscopes take pictures of fluorescently labeled proteins or molecules at different focal planes to create a stack of 2D images throughout the specimen. Current software applications reconstruct the 3D image and render it as a 2D projection onto a computer screen where users need to rotate the image to expose the full 3D structure. This process is mentally taxing, breaks down if you stop the rotation, and does not take advantage of the eye's full field of view. ConfocalVR exploits consumer-grade virtual reality (VR) systems to fully immerse the user in the 3D cellular image. In this virtual environment the user can: 1) adjust image viewing parameters without leaving the virtual space, 2) reach out and grab the image to quickly rotate and scale the image to focus on key features, and 3) interact with other users in a shared virtual space enabling real-time collaborative exploration and discussion. We found that immersive VR technology allows the user to rapidly understand cellular architecture and protein or molecule distribution. We note that it is impossible to understand the value of immersive visualization without experiencing it first hand, so we encourage readers to get access to a VR system, download this software, and evaluate it for yourself. The ConfocalVR software is available for download at http://www.confocalvr.com, and is free for nonprofits. Copyright © 2018. Published by Elsevier Ltd.
"TEEB begins now": a virtual moment in the production of natural capital.
MacDonald, Kenneth Iain; Corson, Catherine
2012-01-01
This article uses theories of virtualism to analyse the role of The Economics of Ecosystems and Biodiversity (TEEB) project in the production of natural capital. Presented at the 10th Conference of the Parties to the Convention on Biological Diversity, the project seeks to redress the ‘economic invisibility of nature’ by quantifying the value of ecosystems and biodiversity. This endeavour to put an economic value on ecosystems makes nature legible by abstracting it from social and ecological contexts and making it subject to, and productive of, new market devices. In reducing the complexity of ecological dynamics to idealized categories TEEB is driven by economic ideas and idealism, and, in claiming to be a quantitative force for morality, is engaged in the production of practices designed to conform the ‘real’ to the virtual. By rendering a ‘valued’ nature legible for key audiences, TEEB has mobilized a critical mass of support including modellers, policy makers and bankers. We argue that TEEB's rhetoric of crisis and value aligns capitalism with a new kind of ecological modernization in which ‘the market’ and market devices serve as key mechanisms to conform the real and the virtual. Using the case of TEEB, and drawing on data collected at COP10, we illustrate the importance of international meetings as key points where idealized models of biodiversity protection emerge, circulate and are negotiated, and as sites where actors are aligned and articulated with these idealized models in ways that begin further processes of conforming the real with the virtual and the realization of ‘natural capital’.
Kraeima, Joep; Schepers, Rutger H; van Ooijen, Peter M A; Steenbakkers, Roel J H M; Roodenburg, Jan L N; Witjes, Max J H
2015-10-01
Three-dimensional (3D) virtual planning of reconstructive surgery, after resection, is a frequently used method for improving accuracy and predictability. However, when applied to malignant cases, the planning of the oncologic resection margins is difficult due to visualisation of tumours in the current 3D planning. Embedding tumour delineation on a magnetic resonance image, similar to the routinely performed radiotherapeutic contouring of tumours, is expected to provide better margin planning. A new software pathway was developed for embedding tumour delineation on magnetic resonance imaging (MRI) within the 3D virtual surgical planning. The software pathway was validated by the use of five bovine cadavers implanted with phantom tumour objects. MRI and computed tomography (CT) images were fused and the tumour was delineated using radiation oncology software. This data was converted to the 3D virtual planning software by means of a conversion algorithm. Tumour volumes and localization were determined in both software stages for comparison analysis. The approach was applied to three clinical cases. A conversion algorithm was developed to translate the tumour delineation data to the 3D virtual plan environment. The average difference in volume of the tumours was 1.7%. This study reports a validated software pathway, providing multi-modality image fusion for 3D virtual surgical planning. Copyright © 2015 European Association for Cranio-Maxillo-Facial Surgery. Published by Elsevier Ltd. All rights reserved.
Custom Titanium Ridge Augmentation Matrix (CTRAM): A Case Report.
Connors, Christopher A; Liacouras, Peter C; Grant, Gerald T
2016-01-01
This is a case report of a custom titanium ridge augmentation matrix (CTRAM). Using cone beam computed tomography (CBCT), a custom titanium space-maintaining device was developed. Alveolar ridges were virtually augmented, a matrix was virtually designed, and the CTRAM was additively manufactured with titanium (Ti6Al4V). Two cases are presented that resulted in sufficient increased horizontal bone volume with successful dental implant placement. The CTRAM design allows for preoperative planning for increasing alveolar ridge dimensions to support dental implants, reduces surgical time, and prevents the need for a second surgical site to gain sufficient alveolar ridge bone volume for dental implant therapy.
A multi-criteria approach to camera motion design for volume data animation.
Hsu, Wei-Hsien; Zhang, Yubo; Ma, Kwan-Liu
2013-12-01
We present an integrated camera motion design and path generation system for building volume data animations. Creating animations is an essential task in presenting complex scientific visualizations. Existing visualization systems use an established animation function based on keyframes selected by the user. This approach is limited in providing the optimal in-between views of the data. Alternatively, computer graphics and virtual reality camera motion planning is frequently focused on collision free movement in a virtual walkthrough. For semi-transparent, fuzzy, or blobby volume data the collision free objective becomes insufficient. Here, we provide a set of essential criteria focused on computing camera paths to establish effective animations of volume data. Our dynamic multi-criteria solver coupled with a force-directed routing algorithm enables rapid generation of camera paths. Once users review the resulting animation and evaluate the camera motion, they are able to determine how each criterion impacts path generation. In this paper, we demonstrate how incorporating this animation approach with an interactive volume visualization system reduces the effort in creating context-aware and coherent animations. This frees the user to focus on visualization tasks with the objective of gaining additional insight from the volume data.
Advances in edge-diffraction modeling for virtual-acoustic simulations
NASA Astrophysics Data System (ADS)
Calamia, Paul Thomas
In recent years there has been growing interest in modeling sound propagation in complex, three-dimensional (3D) virtual environments. With diverse applications for the military, the gaming industry, psychoacoustics researchers, architectural acousticians, and others, advances in computing power and 3D audio-rendering techniques have driven research and development aimed at closing the gap between the auralization and visualization of virtual spaces. To this end, this thesis focuses on improving the physical and perceptual realism of sound-field simulations in virtual environments through advances in edge-diffraction modeling. To model sound propagation in virtual environments, acoustical simulation tools commonly rely on geometrical-acoustics (GA) techniques that assume asymptotically high frequencies, large flat surfaces, and infinitely thin ray-like propagation paths. Such techniques can be augmented with diffraction modeling to compensate for the effect of surface size on the strength and directivity of a reflection, to allow for propagation around obstacles and into shadow zones, and to maintain soundfield continuity across reflection and shadow boundaries. Using a time-domain, line-integral formulation of the Biot-Tolstoy-Medwin (BTM) diffraction expression, this thesis explores various aspects of diffraction calculations for virtual-acoustic simulations. Specifically, we first analyze the periodic singularity of the BTM integrand and describe the relationship between the singularities and higher-order reflections within wedges with open angle less than 180°. Coupled with analytical approximations for the BTM expression, this analysis allows for accurate numerical computations and a continuous sound field in the vicinity of an arbitrary wedge geometry insonified by a point source. Second, we describe an edge-subdivision strategy that allows for fast diffraction calculations with low error relative to a numerically more accurate solution. Third, to address the considerable increase in propagation paths due to diffraction, we describe a simple procedure for identifying and culling insignificant diffraction components during a virtual-acoustic simulation. Finally, we present a novel method to find GA components using diffraction parameters that ensures continuity at reflection and shadow boundaries.
An Agent Based Collaborative Simplification of 3D Mesh Model
NASA Astrophysics Data System (ADS)
Wang, Li-Rong; Yu, Bo; Hagiwara, Ichiro
Large-volume mesh model faces the challenge in fast rendering and transmission by Internet. The current mesh models obtained by using three-dimensional (3D) scanning technology are usually very large in data volume. This paper develops a mobile agent based collaborative environment on the development platform of mobile-C. Communication among distributed agents includes grasping image of visualized mesh model, annotation to grasped image and instant message. Remote and collaborative simplification can be efficiently conducted by Internet.
NASA Astrophysics Data System (ADS)
Kay, Paul A.; Robb, Richard A.; King, Bernard F.; Myers, R. P.; Camp, Jon J.
1995-04-01
Thousands of radical prostatectomies for prostate cancer are performed each year. Radical prostatectomy is a challenging procedure due to anatomical variability and the adjacency of critical structures, including the external urinary sphincter and neurovascular bundles that subserve erectile function. Because of this, there are significant risks of urinary incontinence and impotence following this procedure. Preoperative interaction with three-dimensional visualization of the important anatomical structures might allow the surgeon to understand important individual anatomical relationships of patients. Such understanding might decrease the rate of morbidities, especially for surgeons in training. Patient specific anatomic data can be obtained from preoperative 3D MRI diagnostic imaging examinations of the prostate gland utilizing endorectal coils and phased array multicoils. The volumes of the important structures can then be segmented using interactive image editing tools and then displayed using 3-D surface rendering algorithms on standard work stations. Anatomic relationships can be visualized using surface displays and 3-D colorwash and transparency to allow internal visualization of hidden structures. Preoperatively a surgeon and radiologist can interactively manipulate the 3-D visualizations. Important anatomical relationships can better be visualized and used to plan the surgery. Postoperatively the 3-D displays can be compared to actual surgical experience and pathologic data. Patients can then be followed to assess the incidence of morbidities. More advanced approaches to visualize these anatomical structures in support of surgical planning will be implemented on virtual reality (VR) display systems. Such realistic displays are `immersive,' and allow surgeons to simultaneously see and manipulate the anatomy, to plan the procedure and to rehearse it in a realistic way. Ultimately the VR systems will be implemented in the operating room (OR) to assist the surgeon in conducting the surgery. Such an implementation will bring to the OR all of the pre-surgical planning data and rehearsal experience in synchrony with the actual patient and operation to optimize the effectiveness and outcome of the procedure.
Sugimoto, Maki; Yasuda, Hideki; Koda, Keiji; Suzuki, Masato; Yamazaki, Masato; Tezuka, Tohru; Kosugi, Chihiro; Higuchi, Ryota; Watayo, Yoshihisa; Yagawa, Yohsuke; Uemura, Shuichiro; Tsuchiya, Hironori; Azuma, Takeshi
2010-09-01
We applied a new concept of "image overlay surgery" consisting of the integration of virtual reality (VR) and augmented reality (AR) technology, in which dynamic 3D images were superimposed on the patient's actual body surface and evaluated as a reference for surgical navigation in gastrointestinal, hepatobiliary and pancreatic surgery. We carried out seven surgeries, including three cholecystectomies, two gastrectomies and two colectomies. A Macintosh and a DICOM workstation OsiriX were used in the operating room for image analysis. Raw data of the preoperative patient information obtained via MDCT were reconstructed to volume rendering and projected onto the patient's body surface during the surgeries. For accurate registration, OsiriX was first set to reproduce the patient body surface, and the positional coordinates of the umbilicus, left and right nipples, and the inguinal region were fixed as physiological markers on the body surface to reduce the positional error. The registration process was non-invasive and markerlesss, and was completed within 5 min. Image overlay navigation was helpful for 3D anatomical understanding of the surgical target in the gastrointestinal, hepatobiliary and pancreatic anatomies. The surgeon was able to minimize movement of the gaze and could utilize the image assistance without interfering with the forceps operation, reducing the gap from the VR. Unexpected organ injury could be avoided in all procedures. In biliary surgery, the projected virtual cholangiogram on the abdominal wall could advance safely with identification of the bile duct. For early gastric and colorectal cancer, the small tumors and blood vessels, which usually could not be found on the gastric serosa by laparoscopic view, were simultaneously detected on the body surface by carbon dioxide-enhanced MDCT. This provided accurate reconstructions of the tumor and involved lymph node, directly linked with optimization of the surgical procedures. Our non-invasive markerless registration using physiological markers on the body surface reduced logistical efforts. The image overlay technique is a useful tool when highlighting hidden structures, giving more information.
Vulnerability of countries to food-production crises propagating in the virtual water trade network
NASA Astrophysics Data System (ADS)
Tamea, S.; Laio, F.; Ridolfi, L.
2015-12-01
In recent years, the international trade of food and agricultural commodities has undergone a marked increase of exchanged volumes and an expansion of the trade network. This globalization of trade has both positive and negative effects, but the interconnectedness and external dependency of countries generate complex dynamics which are often difficult to understand and model. In this study we consider the volume of water used for the production of agricultural commodities, virtually exchanged among countries through commodity trade, i.e. the virtual water trade. Then, we set up a parsimonious mechanistic model describing the propagation, into the global trade network, of food-production crises generated locally by a social, economic or environmental event (such as war, economic crisis, drought, pest). The model, accounting for the network structure and the virtual water balance of all countries, bases on rules derived from observed virtual water flows and on data-based and statistically verified assumption. It is also tested on real case studies that prove its capability to capture the main features of crises propagation. The model is then employed as the basis for the development of an index of country vulnerability, measuring the exposure of countries to crises propagating in the virtual water trade network. Results of the analysis are discussed within the context of socio-economic and environmental conditions of countries, showing that not only water-scarce, but also wealthy and globalized countries, are among the most vulnerable to external crises. The temporal analysis for the period 1986-2011 reveals that the global average vulnerability has strongly increased over time, confirming the increased exposure of countries to external crises which may occur in the virtual water trade network.
ERIC Educational Resources Information Center
DeVillar, Robert A.; Jiang, Binbin
2011-01-01
Creatively and rigorously blending historical research and contemporary data from various disciplines, this book cogently and comprehensively illustrates the problems and opportunities the American nation faces in education, economics, and the global arena. The authors propose a framework of transformation that would render American culture no…
ERIC Educational Resources Information Center
Urdegar, Steven M.
2014-01-01
My Virtual Reading Coach (MVRC) is an online program for students who have been identified as struggling readers. It is used as an intervention within the Response to Intervention (RtI) framework, as well as for students with disabilities. The software addresses reading sub-skills (i.e., comprehension, fluency, phonemic awareness, phonics, and…
NASA Technical Reports Server (NTRS)
Hyde, Patricia R.; Loftin, R. Bowen
1993-01-01
These proceedings are organized in the same manner as the conference's contributed sessions, with the papers grouped by topic area. These areas are as follows: VE (virtual environment) training for Space Flight, Virtual Environment Hardware, Knowledge Aquisition for ICAT (Intelligent Computer-Aided Training) & VE, Multimedia in ICAT Systems, VE in Training & Education (1 & 2), Virtual Environment Software (1 & 2), Models in ICAT systems, ICAT Commercial Applications, ICAT Architectures & Authoring Systems, ICAT Education & Medical Applications, Assessing VE for Training, VE & Human Systems (1 & 2), ICAT Theory & Natural Language, ICAT Applications in the Military, VE Applications in Engineering, Knowledge Acquisition for ICAT, and ICAT Applications in Aerospace.
Medical decision making: lessons from psychology.
McDermott, Rose
2008-01-01
A wide variety of psychological mechanisms can interfere with clear thinking as patients make choices among risky treatments. The availability heuristic can make some outcomes seem more likely than they really are, the way treatment options are framed and presented can radically affect choice, the placement of a patient's reference point between gains and losses can create a bias towards caution or risk-taking, outcomes that seem certain may make a greater impression than probable or improbable ones, highly-desired benefits can obscure very real risks (and vice versa), and denial mechanisms may render a doctor's best efforts at communication virtually worthless.
Free-Standing, Flexible, Superomniphobic Films.
Vahabi, Hamed; Wang, Wei; Movafaghi, Sanli; Kota, Arun K
2016-08-31
Fabrication of most superomniphobic surfaces requires complex process conditions or specialized and expensive equipment or skilled personnel. In order to circumvent these issues and make them end-user-friendly, we developed the free-standing, flexible, superomniphobic films. These films can be stored and delivered to the end-users, who can readily attach them to virtually any surface (even irregular shapes) and impart superomniphobicity. The hierarchical structure, the re-entrant texture, and the low solid surface energy render our films superomniphobic for a wide variety of liquids. We demonstrate that our free-standing, flexible, superomniphobic films have applications in enhanced chemical resistance and enhanced weight bearing.
The effect of contextual sound cues on visual fidelity perception.
Rojas, David; Cowan, Brent; Kapralos, Bill; Collins, Karen; Dubrowski, Adam
2014-01-01
Previous work has shown that sound can affect the perception of visual fidelity. Here we build upon this previous work by examining the effect of contextual sound cues (i.e., sounds that are related to the visuals) on visual fidelity perception. Results suggest that contextual sound cues do influence visual fidelity perception and, more specifically, our perception of visual fidelity increases with contextual sound cues. These results have implications for designers of multimodal virtual worlds and serious games that, with the appropriate use of contextual sounds, can reduce visual rendering requirements without a corresponding decrease in the perception of visual fidelity.
Perception and Haptic Rendering of Friction Moments.
Kawasaki, H; Ohtuka, Y; Koide, S; Mouri, T
2011-01-01
This paper considers moments due to friction forces on the human fingertip. A computational technique called the friction moment arc method is presented. The method computes the static and/or dynamic friction moment independent of a friction force calculation. In addition, a new finger holder to display friction moment is presented. This device incorporates a small brushless motor and disk, and connects the human's finger to an interface finger of the five-fingered haptic interface robot HIRO II. Subjects' perception of friction moment while wearing the finger holder, as well as perceptions during object manipulation in a virtual reality environment, were evaluated experimentally.
The response of an assertive community treatment program following a natural disaster.
Lachance, K R; Santos, A B; Burns, B J
1994-10-01
A newly forming model treatment program for seriously mentally ill adults was dramatically affected by a natural disaster in September 1989. Hurricane Hugo rendered the offices of the Assertive Community Treatment Program uninhabitable, its vehicles marginally driveable, and its resources virtually nonexistent. In the three months following the storm, however, not a single psychiatric rehospitalization took place. Although the authors cannot claim that the program model was solely responsible for this outcome, this paper illustrates the service system elements that contributed to the program's effectiveness in the wake of one of the nation's most severe natural disasters.
NASA Astrophysics Data System (ADS)
Mayhew, Christopher A.; Mayhew, Craig M.
2009-02-01
Vision III Imaging, Inc. (the Company) has developed Parallax Image Display (PIDTM) software tools to critically align and display aerial images with parallax differences. Terrain features are rendered obvious to the viewer when critically aligned images are presented alternately at 4.3 Hz. The recent inclusion of digital elevation models in geographic data browsers now allows true three-dimensional parallax to be acquired from virtual globe programs like Google Earth. The authors have successfully developed PID methods and code that allow three-dimensional geographical terrain data to be visualized using temporal parallax differences.
How new is the new philosophy of psychiatry?
Denys, Damiaan
2007-10-20
In their recent paper, Natalie Banner and Tim Thornton evaluate seven volumes of the Oxford University Press series "International Perspectives in Philosophy and Psychiatry," an international book series begun in 2003 focusing on the emerging interdisciplinary field at the interface of philosophy and psychiatry. According to Natalie Banner and Tim Thornton, the series represents a clear indication that the interdisciplinary field of philosophy of psychiatry has been flourishing lately. Philosophers and psychiatrists face a "new philosophy of psychiatry". However, the optimism which the "new" philosophy of psychiatry celebrates is precisely the exiling of philosophy from the foundations of psychiatry. The 150 year old belief that psychopathology cannot do without philosophical reflection has virtually disappeared from common psychiatric education and daily clinical practice. Though the discipline of psychiatry is particularly suited to contributions from philosophy, the impact of philosophy on psychiatry nowadays remains limited. With some exceptions, philosophical papers are embedded in a philosophical context inscrutable to ordinary psychiatrists. Much current philosophical work is perceived by psychiatrists as negativistic. I would encourage the field of psychiatry to incorporate once again basic philosophical attitudes which render possible true dialogue with philosophy and enrich both disciplines. The views developed here should not discredit the value and importance of Natalie Banner and Tim Thornton's paper and the excellent series "International Perspectives in Philosophy and Psychiatry." As Jaspers said "Everybody inclined to disregard philosophy will be overwhelmed by philosophy in an unperceived way".
Random forest classification of large volume structures for visuo-haptic rendering in CT images
NASA Astrophysics Data System (ADS)
Mastmeyer, Andre; Fortmeier, Dirk; Handels, Heinz
2016-03-01
For patient-specific voxel-based visuo-haptic rendering of CT scans of the liver area, the fully automatic segmentation of large volume structures such as skin, soft tissue, lungs and intestine (risk structures) is important. Using a machine learning based approach, several existing segmentations from 10 segmented gold-standard patients are learned by random decision forests individually and collectively. The core of this paper is feature selection and the application of the learned classifiers to a new patient data set. In a leave-some-out cross-validation, the obtained full volume segmentations are compared to the gold-standard segmentations of the untrained patients. The proposed classifiers use a multi-dimensional feature space to estimate the hidden truth, instead of relying on clinical standard threshold and connectivity based methods. The result of our efficient whole-body section classification are multi-label maps with the considered tissues. For visuo-haptic simulation, other small volume structures would have to be segmented additionally. We also take a look into these structures (liver vessels). For an experimental leave-some-out study consisting of 10 patients, the proposed method performs much more efficiently compared to state of the art methods. In two variants of leave-some-out experiments we obtain best mean DICE ratios of 0.79, 0.97, 0.63 and 0.83 for skin, soft tissue, hard bone and risk structures. Liver structures are segmented with DICE 0.93 for the liver, 0.43 for blood vessels and 0.39 for bile vessels.
Environmental Research Laboratories in the Federal Government: An Inventory, Volume II.
ERIC Educational Resources Information Center
Teich, Albert H.; And Others
The report concludes an inventory listing of the structure, capabilities, and current research facilities of virtually all Federal Government R and D laboratories engaged in environmental studies. The inventory from DOD/USA through DOT/USCG is presented. Volume I is SE 015 598. (Author/RH)
Technology 2003: The Fourth National Technology Transfer Conference and Exposition, volume 2
NASA Technical Reports Server (NTRS)
Hackett, Michael (Compiler)
1994-01-01
Proceedings from symposia of the Technology 2003 Conference and Exposition, Dec. 7-9, 1993, Anaheim, CA, are presented. Volume 2 features papers on artificial intelligence, CAD&E, computer hardware, computer software, information management, photonics, robotics, test and measurement, video and imaging, and virtual reality/simulation.
Volumetric ambient occlusion for real-time rendering and games.
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.