63 research outputs found
Computer Assisted Relief Generation - a Survey
In this paper we present an overview of the achievements accomplished to date in the field of computer aided relief
generation. We delineate the problem, classify the different solutions, analyze similarities, investigate the evelopment and review the approaches according to their particular relative strengths and weaknesses. In consequence this survey is likewise addressed to researchers and artists through providing valuable insights into the theory behind the different concepts in this field and augmenting the options available among the methods presented with regard to practical application
3D digital relief generation.
This thesis investigates a framework for generating reliefs. Relief is a special kind of sculptured artwork consisting of shapes carved on a surface so as to stand out from the surrounding background. Traditional relief creation is done by hand and is therefore a laborious process. In addition, hand-made reliefs are hard to modify. Contrasted with this, digital relief can offer more flexibility as well as a less laborious alternative and can be easily adjusted. This thesis reviews existing work and offers a framework to tackle the problem of generating three types of reliefs: bas reliefs, high reliefs and sunken reliefs. Considerably enhanced by incorporating gradient operations, an efficient bas relief generation method has been proposed, based on 2D images. An improvement of bas relief and high relief generation method based on 3D models has been provided as well, that employs mesh representation to process the model. This thesis is innovative in describing and evaluating sunken relief
generation techniques. Two types of sunken reliefs have been generated: one is created with pure engraved lines, and the other is generated with smooth height transition between lines. The latter one is more complex to implement,
and includes three elements: a line drawing image provides a input for contour lines; a rendered Lambertian image shares the same light direction of the relief and sets the visual cues and a depth image conveys the height information. These three elements have been combined to generate final sunken reliefs. It is the first time in computer graphics that a method for digital sunken relief
generation has been proposed. The main contribution of this thesis is to have proposed a systematic framework to generate all three types of reliefs. Results of this work can potentially provide references for craftsman, and this work could be beneficial for relief creation in the fields of both entertainment and manufacturing
Gene cassette knock-in in mammalian cells and zygotes by enhanced MMEJ
Background: Although CRISPR/Cas enables one-step gene cassette knock-in, assembling targeting vectors containing long homology arms is a laborious process for high-throughput knock-in. We recently developed the CRISPR/Cas-based precise integration into the target chromosome (PITCh) system for a gene cassette knock-in without long homology arms mediated by microhomology-mediated end-joining. Results: Here, we identified exonuclease 1 (Exo1) as an enhancer for PITCh in human cells. By combining the Exo1 and PITCh-directed donor vectors, we achieved convenient one-step knock-in of gene cassettes and floxed allele both in human cells and mouse zygotes. Conclusions: Our results provide a technical platform for high-throughput knock-in
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iPSC Modeling of Presenilin1 Mutation in Alzheimer's Disease with Cerebellar Ataxia.
Disease modeling of Alzheimer's disease (AD) has been hampered by the lack of suitable cellular models while animal models are mainly based on the overexpression of AD-related genes which often results in an overemphasis of certain pathways and is also confounded by aging. In this study, we therefore developed and used induced pluripotent stem cell (iPSC) lines from a middle-aged AD patient with a known presenilin 1 (PSEN1) mutation (Glu120Lys; PS1-E120K) and as a control, an elderly normal subject. Using this approach, we demonstrated that the extracellular accumulation of Aβ was dramatically increased in PS1-E120K iPSC-derived neurons compared with the control iPSC line. PS1-E120K iPSC-derived neurons also exhibited high levels of phosphorylated tau, as well as mitochondrial abnormalities and defective autophagy. Given that the effect of aging is lost with iPSC generation, these abnormal cellular features are therefore indicative of PSEN1-associated AD pathogenesis rather than primary changes associated with aging. Taken together, this iPSC-based approach of AD modeling can now be used to better understand AD pathogenesis as well as a tool for drug discovery.This work was supported by the Korea Health Technology R&D Project through the Korea Health Industry Development Institute (KHIDI), funded by the Ministry of Health & Welfare, Republic of Korea (HI14C2746) and a grant (2016-0588) from the Asan Institute for Life Sciences
Of assembling small sculptures and disassembling large geometry
This thesis describes the research results and contributions that have been achieved
during the author’s doctoral work. It is divided into two independent parts, each
of which is devoted to a particular research aspect.
The first part covers the true-to-detail creation of digital pieces of art, so-called
relief sculptures, from given 3D models. The main goal is to limit the depth of the
contained objects with respect to a certain perspective without compromising the
initial three-dimensional impression. Here, the preservation of significant features
and especially their sharpness is crucial. Therefore, it is necessary to overemphasize
fine surface details to ensure their perceptibility in the more complanate relief.
Our developments are aimed at amending the flexibility and user-friendliness
during the generation process. The main focus is on providing real-time solutions
with intuitive usability that make it possible to create precise, lifelike and
aesthetic results. These goals are reached by a GPU implementation, the use of
efficient filtering techniques, and the replacement of user defined parameters by
adaptive values. Our methods are capable of processing dynamic scenes and allow
the generation of seamless artistic reliefs which can be composed of multiple
elements.
The second part addresses the analysis of repetitive structures, so-called symmetries,
within very large data sets. The automatic recognition of components
and their patterns is a complex correspondence problem which has numerous applications
ranging from information visualization over compression to automatic
scene understanding. Recent algorithms reach their limits with a growing amount
of data, since their runtimes rise quadratically. Our aim is to make even massive
data sets manageable. Therefore, it is necessary to abstract features and to develop
a suitable, low-dimensional descriptor which ensures an efficient, robust, and purposive
search. A simple inspection of the proximity within the descriptor space
helps to significantly reduce the number of necessary pairwise comparisons. Our
method scales quasi-linearly and allows a rapid analysis of data sets which could
not be handled by prior approaches because of their size.Die vorgelegte Arbeit beschreibt die wissenschaftlichen Ergebnisse und Beiträge,
die während der vergangenen Promotionsphase entstanden sind. Sie gliedert sich
in zwei voneinander unabhängige Teile, von denen jeder einem eigenen Forschungsschwerpunkt gewidmet ist.
Der erste Teil beschäftigt sich mit der detailgetreuen Erzeugung digitaler
Kunstwerke, sogenannter Reliefplastiken, aus gegebenen 3D-Modellen. Das Ziel
ist es, die Objekte, abhängig von der Perspektive, stark in ihrer Tiefe zu limitieren,
ohne dass der Eindruck der räumlichen Ausdehnung verloren geht. Hierbei
kommt dem Aufrechterhalten der Schärfe signifikanter Merkmale besondere
Bedeutung zu. Dafür ist es notwendig, die feinen Details der Objektoberfläche
überzubetonen, um ihre Sichtbarkeit im flacheren Relief zu gewährleisten. Unsere
Weiterentwicklungen zielen auf die Verbesserung der Flexibilität und Benutzerfreundlichkeit
während des Enstehungsprozesses ab. Der Fokus liegt dabei
auf dem Bereitstellen intuitiv bedienbarer Echtzeitlösungen, die die Erzeugung
präziser, naturgetreuer und visuell ansprechender Resultate ermöglichen. Diese
Ziele werden durch eine GPU-Implementierung, den Einsatz effizienter Filtertechniken
sowie das Ersetzen benutzergesteuerter Parameter durch adaptive Werte
erreicht. Unsere Methoden erlauben das Verarbeiten dynamischer Szenen und die
Erstellung nahtloser, kunstvoller Reliefs, die aus mehreren Elementen und Perspektiven
zusammengesetzt sein können.
Der zweite Teil behandelt die Analyse wiederkehrender Stukturen, sogenannter
Symmetrien, innerhalb sehr großer Datensätze. Das automatische Erkennen
von Komponenten und deren Muster ist ein komplexes Korrespondenzproblem
mit zahlreichen Anwendungen, von der Informationsvisualisierung über Kompression
bis hin zum automatischen Verstehen. Mit zunehmender Datenmenge
geraten die etablierten Algorithmen an ihre Grenzen, da ihre Laufzeiten quadratisch
ansteigen. Unser Ziel ist es, auch massive Datensätze handhabbar zu machen.
Dazu ist es notwendig, Merkmale zu abstrahieren und einen passenden
niedrigdimensionalen Deskriptor zu entwickeln, der eine effiziente, robuste und
zielführende Suche erlaubt. Eine simple Betrachtung der Nachbarschaft innerhalb
der Deskriptoren hilft dabei, die Anzahl notwendiger paarweiser Vergleiche signifikant
zu reduzieren. Unser Verfahren skaliert quasi-linear und ermöglicht somit
eine rasche Auswertung auch auf Daten, die für bisherige Methoden zu groß waren
Diversity of brain size in fishes: preliminary analysis of a database including 1174 species in 45 orders
Absolule and relative values of brain weight are now available for 1174 species of fishes, representing 45 taxonomic orders. The original FishBase "Brains" data was assembled by the
research team of Bauchot and colleagues, to which the present report adds data for species representing several additional major taxonomic groups. This database is part of the FíshBase 97 package which provides researchers with a tool to explore lhe functional meaning of absolute and relative brain size díversily, in comparison with phylogenetic position, life history mode, locomotion, habitat, and other behavioral parameters. Several results are provided as an example of the use of these data. Galeomorph
sharks and batoid rays possess the largest brains among fishes. and elongate forms with anguilliform locomotion (e.g.. hagfishes. lampreys, lrue eels, carapids, zoarcids) possess the smallest relative brain sizes. Among teleost fishes, Osteoglossomorphs possess the largest relative brain sizes. Brain size correlations with oxygen consumption suggest that larger brains consume proportionately more oxygen,
or that active fish with higher metabolic rates have larger brain
Assessing the use of Photorealistic and Computer Simulated Landscapes to Understand the Cumulative Landscape and Visual Impacts of Onshore Wind Turbines
There has been considerable research into issues around the social acceptance and visual impact of wind farms. However, relatively little is known about the factors that contribute to the cumulative landscape and visual impacts (CLVI) of wind turbines. With the continued growth of onshore wind power in the UK, understanding the CLVI of wind power developments is increasingly important. The majority of research which has studied the landscape and visual impact of wind turbines has used static photomontages. Some researchers have suggested that computer simulations should be used for research, as well as interactive design and planning. However, little if any research has been done which objectively assesses the validity of using these simulations. This thesis set out to address these methodological and theoretical gaps in the literature.
Chapters 3 and 4 present two studies that were carried out to assess physiological responses to videos of wind turbines in a real-world and computer-simulated landscape (created using Sketchup and Google Earth). The findings showed that participants’ visual patterns were similar for the photorealistic and computer-simulated landscape, however the skin conductance response (SCR) data showed that affective responses were quite different. Given the different in affective response, these studies called into question the validity of using computer simulations to represent wind turbines in the landscape.
Chapter 5 presents a study which attempted to examine whether the differences found in studies 1 and 2 were of any practical significance. As such, it sought to examine if there were any differences in preferences based on whether people were present with a photomontage or a computer simulation. The study also sought to better understand the factors that contribute to the CLVI of wind farm extensions. Results suggest that people’s preferences are not affected by whether they are presented with photomontages or computer simulations. The results also suggest that size, number, visual match, and turbine distribution are important factors in contributing to the visual impact of wind farm extensions.
Collectively, the three studies illustrate novel methods for research into the CLVI of wind turbines. The studies also provide support for the use of computer simulations in research and interactive design and planning, as well as giving some insights into the factors that affect the CLVI of wind farm extensions
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