12,149 research outputs found
Template-Cut: A Pattern-Based Segmentation Paradigm
We present a scale-invariant, template-based segmentation paradigm that sets
up a graph and performs a graph cut to separate an object from the background.
Typically graph-based schemes distribute the nodes of the graph uniformly and
equidistantly on the image, and use a regularizer to bias the cut towards a
particular shape. The strategy of uniform and equidistant nodes does not allow
the cut to prefer more complex structures, especially when areas of the object
are indistinguishable from the background. We propose a solution by introducing
the concept of a "template shape" of the target object in which the nodes are
sampled non-uniformly and non-equidistantly on the image. We evaluate it on
2D-images where the object's textures and backgrounds are similar, and large
areas of the object have the same gray level appearance as the background. We
also evaluate it in 3D on 60 brain tumor datasets for neurosurgical planning
purposes.Comment: 8 pages, 6 figures, 3 tables, 6 equations, 51 reference
Computer-aided position planning of miniplates to treat facial bone defects
In this contribution, a software system for computer-aided position planning
of miniplates to treat facial bone defects is proposed. The intra-operatively
used bone plates have to be passively adapted on the underlying bone contours
for adequate bone fragment stabilization. However, this procedure can lead to
frequent intra-operatively performed material readjustments especially in
complex surgical cases. Our approach is able to fit a selection of common
implant models on the surgeon's desired position in a 3D computer model. This
happens with respect to the surrounding anatomical structures, always including
the possibility of adjusting both the direction and the position of the used
osteosynthesis material. By using the proposed software, surgeons are able to
pre-plan the out coming implant in its form and morphology with the aid of a
computer-visualized model within a few minutes. Further, the resulting model
can be stored in STL file format, the commonly used format for 3D printing.
Using this technology, surgeons are able to print the virtual generated
implant, or create an individually designed bending tool. This method leads to
adapted osteosynthesis materials according to the surrounding anatomy and
requires further a minimum amount of money and time.Comment: 19 pages, 13 Figures, 2 Table
Bone-to-bone and implant-to-bone impingement : a novel graphical representation for hip replacement planning
Bone-to-bone impingement (BTBI) and implant-to-bone impingement (ITBI) risk assessment is generally performed intra-operatively by surgeons, which is entirely subjective and qualitative, and therefore, lead to sub-optimal results and recurrent dislocation in some cases. Therefore, a method was developed for identifying subject-specific BTBI and ITBI, and subsequently, visualising the impingement area on native bone anatomy to highlight where prominent bone should be resected. Activity definitions and subject-specific bone geometries, with planned implants were used as inputs for the method. The ITBI and BTBI boundary and area were automatically identified using ray intersection and region growing algorithm respectively to retain the same ‘conical clearance angle’ obtained to avoid prosthetic impingement (PI). The ITBI and BTBI area was then presented with different colours to highlight the risk of impingement, and importance of resection. A clinical study with five patients after 2 years of THA was performed to validate the method. The results supported the study hypothesis, in that the predicted highest risk area (red coloured zone) was completely/majorly resected during the surgery. Therefore, this method could potentially be used to examine the effect of different pre-operative plans and hip motions on BTBI, ITBI, and PI, and to guide bony resection during THA surgery
Evaluating the Performance of Vulkan GLSL Compute Shaders in Real-Time Ray-Traced Audio Propagation Through 3D Virtual Environments
Real time ray tracing is a growing area of interest with applications in audio processing. However, real time audio processing comes with strict performance requirements, which parallel computing is often used to overcome. As graphics processing units (GPUs) have become more powerful and programmable, general-purpose computing on graphics processing units (GPGPU) has allowed GPUs to become extremely powerful parallel processors, leading them to become more prevalent in the domain of audio processing through platforms such as CUDA. The aim of this research was to investigate the potential of GLSL compute shaders in the domain of real time audio processing. Specifically regarding real time ray tracing tasks. To do this a number of GLSL compute shaders were created, along with a C++ Vulkan application with which to execute them. These shaders facilitate the propagation of audio, using ray tracing, through a virtual environment, and implement 3D space partitioning and ray intersection prediction in order to gauge the effectiveness of these optimisations for this task. Statistically significant results show that the GLSL compute shaders successfully propagated audio through a virtual environment, returning results to the host system in real time, within 30 milliseconds. However, while this capability was shown, significantly detailed virtual environments prevented results from being returned in real time. Indicating a potential for future research and optimisation
Underwater God Rays from a Custom Volume Renderer
Peanut Butter Jelly, directed by Alexander Beaty, is a 51 second computer-animated short film produced by Digital Production Arts. The plot focuses on a fight sequence between a pirate jelly fish and a flyboy jelly fish over a peanut butter jar. The production demanded a photo-realistic computer generated underwater environment, which lead to the need for a custom built volume renderer to render high quality god rays. This thesis illustrates the requirement for a customized volume renderer for the production, the algorithm, and the implementation of the renderer. It also describes a tool created for Maya 2012 which gives the artist, artistic control to change the render settings
Hardware acceleration of photon mapping
PhD ThesisThe quest for realism in computer-generated graphics has yielded a range of algorithmic
techniques, the most advanced of which are capable of rendering images at close to photorealistic
quality. Due to the realism available, it is now commonplace that computer graphics are used in
the creation of movie sequences, architectural renderings, medical imagery and product
visualisations.
This work concentrates on the photon mapping algorithm [1, 2], a physically based global
illumination rendering algorithm. Photon mapping excels in producing highly realistic, physically
accurate images.
A drawback to photon mapping however is its rendering times, which can be significantly longer
than other, albeit less realistic, algorithms. Not surprisingly, this increase in execution time is
associated with a high computational cost. This computation is usually performed using the
general purpose central processing unit (CPU) of a personal computer (PC), with the algorithm
implemented as a software routine. Other options available for processing these algorithms
include desktop PC graphics processing units (GPUs) and custom designed acceleration hardware
devices.
GPUs tend to be efficient when dealing with less realistic rendering solutions such as rasterisation,
however with their recent drive towards increased programmability they can also be used to
process more realistic algorithms. A drawback to the use of GPUs is that these algorithms often
have to be reworked to make optimal use of the limited resources available.
There are very few custom hardware devices available for acceleration of the photon mapping
algorithm. Ray-tracing is the predecessor to photon mapping, and although not capable of
producing the same physical accuracy and therefore realism, there are similarities between the
algorithms. There have been several hardware prototypes, and at least one commercial offering,
created with the goal of accelerating ray-trace rendering [3]. However, properties making many of
these proposals suitable for the acceleration of ray-tracing are not shared by photon mapping.
There are even fewer proposals for acceleration of the additional functions found only in photon
mapping.
All of these approaches to algorithm acceleration offer limited scalability. GPUs are inherently
difficult to scale, while many of the custom hardware devices available thus far make use of large
processing elements and complex acceleration data structures.
In this work we make use of three novel approaches in the design of highly scalable specialised
hardware structures for the acceleration of the photon mapping algorithm. Increased scalability is
gained through:
• The use of a brute-force approach in place of the commonly used smart approach, thus
eliminating much data pre-processing, complex data structures and large processing units
often required.
• The use of Logarithmic Number System (LNS) arithmetic computation, which facilitates a
reduction in processing area requirement.
• A novel redesign of the photon inclusion test, used within the photon search method of
the photon mapping algorithm. This allows an intelligent memory structure to be used for
the search.
The design uses two hardware structures, both of which accelerate one core rendering function.
Renderings produced using field programmable gate array (FPGA) based prototypes are presented,
along with details of 90nm synthesised versions of the designs which show that close to an orderof-
magnitude speedup over a software implementation is possible. Due to the scalable nature of
the design, it is likely that any advantage can be maintained in the face of improving processor
speeds.
Significantly, due to the brute-force approach adopted, it is possible to eliminate an often-used
software acceleration method. This means that the device can interface almost directly to a frontend
modelling package, minimising much of the pre-processing required by most other proposals
Development of the VHP-Female CAD model including Dynamic Breathing Sequence
Mathematics, physics, biology, and computer science are combined to create computational modeling, which studies the behaviors and reactions of complex biomedical problems. Modern biomedical research relies significantly on realistic computational human models or “virtual humans�. Relevant study areas utilizing computational human models include electromagnetics, solid mechanics, fluid dynamics, optics, ultrasound propagation, thermal propagation, and automotive safety research. These and other applications provide ample justification for the realization of the Visible Human Project® (VHP)-Female v. 4.0, a new platform-independent full body electromagnetic computational model. Along with the VHP-Female v. 4.0, a realistic and anatomically justified Dynamic Breathing Sequence is developed. The creation of such model is essential to the development of biomedical devices and procedures that are affected by the dynamics of human breathing, such as Magnetic Resonance Imaging and the calculation of Specific Absorption Rate. The model can be used in numerous application, including Breath-Detection Radar for human search and rescue
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