31,644 research outputs found
Development of a GPU-based Monte Carlo dose calculation code for coupled electron-photon transport
Monte Carlo simulation is the most accurate method for absorbed dose
calculations in radiotherapy. Its efficiency still requires improvement for
routine clinical applications, especially for online adaptive radiotherapy. In
this paper, we report our recent development on a GPU-based Monte Carlo dose
calculation code for coupled electron-photon transport. We have implemented the
Dose Planning Method (DPM) Monte Carlo dose calculation package (Sempau et al,
Phys. Med. Biol., 45(2000)2263-2291) on GPU architecture under CUDA platform.
The implementation has been tested with respect to the original sequential DPM
code on CPU in phantoms with water-lung-water or water-bone-water slab
geometry. A 20 MeV mono-energetic electron point source or a 6 MV photon point
source is used in our validation. The results demonstrate adequate accuracy of
our GPU implementation for both electron and photon beams in radiotherapy
energy range. Speed up factors of about 5.0 ~ 6.6 times have been observed,
using an NVIDIA Tesla C1060 GPU card against a 2.27GHz Intel Xeon CPU
processor.Comment: 13 pages, 3 figures, and 1 table. Paper revised. Figures update
Capture, Learning, and Synthesis of 3D Speaking Styles
Audio-driven 3D facial animation has been widely explored, but achieving
realistic, human-like performance is still unsolved. This is due to the lack of
available 3D datasets, models, and standard evaluation metrics. To address
this, we introduce a unique 4D face dataset with about 29 minutes of 4D scans
captured at 60 fps and synchronized audio from 12 speakers. We then train a
neural network on our dataset that factors identity from facial motion. The
learned model, VOCA (Voice Operated Character Animation) takes any speech
signal as input - even speech in languages other than English - and
realistically animates a wide range of adult faces. Conditioning on subject
labels during training allows the model to learn a variety of realistic
speaking styles. VOCA also provides animator controls to alter speaking style,
identity-dependent facial shape, and pose (i.e. head, jaw, and eyeball
rotations) during animation. To our knowledge, VOCA is the only realistic 3D
facial animation model that is readily applicable to unseen subjects without
retargeting. This makes VOCA suitable for tasks like in-game video, virtual
reality avatars, or any scenario in which the speaker, speech, or language is
not known in advance. We make the dataset and model available for research
purposes at http://voca.is.tue.mpg.de.Comment: To appear in CVPR 201
Efficient transfer entropy analysis of non-stationary neural time series
Information theory allows us to investigate information processing in neural
systems in terms of information transfer, storage and modification. Especially
the measure of information transfer, transfer entropy, has seen a dramatic
surge of interest in neuroscience. Estimating transfer entropy from two
processes requires the observation of multiple realizations of these processes
to estimate associated probability density functions. To obtain these
observations, available estimators assume stationarity of processes to allow
pooling of observations over time. This assumption however, is a major obstacle
to the application of these estimators in neuroscience as observed processes
are often non-stationary. As a solution, Gomez-Herrero and colleagues
theoretically showed that the stationarity assumption may be avoided by
estimating transfer entropy from an ensemble of realizations. Such an ensemble
is often readily available in neuroscience experiments in the form of
experimental trials. Thus, in this work we combine the ensemble method with a
recently proposed transfer entropy estimator to make transfer entropy
estimation applicable to non-stationary time series. We present an efficient
implementation of the approach that deals with the increased computational
demand of the ensemble method's practical application. In particular, we use a
massively parallel implementation for a graphics processing unit to handle the
computationally most heavy aspects of the ensemble method. We test the
performance and robustness of our implementation on data from simulated
stochastic processes and demonstrate the method's applicability to
magnetoencephalographic data. While we mainly evaluate the proposed method for
neuroscientific data, we expect it to be applicable in a variety of fields that
are concerned with the analysis of information transfer in complex biological,
social, and artificial systems.Comment: 27 pages, 7 figures, submitted to PLOS ON
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