7,078 research outputs found

    3D mesh processing using GAMer 2 to enable reaction-diffusion simulations in realistic cellular geometries

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    Recent advances in electron microscopy have enabled the imaging of single cells in 3D at nanometer length scale resolutions. An uncharted frontier for in silico biology is the ability to simulate cellular processes using these observed geometries. Enabling such simulations requires watertight meshing of electron micrograph images into 3D volume meshes, which can then form the basis of computer simulations of such processes using numerical techniques such as the Finite Element Method. In this paper, we describe the use of our recently rewritten mesh processing software, GAMer 2, to bridge the gap between poorly conditioned meshes generated from segmented micrographs and boundary marked tetrahedral meshes which are compatible with simulation. We demonstrate the application of a workflow using GAMer 2 to a series of electron micrographs of neuronal dendrite morphology explored at three different length scales and show that the resulting meshes are suitable for finite element simulations. This work is an important step towards making physical simulations of biological processes in realistic geometries routine. Innovations in algorithms to reconstruct and simulate cellular length scale phenomena based on emerging structural data will enable realistic physical models and advance discovery at the interface of geometry and cellular processes. We posit that a new frontier at the intersection of computational technologies and single cell biology is now open.Comment: 39 pages, 14 figures. High resolution figures and supplemental movies available upon reques

    Real-World Repetition Estimation by Div, Grad and Curl

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    We consider the problem of estimating repetition in video, such as performing push-ups, cutting a melon or playing violin. Existing work shows good results under the assumption of static and stationary periodicity. As realistic video is rarely perfectly static and stationary, the often preferred Fourier-based measurements is inapt. Instead, we adopt the wavelet transform to better handle non-static and non-stationary video dynamics. From the flow field and its differentials, we derive three fundamental motion types and three motion continuities of intrinsic periodicity in 3D. On top of this, the 2D perception of 3D periodicity considers two extreme viewpoints. What follows are 18 fundamental cases of recurrent perception in 2D. In practice, to deal with the variety of repetitive appearance, our theory implies measuring time-varying flow and its differentials (gradient, divergence and curl) over segmented foreground motion. For experiments, we introduce the new QUVA Repetition dataset, reflecting reality by including non-static and non-stationary videos. On the task of counting repetitions in video, we obtain favorable results compared to a deep learning alternative
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