5,674 research outputs found

    Mechanical forces regulate the interactions of fibronectin and collagen I in extracellular matrix

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    Despite the crucial role of extracellular matrix (ECM) in directing cell fate in healthy and diseased tissues--particularly in development, wound healing, tissue regeneration and cancer--the mechanisms that direct the assembly and regulate hierarchical architectures of ECM are poorly understood. Collagen I matrix assembly in vivo requires active fibronectin (Fn) fibrillogenesis by cells. Here we exploit Fn-FRET probes as mechanical strain sensors and demonstrate that collagen I fibres preferentially co-localize with more-relaxed Fn fibrils in the ECM of fibroblasts in cell culture. Fibre stretch-assay studies reveal that collagen I's Fn-binding domain is responsible for the mechano-regulated interaction. Furthermore, we show that Fn-collagen interactions are reciprocal: relaxed Fn fibrils act as multivalent templates for collagen assembly, but once assembled, collagen fibres shield Fn fibres from being stretched by cellular traction forces. Thus, in addition to the well-recognized, force-regulated, cell-matrix interactions, forces also tune the interactions between different structural ECM components.233157 - European Research Council; PN2 EY016586 - NEI NIH HH

    Enhanced 3D Point Cloud from a Light Field Image

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    The importance of three-dimensional (3D) point cloud technologies in the field of agriculture environmental research has increased in recent years. Obtaining dense and accurate 3D reconstructions of plants and urban areas provide useful information for remote sensing. In this paper, we propose a novel strategy for the enhancement of 3D point clouds from a single 4D light field (LF) image. Using a light field camera in this way creates an easy way for obtaining 3D point clouds from one snapshot and enabling diversity in monitoring and modelling applications for remote sensing. Considering an LF image and associated depth map as an input, we first apply histogram equalization and histogram stretching to enhance the separation between depth planes. We then apply multi-modal edge detection by using feature matching and fuzzy logic from the central sub-aperture LF image and the depth map. These two steps of depth map enhancement are significant parts of our novelty for this work. After combing the two previous steps and transforming the point–plane correspondence, we can obtain the 3D point cloud. We tested our method with synthetic and real world image databases. To verify the accuracy of our method, we compared our results with two different state-of-the-art algorithms. The results showed that our method can reliably mitigate noise and had the highest level of detail compared to other existing methods

    Monocular Vision as a Range Sensor

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    One of the most important abilities for a mobile robot is detecting obstacles in order to avoid collisions. Building a map of these obstacles is the next logical step. Most robots to date have used sensors such as passive or active infrared, sonar or laser range finders to locate obstacles in their path. In contrast, this work uses a single colour camera as the only sensor, and consequently the robot must obtain range information from the camera images. We propose simple methods for determining the range to the nearest obstacle in any direction in the robot’s field of view, referred to as the Radial Obstacle Profile. The ROP can then be used to determine the amount of rotation between two successive images, which is important for constructing a 360º view of the surrounding environment as part of map construction

    Measuring Visual Consistency in 3D Rendering Systems

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    One of the major challenges facing a present day game development company is the removal of bugs from such complex virtual environments. This work presents an approach for measuring the correctness of synthetic scenes generated by a rendering system of a 3D application, such as a computer game. Our approach builds a database of labelled point clouds representing the spatiotemporal colour distribution for the objects present in a sequence of bug-free frames. This is done by converting the position that the pixels take over time into the 3D equivalent points with associated colours. Once the space of labelled points is built, each new image produced from the same game by any rendering system can be analysed by measuring its visual inconsistency in terms of distance from the database. Objects within the scene can be relocated (manually or by the application engine); yet the algorithm is able to perform the image analysis in terms of the 3D structure and colour distribution of samples on the surface of the object. We applied our framework to the publicly available game RacingGame developed for Microsoft(R) Xna(R). Preliminary results show how this approach can be used to detect a variety of visual artifacts generated by the rendering system in a professional quality game engine

    A data augmentation methodology for training machine/deep learning gait recognition algorithms

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    There are several confounding factors that can reduce the accuracy of gait recognition systems. These factors can reduce the distinctiveness, or alter the features used to characterise gait; they include variations in clothing, lighting, pose and environment, such as the walking surface. Full invariance to all confounding factors is challenging in the absence of high-quality labelled training data. We introduce a simulation-based methodology and a subject-specific dataset which can be used for generating synthetic video frames and sequences for data augmentation. With this methodology, we generated a multi-modal dataset. In addition, we supply simulation files that provide the ability to simultaneously sample from several confounding variables. The basis of the data is real motion capture data of subjects walking and running on a treadmill at different speeds. Results from gait recognition experiments suggest that information about the identity of subjects is retained within synthetically generated examples. The dataset and methodology allow studies into fully-invariant identity recognition spanning a far greater number of observation conditions than would otherwise be possible

    Painterly rendering techniques: A state-of-the-art review of current approaches

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    In this publication we will look at the different methods presented over the past few decades which attempt to recreate digital paintings. While previous surveys concentrate on the broader subject of non-photorealistic rendering, the focus of this paper is firmly placed on painterly rendering techniques. We compare different methods used to produce different output painting styles such as abstract, colour pencil, watercolour, oriental, oil and pastel. Whereas some methods demand a high level of interaction using a skilled artist, others require simple parameters provided by a user with little or no artistic experience. Many methods attempt to provide more automation with the use of varying forms of reference data. This reference data can range from still photographs, video, 3D polygonal meshes or even 3D point clouds. The techniques presented here endeavour to provide tools and styles that are not traditionally available to an artist. Copyright © 2012 John Wiley & Sons, Ltd

    Saliency guided local and global descriptors for effective action recognition

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    This paper presents a novel framework for human action recognition based on salient object detection and a new combination of local and global descriptors. We first detect salient objects in video frames and only extract features for such objects. We then use a simple strategy to identify and process only those video frames that contain salient objects. Processing salient objects instead of all frames not only makes the algorithm more efficient, but more importantly also suppresses the interference of background pixels. We combine this approach with a new combination of local and global descriptors, namely 3D-SIFT and histograms of oriented optical flow (HOOF), respectively. The resulting saliency guided 3D-SIFT–HOOF (SGSH) feature is used along with a multi-class support vector machine (SVM) classifier for human action recognition. Experiments conducted on the standard KTH and UCF-Sports action benchmarks show that our new method outperforms the competing state-of-the-art spatiotemporal feature-based human action recognition metho
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