15 research outputs found

    From microscopy data to in silico environments for in vivo-oriented simulations

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    In our previous study, we introduced a combination methodology of Fluorescence Correlation Spectroscopy (FCS) and Transmission Electron Microscopy (TEM), which is powerful to investigate the effect of intracellular environment to biochemical reaction processes. Now, we developed a reconstruction method of realistic simulation spaces based on our TEM images. Interactive raytracing visualization of this space allows the perception of the overall 3D structure, which is not directly accessible from 2D TEM images. Simulation results show that the diffusion in such generated structures strongly depends on image post-processing. Frayed structures corresponding to noisy images hinder the diffusion much stronger than smooth surfaces from denoised images. This means that the correct identification of noise or structure is significant to reconstruct appropriate reaction environment in silico in order to estimate realistic behaviors of reactants in vivo. Static structures lead to anomalous diffusion due to the partial confinement. In contrast, mobile crowding agents do not lead to anomalous diffusion at moderate crowding levels. By varying the mobility of these non-reactive obstacles (NRO), we estimated the relationship between NRO diffusion coefficient (Dnro) and the anomaly in the tracer diffusion (α). For Dnro=21.96 to 44.49 μ m2/s, the simulation results match the anomaly obtained from FCS measurements. This range of the diffusion coefficient from simulations is compatible with the range of the diffusion coefficient of structural proteins in the cytoplasm. In addition, we investigated the relationship between the radius of NRO and anomalous diffusion coefficient of tracers by the comparison between different simulations. The radius of NRO has to be 58 nm when the polymer moves with the same diffusion speed as a reactant, which is close to the radius of functional protein complexes in a cell.ISSN:1687-4145ISSN:1687-415

    Rendering massive real-time crowds

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    This thesis presents how to visualize a large crowd of virtual human characters in real time on a standard issue personal computer. The virtual humans are distributed into rendering fidelities such that the humans closer to the viewer are detailed and expressive while the further away they are, the less detailed they become. Fidelity partitioning starts with fully dynamic and geometric humans, meaning they can perform a full suit of animations even computed on-demand. Dynamic geometry is followed by static geometry such that a constrained set of animations can be achieved while the last and farthest detail level from the viewer is image-based and static. Various rendering accelerations applicable to each fidelity are used and compared, such as caching schemes, levels-of-detail, shaders and state sorting. Memory usage and artistic workload is reduced using template humans that are instantiated with individual varieties in animation, clothing, facial appearance and color combinations. An innovative constraining method for randomized colors is presented. With the opportunity of rendering large crowds, emerges the need for novel interaction methods such as the CrowdBrush, an intuitive spraycan interface for crowds. In the area of virtual therapy, individual human picking is presented using the GazeMap. Several other applications are shown to present the versatility and flexibility of the crowd rendering engine

    Coding gaze tracking data with chromatic gradients for VR Exposure Therapy

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    This article presents a simple and intuitive way to represent the eye-tracking data gathered during immersive virtual reality exposure therapy sessions. Eye-tracking technology is used to observe gaze movements during virtual reality sessions and the gaze-map chromatic gradient coding allows to collect and use these important information on the subject’s gaze avoidance behavior. We presents the technological solution and its relevance for therapeutic needs, as well as the experiments performed to demonstrate its usability in a medical context. Results show that the gaze-map technique is fully compatible with different VR exposure systems and provides clinically meaningful data.

    seeCell: Visualization and Tracking Dedicated to Cell Analysis

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    This paper presents a method for the real-time tracking and rendering of dendritic cells in a stream of microscopes images, as implemented in the software seeCell (TM) developed by Visualbiotech (Mange, 2008). The main guideline is how computer graphics technology can increase the relevancy of the acquired data by creating new perspectives on the stream of information. Such an approach was widely used in the platform described in this paper, mostly to improve its accessibility to the scientific community

    Coding gaze tracking data with chromatic gradients for VR Exposure Therapy

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    This article presents a simple and intuitive way to represent the eye-tracking data gathered during immersive virtual reality exposure therapy sessions. Eye-tracking technology can be used to observe gaze avoidance behaviors to provide cognitive and behavioral therapists with valuable information on the severity of a phobic disorder. However, basic eye-tracking systems only supply 2D gaze point coordinates on the recorded video images of the subject’s view. The use of eye-tracking during virtual reality sessions allows to directly associate the gaze behavior to the 3D environment. The gaze-map color coding presented here uses a color picking technique and a specific data representation which provides precise visual gaze information per 3D object. This article presents our technological solution and its relevance for therapeutic needs, as well as the experiments performed to demonstrate its usability in a medical context. Results show that the gaze-map technique is fully compatible with different VR exposure systems and provides clinically meaningful data

    D.: Reviving the roman odeon of aphrodisias: Dynamic animation and variety control of crowds in virtual heritage

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    Abstract. In this paper we propose a new method for rendering crowds of virtual humans with dynamically deformed skeletons with levels of detail using two simple caching schemes for animations and geometry. We show how the virtual heritage project ERATO pushed for these innovations as we did not find any off-theshelf products for the purpose. We also show how to create a large variety in appearance using graphics algorithm techniques that run on graphics cards with a fixed function pipeline support like the one of OpenGL 1.1. 1

    Planar arrangement of high-dimensional biomedical data sets by Isomap coordinates

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    This article addresses 2-dimensional layout of high-dimensional biomedical datasets, which is useful for browsing them efficiently. We employ the Isomap technique, which is based on classical MDS (multi-dimensional scaling) but seeks to preserve the intrinsic geometry of the data, as captured in the geodesic manifold distances between all pairs of data points while classical approaches can see just the Euclidean structure. According to first two of Isomap's coordinates, the high-dimensional data points are arranged in a plane. Experimental results with images of marine creatures' shapes and 3D bone renderings are presented
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