48 research outputs found

    The interaction of Thrombospondins with extracellular matrix proteins

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    The thrombospondins (TSPs) are a family of five matricellular proteins that appear to function as adapter molecules to guide extracellular matrix synthesis and tissue remodeling in a variety of normal and disease settings. Various TSPs have been shown to bind to fibronectin, laminin, matrilins, collagens and other extracellular matrix (ECM) proteins. The importance of TSP-1 in this context is underscored by the fact that it is rapidly deposited at the sites of tissue damage by platelets. An association of TSPs with collagens has been known for over 25Β years. The observation that the disruption of the TSP-2 gene in mice leads to collagen fibril abnormalities provided important in vivo evidence that these interactions are physiologically important. Recent biochemical studies have shown that TSP-5 promotes collagen fibril assembly and structural studies suggest that TSPs may interact with collagens through a highly conserved potential metal ion dependent adhesion site (MIDAS). These interactions are critical for normal tissue homeostasis, tumor progression and the etiology of skeletal dysplasias

    Super-realistic rendering using real-time tweening

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    The realism of contemporary computer graphics (and especially Virtual Reality {VR}) is limited by the great computational cost of rendering objects of appropriate complexity with convincing lighting and surface effects. We introduce a framework that allows rendering of objects in true photographic quality using tweening. The simple but effective design of our system allows us not only to perform the necessary operations in real-time on standard hardware, but also achieve other effects like morphing. Furthermore, it is shown how our system can be gainfully employed in non-VR contexts like extreme low-bandwidth video-conferencing and others.<br /

    Rendering optimisations for stylised sketching

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    We present work that specifically pertains to the rendering stage of stylised, non-photorealistic sketching. While a substantial body of work has been published on geometric optimisations, surface topologies, space-algorithms and natural media simulation, rendering-specific issues are rarely discussed in-depth even though they are often acknowledged. We investigate the most common stylised sketching approaches and identify possible rendering optimisations. In particular, we define uncertainty-functions, which are used to describe a human-error component, discuss how these pertain to geometric perturbation and textured silhouette sketching and explain how they can be cached to improve performance. Temporal coherence, which poses a problem for textured silhouette sketching, is addressed by means of an easily computed visibility-function. Lastly, we produce an effective yet surprisingly simple solution to seamless hatching, which commonly presents a large computational overhead, by using 3-D textures in a novel fashion. All our optimisations are cost-effective, easy to implement and work in conjunction with most existing algorithms.<br /

    WYSIWYG Stereo Painting

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    Really quick shift: Image segmentation on a GPU

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    Abstract. The paper presents an exact GPU implementation of the quick shift image segmentation algorithm. Variants of the implementation which use global memory and texture caching are presented, and the paper shows that a method backed by texture caching can produce a 10-50X speedup for practical images, making computation of super-pixels possible at 5-10Hz on modest sized (256x256) images
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