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Impaired Osteogenesis in Human Induced Pluripotent Stem Cells with Acetaldehyde Dehydrogenase 2 Mutations

  • Jooyoung Lim;Heeju Han;Se In Jung;Yeri Alice Rim;Ji Hyeon Ju
    • International Journal of Stem Cells
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    • v.17 no.3
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    • pp.284-297
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    • 2024
  • Acetaldehyde dehydrogenase 2 (ALDH2) is the second enzyme involved in the breakdown of acetaldehyde into acetic acid during the process of alcohol metabolism. Roughly 40% of East Asians carry one or two ALDH2*2 alleles, and the presence of ALDH2 genetic mutations in individuals may affect the bone remodeling cycle owing to accumulation of acetaldehyde in the body. In this study, we investigated the effects of ALDH2 mutations on bone remodeling. In this study, we examined the effects of ALDH2 polymorphisms on in vitro osteogensis using human induced pluripotent stem cells (hiPSCs). We differentiated wild-type (ALDH2*1/*1-) and ALDH2*1/*2-genotyped hiPSCs into osteoblasts (OBs) and confirmed their OB characteristics. Acetaldehyde was administered to confirm the impact caused by the mutation during OB differentiation. Calcium deposits formed during osteogenesis were significantly decreased in ALDH2*1/*2 OBs. The expression of osteogenic markers were also decreased in acetaldehyde-treated OBs differentiated from the ALDH2*1/*2 hiPSCs. Furthermore, the impact of ALDH2 polymorphism and acetaldehyde-induced stress on inflammatory factors such as 4-hydroxynonenal and tumor necrosis factor α was confirmed. Our findings suggest that individuals with ALDH2 deficiency may face challenges in acetaldehyde breakdown, rendering them susceptible to disturbances in normal bone remodeling therefore, caution should be exercised regarding alcohol consumption. In this proof-of-concept study, we were able to suggest these findings as a result of a disease-in-a-dish concept using hiPSCs derived from individuals bearing a certain mutation. This study also shows the potential of patient-derived hiPSCs for disease modeling with a specific condition.

HYBRID DATA SET GENERATION METHOD FOR COMPUTER VISION-BASED DEFECT DETECTION IN BUILDING CONSTRUCTION

  • Seung-mo Choi;Heesung Cha;Bo-sik, Son
    • International conference on construction engineering and project management
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    • 2024.07a
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    • pp.311-318
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    • 2024
  • Quality control in construction projects necessitates the detection of defects during construction. Currently, this task is performed manually by site supervisors. This manual process is inefficient, labor-intensive, and prone to human error, potentially leading to decreased productivity. To address this issue, research has been conducted to automate defect detection using computer vision-based object detection technologies. However, these studies often suffer from a lack of data for training deep learning models, resulting in inadequate accuracy. This study proposes a method to improve the accuracy of deep learning models through the use of virtual image data. The target building is created as a 3D model and finished with materials similar to actual components. Subsequently, a virtual defect texture is produced by layering three types of images: defect information, area information, and material information images, to fabricate materials with defects. Images are generated by rendering the 3D model and the defect, and annotations are created for segmentation. This approach creates a hybrid dataset by combining virtual data with actual site image data, which is then used to train the deep learning model. This research was conducted on the tile process of finishing construction projects, focusing on cracks and falls as the target defects. The training results of the deep learning model show that the F1-Score increased by 12.08% for falls and cracks when using the hybrid dataset compared to the real image dataset alone, validating the hybrid data approach. This study contributes not only to unmanned and automated smart construction management but also to enhancing safety on construction sites. To establish an integrated smart quality management system, it is necessary to detect various defects simultaneously with high accuracy. Utilizing this method for automatic defect detection in other types of construction can potentially expand the possibilities for implementing an integrated smart quality management system.

An Integrated VR Platform for 3D and Image based Models: A Step toward Interactivity with Photo Realism (상호작용 및 사실감을 위한 3D/IBR 기반의 통합 VR환경)

  • Yoon, Jayoung;Kim, Gerard Jounghyun
    • Journal of the Korea Computer Graphics Society
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    • v.6 no.4
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    • pp.1-7
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    • 2000
  • Traditionally, three dimension model s have been used for building virtual worlds, and a data structure called the "scene graph" is often employed to organize these 3D objects in the virtual space. On the other hand, image-based rendering has recently been suggested as a probable alternative VR platform for its photo-realism, however, due to limited interactivity. it has only been used for simple navigation systems. To combine the merits of these two approaches to object/scene representations, this paper proposes for a scene graph structure in which both 3D models and various image-based scenes/objects can be defined. traversed, and rendered together. In fact, as suggested by Shade et al. [1]. these different representations can be used as different LOD's for a given object. For in stance, an object might be rendered using a 3D model at close range, a billboard at an intermediate range. and as part of an environment map at far range. The ultimate objective of this mixed platform is to breath more interactivity into the image based rendered VE's by employing 3D models as well. There are several technical challenges in devising such a platform : designing scene graph nodes for various types of image based techniques, establishing criteria for LOD/representation selection. handling their transition s. implementing appropriate interaction schemes. and correctly rendering the overall scene. Currently, we have extended the scene graph structure of the Sense8's WorldToolKit. to accommodate new node types for environment maps. billboards, moving textures and sprites, "Tour-into-the-Picture" structure, and view interpolated objects. As for choosing the right LOD level, the usual viewing distance and image space criteria are used, however, the switching between the image and 3D model occurs at a distance from the user where the user starts to perceive the object's internal depth. Also. during interaction, regardless of the viewing distance. a 3D representation would be used, if it exists. Finally. we carried out experiments to verify the theoretical derivation of the switching rule and obtained positive results.

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Segmentation and Visualization of Human Anatomy using Medical Imagery (의료영상을 이용한 인체장기의 분할 및 시각화)

  • Lee, Joon-Ku;Kim, Yang-Mo;Kim, Do-Yeon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.8 no.1
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    • pp.191-197
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    • 2013
  • Conventional CT and MRI scans produce cross-section slices of body that are viewed sequentially by radiologists who must imagine or extrapolate from these views what the 3 dimensional anatomy should be. By using sophisticated algorithm and high performance computing, these cross-sections may be rendered as direct 3D representations of human anatomy. The 2D medical image analysis forced to use time-consuming, subjective, error-prone manual techniques, such as slice tracing and region painting, for extracting regions of interest. To overcome the drawbacks of 2D medical image analysis, combining with medical image processing, 3D visualization is essential for extracting anatomical structures and making measurements. We used the gray-level thresholding, region growing, contour following, deformable model to segment human organ and used the feature vectors from texture analysis to detect harmful cancer. We used the perspective projection and marching cube algorithm to render the surface from volumetric MR and CT image data. The 3D visualization of human anatomy and segmented human organ provides valuable benefits for radiation treatment planning, surgical planning, surgery simulation, image guided surgery and interventional imaging applications.

Surgery in Patients with Previous Resection of the Epileptogenic Zone Due to Intractable Epilepsy (일차 수술후 재발한 난치성 간질환자에 대한 수술)

  • Kim, Jae-Yeoup;Choi, Ha-Young;Kim, Young-Hyeoun
    • Journal of Korean Neurosurgical Society
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    • v.30 no.11
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    • pp.1300-1307
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    • 2001
  • Purposes : This study reports the possible causes of seizure recurrence in patients underwent previous epilepsy surgery, and surgical strategy for resection of the additional epileptogenic zone locating at the distant area to the site of first resection. Methods : A total of 10 patients with previous surgery due to intractable epilepsy were studied. Five of these underwent standard temporal lobectomy, four extratemporal resection, and one corticoamygdalectomy. Seizure outcome of these were class III-IV. Evaluation methods for reoperation included MRI, 3D-surface rendering of MRI, PET, prologned video-EEG recording with surface electrodes and subdural grid electrodes. Additional resection was done in the frontal lobe in two, in the temporal lobe in three, in the parietal lobe in two, and in the supplementary sensori-motor area in two. Tumor in the superior frontal gyrus in the left hemisphere was removed in one patient. Extent of resection was decided based on the results of ictal subdural grid EEGs and MRI findings. Awake anesthesia and electrocortical stimulation were performed in the two patients for defining the eloquent area. Results : Histopathologic findings revealed extratemporal cortical dysplasia in six, hippocampal sclerosis and cortical dysplasia of the temporal neocortex in one, neuronal gliosis in two, and meningioma in one. Previous pathology of the five patients with cortical dysplasia in the second operation was hippocampal sclerosis plus cortical dysplasia of the temporal neocortex. After reoperation, seizure outcomes were class I in six, class II in three, class III in one at the mean follow-up period of 17.5 months. Characteristically, patients in class II-III after reoperation showed histopathologic findings of hippocampal sclerosis plus temporal neocortical cortical dysplasia plus extratemporal cortical dysplasia. Conclusions : Seizure recurrence after epilepsy surgery was related with the presence of an additional epileptogenic zone distant to the site of first operation, and the majority of the histopathology of the surgical specimens was cortical dysplasia. In particular, hippocampal sclerosis plus temporal neocortical cortical dysplasia was highly related with seizure recurrence in patients with previous operation. In these patients, multimodal evaluation methods were necessary in defining the additional epileptogenic zone.

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Design and Implementation of 3D Geospatial Open Platform Based on HTML5/WebGL Technology (HTML5/WebGL 기반 3D 공간정보 오픈플랫폼 소프트웨어 설계 및 구현)

  • Kim, Min Soo;Jang, In Sung
    • Spatial Information Research
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    • v.23 no.6
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    • pp.57-66
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    • 2015
  • Recently, the utilization of geospatial open platforms has been constantly increased and the interest in 3D geospatial data such as terrain, building and shopping mall has been increased significantly. In particular, rather than simplified 3D geospatial data, interest in high-precision 3D geospatial data which similarly represents the real world objects has increased significantly. In order to satisfy the demand for such the high-precision 3D geospatial data, various kinds of 3D geospatial open platforms has been developed and has provided services on the web. However, most of the 3D geospatial open platforms have been used plug-in module in order to ensure a fast 3D rendering performance on the web, despite the many problems such as difficulty of the installation, no supporting of cross browser/operating system and security issues. In addition, recently, the existing 3D geospatial open platforms based on plug-in module are facing a serious problem, by declaring the NPAPI service interruption in Chrome and Firefox browsers. In this study, we presents the design and implementation of a new 3D geospatial open platform based on HTML5/WebGL technology without the use of plug-ins. Such the new 3D geospatial open platform based on HTML5/WebGL may support cross browsers such as IE, Chrome, Firefox, Safari and cross OS platforms such as Windows, Linux, Mac and mobile OS platforms.

Amplitude Panning Algorithm for Virtual Sound Source Rendering in the Multichannel Loudspeaker System (다채널 스피커 환경에서 가상 음원을 생성하기 위한 레벨 패닝 알고리즘)

  • Jeon, Se-Woon;Park, Young-Cheol;Lee, Seok-Pil;Youn, Dae-Hee
    • The Journal of the Acoustical Society of Korea
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    • v.30 no.4
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    • pp.197-206
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    • 2011
  • In this paper, we proposes the virtual sound source panning algorithm in the multichannel system. Recently, High-definition (HD) and Ultrahigh-definition (UHD) video formats are accepted for the multimedia applications and they provide the high-quality resolution pixels and the wider view angle. The audio format also needs to generate the wider sound field and more immersive sound effects. However, the conventional stereo system cannot satisfy the desired sound quality in the latest multimedia system. Therefore, the various multichannel systems that can make more improved sound field generation are proposed. In the mutichannel system, the conventional panning algorithms have acoustic problems about directivity and timbre of the virtual sound source. To solve these problems in the arbitrary positioned multichannel loudspeaker system, we proposed the virtual sound source panning algorithm using multiple vectors base nonnegative amplitude panning gains. The proposed algorithm can be easily controlled by the gain control function to generate an accurate localization of the virtual sound source and also it is available for the both symmetric and asymmetric loudspeakers format. Its performance of sound localization is evaluated by subjective tests comparing with conventional amplitude panning algorithms, e.g. VBAP and MDAP, in the symmetric and asymmetric formats.

A Study on Light-weight Algorithm of Large scale BIM data for Visualization on Web based GIS Platform (웹기반 GIS 플랫폼 상 가시화 처리를 위한 대용량 BIM 데이터의 경량화 알고리즘 제시)

  • Kim, Ji Eun;Hong, Chang Hee
    • Spatial Information Research
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    • v.23 no.1
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    • pp.41-48
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    • 2015
  • BIM Technology contains data from the life cycle of facility through 3D modeling. For these, one building products the huge file because of massive data. One of them is IFC which is the standard format, and there are issues that large scale data processing based on geometry and property information of object. It increases the rendering speed and constitutes the graphic card, so large scale data is inefficient for screen visualization to user. The light weighting of large scale BIM data has to solve for process and quality of program essentially. This paper has been searched and confirmed about light weight techniques from domestic and abroad researches. To control and visualize the large scale BIM data effectively, we proposed and verified the technique which is able to optimize the BIM character. For operating the large scale data of facility on web based GIS platform, the quality of screen switch from user phase and the effective memory operation were secured.

A Study on Realistic Sound Reproduction for UHDTV (UHDTV를 위한 실감 오디오 재현 기술)

  • Jang, Daeyoung;Seo, Jeongil;Lee, Yong Ju;Yoo, Jae-Hyoun;Park, Taejin;Lee, Taejin
    • Journal of Broadcast Engineering
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    • v.20 no.1
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    • pp.68-81
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    • 2015
  • Owing to the latest development of component and media processing technologies, UHDTV as a successor of the HDTV is expected that this will be coming soon realization. Accordingly, an audio technology that provides a 5.1-channel surround sound in home should be contemplating on what services should be provided with the advent of UHDTV era. In fact, however, the market of 5.1-channel audio is struggling, due to the difficulty of installation and maintenance of the multi speakers in a home. Meanwhile, the movie sound market for a long time been used in 5.1 and 7.1-channel sound formats, have changed as Dolby ATMOS, IOSONO, AURO3D etc. are launched one after another with the introduction of hybrid audio technologies that include the ceiling and object-based sounds. This very object-based audio technology is assured to be introduced in the home theater and broadcast audio market, and this change in audio technology is expected to be a breath of pioneering technological advances and market growth from the channel-based audio market that lacks flexibility. In this paper, we will investigate a suitable realistic audio solution for UHDTV, and introduce hybrid audio technologies, which is expected to be an audio technology for UHDTV, and we will describe the hybrid audio content format and reproduction methods in a home and consider the future prospects of realistic audio.

The Role of Animation Technical Director of Disney's 3D Feature Animation (디즈니 극장용 3D 애니메이션에서 애니메이션 테크니컬 디렉터의 역할)

  • Paik, Jiwon;Kim, Jae-Woong
    • Cartoon and Animation Studies
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    • s.37
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    • pp.491-508
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    • 2014
  • As number of making 3D feature animation films is increasing, 3D production pipeline become more complicated and more artists are needed than before. Major studios in foreign countries, in burden of producing high quality films with limited amount of budget and time, have been handling such difficulties by hiring technical directors in each department such as animation, rigging, cloth hair, and effect. Technical director is new occupation which appears after trend of producing animation is changed from 2D to 3D. Importance of technical director is increasing in respect to studios' needs which are related to complication in production time, manpower, budget, and production pipeline. This research is based on the researcher's work experience as an animation TD at Walt Diseny Animation Studio and Sony Pictures Imageworks, interview with working professionals, and related books and thesis. It focuses on the role of animation technical director in Disney's 3D feature animation film from two perspectives, 'Designing Production Pipeline' and 'Analyzing Problem of Shot'. Animation technical directors design and test production pipeline so that they can detect and solve problems that may arise in production process as early as possible. They not only analyze numerous problems of characters or shots limited to animation department but also in other departments such as modeling, mapping, character rigging, cloth, hair, lighting, rendering, software development in order to support artists to complete their shots according to the production schedule. In accordance with recent trend of increasing number of 3D feature animation film production in South Korea and collaboration with foreign studios outside of South Korea, it is vital to train animation technical directors who can develop production pipeline, analyze various problems of shots and characters to escalate efficiency in production.