bluuebunny/crossref_metadata_2025_split huggingface dataset:
Phenotypic selection for high resistance to Fusarium head blight after introgression of quantitative trait loci (QTL) from exotic spring wheat and verification by simple sequence repeat markers a posteriori
Authors: Miedaner T. , Wilde F. , Korzun V. , Ebmeyer E. 
Published: April 2008

Abstract Fusarium head blight (FHB) has become an important disease of wheat. We introgressed three resistance quantitative trait loci (QTL) alleles on chromosomes 3B, 5A (from CM82036) and 3A (from ‘Frontana’) into European elite spring wheat and performed phenotypic selection among double‐cross (DC) derived progeny in generations DCF2 and DCF3. After recombination and selfing, we analysed 135 phenotypically selected progeny by simple sequence repeat (SSR) markers linked to the QTL. In a second experiment, we forwarded the best 20 progeny for a further two generations by pedigree selection. Progeny were inoculated at two to four locations with Fusarium culmorum and the percentage of infected spikelets per plot was estimated. Both experiments show that phenotypic selection was highly effective. One‐hundred out of 135 phenotypically selected DCF1:3 progeny had the combination of donor‐QTL alleles (3B + 5A + 3A, 3B + 5A) with the highest effects on FHB resistance. In the subsequent generations, sufficient genotypic variance was detected. The best F5:7 bulks had similar resistance to the donor CM82036. The FHB rating was reduced in total by 45% points compared to the parental mean. QTL with high effects can be detected solely by phenotypic selection after targeted introgression.
Investigation of bacterial microorganisms in the conjunctival sac of clinically normal dogs and dogs with ulcerative keratitis in Beijing, China
Authors: Wang Li , Pan Qingshan , Zhang Libo , Xue Qin , Cui Jun , Qi Changming 
Published: April 2008

AbstractObjective  To determine the bacterial microorganisms in the conjunctival sac of clinically normal dogs and dogs with ulcerative keratitis in Beijing, China. The effect of breed, sex and age of dogs and season on the presence or absence of bacteria in the conjunctival sac of clinically normal dogs was evaluated.Sample population  This investigation included 240 healthy dogs, 27 dogs with unilateral corneal ulcer and one dog with bilateral corneal ulcer.Procedure  The 480 samples from healthy dogs and the 29 samples from dogs with ulcerative keratitis were incubated in an aerobic and 5% CO2 environment at 37 °C for 48 h. Logistic regression analysis was performed. Statistical significance was set at P < 0.01.Results  Of 480 normal eyes, Staphylococcus spp. were the most frequently isolated organisms (40.29%). Neisseria spp. (11.47%) were the next most frequently isolated organisms, followed by Corynebacterium spp. (9.4%). Of 29 eyes with ulcerative keratitis, Staphylococcus spp. were also the most frequently isolated bacteria (47.06%). Streptococcus spp. (12.94%) and Pseudomonas spp. (8.24%) were the second and third, respectively. Season (P = 0.002) was a significant factor influencing presence or absence of bacterial microorganisms in the conjunctival sac of normal dogs in Beijing, China, while the effects of breed (P = 0.095), sex (P = 0.588) and age (P = 0.866) of dogs were insignificant.Conclusion  Staphylococcus spp. were the most frequently isolated organisms, and S. intermedius predominated in the conjunctival sac of clinically normal dogs and dogs with ulcerative keratitis in Beijing, China. The likelihood of detecting bacteria depends on the season.
Experimental determination and allometric prediction of vitreous volume, and retina and lens weights in Göttingen minipigs
Authors: Shafiee Afshin , McIntire Greg L. , Sidebotham Lisa C. , Ward Keith W. 
Published: April 2008

AbstractObjectives  To determine the vitreous volume, and retinal and lens wet weights in male and female Göttingen minipigs of different age groups.Procedures  Vitreous, lens and retina were isolated from fresh minipig eyes. Vitreous volume, lens and retina weight were measured and allometric scaling was utilized to predict these parameters.Results  There were no gender differences in body weights or retina and lens weights in the three age groups examined in this study. For vitreous volumes, females had a significantly larger volume (approximately 10%–12%) than males in the 4–6 and 6–8 month, but not in the 8–11‐month group. The mean body weight increased from 12.2 ± 2.6 kg (4–6 months) to 19.4 ± 4.0 kg (8–11 months). In the same period, the mean vitreous volume increased from 2.00 ± 0.28 to 2.67 ± 0.31 mL, while the mean retinal and lens weights increased from 114 ± 22 to 126 ± 17 mg, and from 298 ± 26 to 392 ± 15 mg, respectively. Allometric analysis between six species for vitreous volume and four species for lens weight covering a weight range of 260‐fold was not able to estimate the vitreous volume, but it did predict the lens weight in 8–11 months minipigs.Conclusions  Overall these measurements add important context to intraocular pharmacology studies, and will help in the improved design and interpretation of such experiments.
Features and outcomes of patients with grade IV renal injury
Authors: Shariat Shahrokh F. , Jenkins Adam , Roehrborn Claus G. , Karam Jose A. , Stage Key H. , Karakiewicz Pierre I. 
Published: April 2008

OBJECTIVETo evaluate the clinical features and outcomes of patients who presented with grade IV renal trauma to our urban level I trauma hospital and to further refine the absolute indications for exploration and determine the outcomes of conservative management.PATIENTS AND METHODSIn all, 77 patients with grade IV traumatic renal injuries presented to our emergency department between October 1997 and October 2006. A prospective trauma database including these patients was analysed to determine the patterns of injury, operative outcomes and complications.RESULTSA quarter of the patients had gunshot injuries, 9% had stab injuries, and 66% had blunt traumas. In all, 36% of patients required surgical exploration to treat associated non‐urological injuries. There was no or microscopic haematuria in 29% of the patients. Of the 32 patients who underwent renal exploration, 63% (20/32) underwent renorrhaphy and 37% (12/32) underwent nephrectomy. In multivariate analyses, only gunshot injury, surgery for non‐urological injury, and volume of blood transfused were significantly associated with the need for renal exploration (P = 0.015, P = 0.041, and P = 0.032, respectively). The renal complication rate was higher in patients managed conservatively vs those who underwent surgical exploration, but this was not statistically significantly different (28% vs 13%, P = 0.2). Hospital stay was longer after renal exploration than after conservative management at a median of 12 days vs 7 days (P = 0.01).CONCLUSIONSWhile almost all patients with penetrating injury require renal exploration, only 20% of those with blunt trauma do. Patients with no renal injuries and/or haemodynamic instability are more likely to require exploration. Finally, the rate of complications was not statistically different according to management type (conservative vs renal exploration).
Surface Reconstruction From Non‐parallel Curve Networks
Authors: Liu L. , Bajaj C. , Deasy J. O. , Low D. A. , Ju T. 
Published: April 2008

AbstractBuilding surfaces from cross‐section curves has wide applications including bio‐medical modeling. Previous work in this area has mostly focused on connecting simple closed curves on parallel cross‐sections. Here we consider the more general problem where input data may lie on non‐parallel cross‐sections and consist of curve networks that represent the segmentation of the underlying object by different material or tissue types (e.g., skin, muscle, bone, etc.) on each cross‐section. The desired output is a surface network that models both the exterior surface and the internal partitioning of the object. We introduce an algorithm that is capable of handling curve networks of arbitrary shape and topology on cross‐section planes with arbitrary orientations. Our algorithm is simple to implement and is guaranteed to produce a closed surface network that interpolates the curve network on each cross‐section. Our method is demonstrated on both synthetic and bio‐medical examples.
Apparent Greyscale: A Simple and Fast Conversion to Perceptually Accurate Images and Video
Authors: Smith Kaleigh , Landes Pierre‐Edouard , Thollot Joëlle , Myszkowski Karol 
Published: April 2008

AbstractThis paper presents a quick and simple method for converting complex images and video to perceptually accurate greyscale versions. We use a two‐step approach first to globally assign grey values and determine colour ordering, then second, to locally enhance the greyscale to reproduce the original contrast. Our global mapping is image independent and incorporates the Helmholtz‐Kohlrausch colour appearance effect for predicting differences between isoluminant colours. Our multiscale local contrast enhancement reintroduces lost discontinuities only in regions that insufficiently represent original chromatic contrast. All operations are restricted so that they preserve the overall image appearance, lightness range and differences, colour ordering, and spatial details, resulting in perceptually accurate achromatic reproductions of the colour original.
Lighting and Occlusion in a Wave‐Based Framework
Authors: Ziegler Remo , Croci Simone , Gross Markus 
Published: April 2008

AbstractWe present novel methods to enhance Computer Generated Holography (CGH) by introducing a complex‐valued wave‐based occlusion handling method. This offers a very intuitive and efficient interface to introduce optical elements featuring physically‐based light interaction exhibiting depth‐of‐field, diffraction, and glare effects. Fur‐thermore, an efficient and flexible evaluation of lit objects on a full‐parallax hologram leads to more convincing images. Previous illumination methods for CGH are not able to change the illumination settings of rendered holo‐grams. In this paper we propose a novel method for real‐time lighting of rendered holograms in order to change the appearance of a previously captured holographic scene. These functionalities are features of a bigger wave‐based rendering framework which can be combined with 2D framebuffer graphics. We present an algorithm which uses graphics hardware to accelerate the rendering.
GPU Accelerated Direct Volume Rendering on an Interactive Light Field Display
Authors: Agus Marco , Gobbetti Enrico , Guitiàn José Antonio Iglesias , Marton Fabio , Pintore Giovanni 
Published: April 2008

AbstractWe present a GPU accelerated volume ray casting system interactively driving a multi‐user light field display. The display, driven by a single programmable GPU, is based on a specially arranged array of projectors and a holographic screen and provides full horizontal parallax. The characteristics of the display are exploited to develop a specialized volume rendering technique able to provide multiple freely moving naked‐eye viewers the illusion of seeing and manipulating virtual volumetric objects floating in the display workspace. In our approach, a GPU ray‐caster follows rays generated by a multiple‐center‐of‐projection technique while sampling pre‐filtered versions of the dataset at resolutions that match the varying spatial accuracy of the display. The method achieves interactive performance and provides rapid visual understanding of complex volumetric data sets even when using depth oblivious compositing techniques.
Fast Force Field Approximation and its Application to Skeletonization of Discrete 3D Objects
Authors: Brunner D. , Brunnett G. 
Published: April 2008

AbstractIn this paper we present a novel method to approximate the force field of a discrete 3d object with a time complexity that is linear in the number of voxels. We define a rule, similar to the distance transform, to propagate forces associated with boundary points into the interior of the object. The result of this propagation depends on the order in which the points of the object are processed. Therefore we analyze how to obtain an order‐invariant approximation formula. With the resulting formula it becomes possible to approximate the force field and to use its features for a fast and topology preserving skeletonization. We use a thinning strategy on the body‐centered cubic lattice to compute the skeleton and ensure that critical points of the force field are not removed. This leads to improved skeletons with respect to the properties of centeredness and rotational invariance.
Stereo Light Probe
Authors: Corsini Massimiliano , Callieri Marco , Cignoni Paolo 
Published: April 2008

AbstractIn this paper we present a practical, simple and robust method to acquire the spatially‐varying illumination of a real‐world scene. The basic idea of the proposed method is to acquire the radiance distribution of the scene using high‐dynamic range images of two reflective balls. The use of two light probes instead of a single one allows to estimate, not only the direction and intensity of the light sources, but also the actual position in space of the light sources. To robustly achieve this goal we first rectify the two input spherical images, then, using a region‐based stereo matching algorithm, we establish correspondences and compute the position of each light. The radiance distribution so obtained can be used for augmented reality applications, photo‐realistic rendering and accurate reflectance properties estimation. The accuracy and the effectiveness of the method have been tested by measuring the computed light position and rendering synthetic version of a real object in the same scene. The comparison with standard method that uses a simple spherical lighting environment is also shown.
Sketching and Composing Widgets for 3D Manipulation
Authors: Schmidt Ryan , Singh Karan , Balakrishnan Ravin 
Published: April 2008

AbstractWe present an interface for 3D object manipulation in which standard transformation tools are replaced with transient 3D widgets invoked by sketching context‐dependent strokes. The widgets are automatically aligned to axes and planes determined by the user's stroke. Sketched pivot‐points further expand the interaction vocabulary. Using gestural commands, these basic elements can be assembled into dynamic, user‐constructed 3D transformation systems. We supplement precise widget interaction with techniques for coarse object positioning and snapping. Our approach, which is implemented within a broader sketch‐based modeling system, also integrates an underlying “widget history” to enable the fluid transfer of widgets between objects. An evaluation indicates that users familiar with 3D manipulation concepts can be taught how to efficiently use our system in under an hour.
Sketch‐Based Procedural Surface Modeling and Compositing Using Surface Trees
Authors: Schmidt Ryan , Singh Karan 
Published: April 2008

AbstractWe present a system for creating and manipulating layered procedural surface editing operations, which is motivated by the limited support for iterative design in free‐form modeling. A combination of sketch‐based and traditional modeling tools are used to design soft displacements, sharp creases, extrusions along 3D paths, and topological holes and handles. Using local parameterizations, these edits are combined in a dynamic hierarchy, enabling procedural operations like linked copy‐and‐paste and drag‐and‐drop layer‐based editing. Such dynamic, layered “surface compositing” is formalized as a Surface Tree, an analog of CSG trees which generalizes previous hierarchical surface modeling techniques. By “anchoring” tree nodes in the parameter space of lower layers, our surface tree implementation can better preserve the semantics of an edit as the underlying surface changes. Details of our implementation are described, including an efficient procedural mesh data structure.
Hardware‐Accelerated, High‐Quality Rendering Based on Trivariate Splines Approximating Volume Data
Authors: Kalbe Thomas , Zeilfelder Frank 
Published: April 2008

AbstractWe develop an approach for hardware‐accelerated, high‐quality rendering of volume data using trivariate splines. The proposed quasi‐interpolating schemes are realtime reconstructions. The low total degrees provide several advantages for our GPU implementation. In particular, intersecting rays with spline isosurfaces for direct Phong illumination is performed by simple root finding algorithms (analytic and iterative), while the necessary normals result from blossoming. Since visualizations are on a fragment base, our renderer for isosurfaces includes an automatic level of detail. While we use well‐known spatial data structures in the CPU part of the algorithm for hierarchical view frustum culling and memory reduction, our GPU implementations have to take the highly complex structure of the splines into account. These include an appropriate organization of the data streams, i.e. we develop an advanced encoding scheme for the spline coefficients, as well as an implicit scheme for bounding geometry retrieval. In addition, we propose an elaborated clipping procedure to be performed in the fragment shader. These features essentially reduce bus traffic, memory consumption, and data access on the GPU leading to interactive frame rates for renderings of high visual quality. Compared with pure CPU implementations and existing GPU implementations for trivariate polynomials frame rates increase by factors between 10 and 100.
GPU‐based Fast Ray Casting for a Large Number of Metaballs
Authors: Kanamori Yoshihiro , Szego Zoltan , Nishita Tomoyuki 
Published: April 2008

AbstractMetaballs are implicit surfaces widely used to model curved objects, represented by the isosurface of a density field defined by a set of points. Recently, the results of particle‐based simulations have been often visualized using a large number of metaballs, however, such visualizations have high rendering costs. In this paper we propose a fast technique for rendering metaballs on the GPU. Instead of using polygonization, the isosurface is directly evaluated in a per‐pixel manner. For such evaluation, all metaballs contributing to the isosurface need to be extracted along each viewing ray, on the limited memory of GPUs. We handle this by keeping a list of metaballs contributing to the isosurface and efficiently update it. Our method neither requires expensive precomputation nor acceleration data structures often used in existing ray tracing techniques. With several optimizations, we can display a large number of moving metaballs quickly.
Ray Casting Algebraic Surfaces using the Frustum Form
Authors: Reimers Martin , Seland Johan 
Published: April 2008

AbstractWe propose an algorithm for interactive ray‐casting of algebraic surfaces of high degree. A key point of our approach is a polynomial form adapted to the view frustum. This so called frustum form yields simple expressions for the Bernstein form of the ray equations, which can be computed efficiently using matrix products and pre‐computed quantities. Numerical root‐finding is performed using B‐spline and Bézier techniques, and we compare the performances of recent and classical algorithms. Furthermore, we propose a simple and fairly efficient anti‐aliasing scheme, based on a combination of screen space and object space techniques. We show how our algorithms can be implemented on streaming architectures with single precision, and demonstrate interactive frame‐rates for degrees up to 16.
Expressive Facial Gestures From Motion Capture Data
Authors: Ju Eunjung , Lee Jehee 
Published: April 2008

AbstractHuman facial gestures often exhibit such natural stochastic variations as how often the eyes blink, how often the eyebrows and the nose twitch, and how the head moves while speaking. The stochastic movements of facial features are key ingredients for generating convincing facial expressions. Although such small variations have been simulated using noise functions in many graphics applications, modulating noise functions to match natural variations induced from the affective states and the personality of characters is difficult and not intuitive. We present a technique for generating subtle expressive facial gestures (facial expressions and head motion) semi‐automatically from motion capture data. Our approach is based on Markov random fields that are simulated in two levels. In the lower level, the coordinated movements of facial features are captured, parameterized, and transferred to synthetic faces using basis shapes. The upper level represents independent stochastic behavior of facial features. The experimental results show that our system generates expressive facial gestures synchronized with input speech.
Manifold‐valued Thin‐Plate Splines with Applications in Computer Graphics
Authors: Steinke Florian , Hein Matthias , Peters Jan , Schölkopf Bernhard 
Published: April 2008

AbstractWe present a generalization of thin‐plate splines for interpolation and approximation of manifold‐valued data, and demonstrate its usefulness in computer graphics with several applications from different fields. The cornerstone of our theoretical framework is an energy functional for mappings between two Riemannian manifolds which is independent of parametrization and respects the geometry of both manifolds. If the manifolds are Euclidean, the energy functional reduces to the classical thin‐plate spline energy. We show how the resulting optimization problems can be solved efficiently in many cases. Our example applications range from orientation interpolation and motion planning in animation over geometric modelling tasks to color interpolation.
A Semi‐Lagrangian CIP Fluid Solver without Dimensional Splitting
Authors: Kim Doyub , Song Oh‐young , Ko Hyeong‐Seok 
Published: April 2008

AbstractIn this paper, we propose a new constrained interpolation profile (CIP) method that is stable and accurate but requires less amount of computation compared to existing CIP‐based solvers. CIP is a high‐order fluid advection solver that can reproduce rich details of fluids. It has third‐order accuracy but its computation is performed over a compact stencil. These advantageous features of CIP are, however, diluted by the following two shortcomings: (1) CIP contains a defect in the utilization of the grid data, which makes the method suitable only for simulations with a tight CFL restriction; and (2) CIP does not guarantee unconditional stability. There have been several attempts to fix these problems in CIP, but they have been only partially successful. The solutions that fixed both problems ended up introducing other undesirable features, namely increased computation time and/or reduced accuracy. This paper proposes a novel modification of the original CIP method that fixes all of the above problems without increasing the computational load or reducing the accuracy. Both quantitative and visual experiments were performed to test the performance of the new CIP in comparison to existing fluid solvers. The results show that the proposed method brings significant improvements in both accuracy and speed.