Percutaneous radiofrequency ablation (RFA) is becoming a standard minimally invasive clinical procedure for the treatment of liver tumors. However, planning the applicator placement such that the malignant tissue is completely destroyed, is a demanding task that requires considerable experience. In this work, we present a fast GPU-based real-time approximation of the ablation zone incorporating the cooling effect of liver vessels. Weighted distance fields of varying RF applicator types are derived from complex numerical simulations to allow a fast estimation of the ablation zone. Furthermore, the heat-sink effect of the cooling blood flow close to the applicator's electrode is estimated by means of a preprocessed thermal equilibrium representation of the liver parenchyma and blood vessels. Utilizing the graphics card, the weighted distance field incorporating the cooling blood flow is calculated using a modular shader framework, which facilitates the real-time visualization of the ablation zone in projected slice views and in volume rendering. The proposed methods are integrated in our software assistant prototype for planning RFA therapy. The software allows the physician to interactively place virtual RF applicator models. The real-time visualization of the corresponding approximated ablation zone facilitates interactive evaluation of the tumor coverage in order to optimize the applicator's placement such that all cancer cells are destroyed by the ablation. 相似文献
Different kinds of local image structures (such as homogeneous, edge-like and junction-like patches) can be distinguished by the intrinsic dimensionality of the local signals. Intrinsic dimensionality makes use of variance from a point and a line in spectral representation of the signal in order to classify it as homogeneous, edge-like or junction-like. The concept of intrinsic dimensionality has been mostly exercised using discrete formulations; however, recent work has introduced a continuous definition. The current study analyzes the distribution of local patches in natural images according to this continuous understanding of intrinsic dimensionality. This distribution reveals specific patterns than can be also associated to local image structures established in computer vision and which can be related to orientation and optic flow features. In particular, we link quantitative and qualitative properties of optic-flow error estimates to these patterns. In this way, we also introduce a new tool for better analysis of optic flow algorithms. 相似文献
Shape-from-shading (SFS) aims to reconstruct the three-dimensional shape of an object from a single shaded image. This article
proposes an improved framework based on belief propagation for computing SFS. The implementation of the well-known brightness,
integrability and smoothness constraints inside this framework is shown.
We implement the constraints as probability density functions. For example, the brightness constraint is a two-dimensional
probability density function that relates all possible surface gradients at a pixel to their probability given the pixel intensity.
A straightforward extension of the framework to photometric stereo is presented, where multiple images of the same scene taken
under different lighting conditions are available.
The results are promising, especially since the solution is obtained by iteratively applying simple operations on a regular
grid of points. The presented framework therefore can be implemented in parallel and is a reasonably likely biological scheme. 相似文献
Free binary decision diagrams (FBDDs) are graph-based data structures representing Boolean functions with the constraint (additional
to binary decision diagram) that each variable is tested at most once during the computation. The function EARn is the following Boolean function defined for n × n Boolean matrices: EARn(M) = 1 iff the matrix M contains two equal adjacent rows. We prove that each FBDD computing EARn has size at least
and we present a construction of such diagrams of size approximately
. 相似文献
In this paper, an approach has been made to produce a compressed audio without losing any information. The proposed scheme is fabricated with the help of dynamic cluster quantization followed by Burrows Wheeler Transform (BWT) and Huffman coding. The encoding algorithm has been designed in two phases, i.e., dynamic cluster selection (of sampled audio) followed by dynamic bit selection for determining quantization level of individual cluster. Quantization level of each cluster is selected dynamically based on mean square quantization error (MSQE). Bit stream is further compressed by applying Burrows Wheeler Transform (BWT) and Huffman code respectively. Experimental results are supported with current state-of-the-art in audio quality analysis (like statistical parameters (compression ratio, space savings, SNR, PSNR) along with other parameters (encoding time, decoding time, Mean Opinion Score (MOS) and entropy) and compared with other existing techniques.
The structures of the closely related bis-azo dyes Evans blue, Trypan blue and Congo red, which appeared to have different self-assembly properties and correspondingly different abilities to form complexes with amyloids and some other proteins, were compared in this work. Ab initio and semi-empirical methods were used to find the optimal structures and partial charge distributions of the dyes. The optimal structures were searched using different widely used programs. The structures of Congo red and evans blue were found to be planar, except for the torsion on the central diphenyl bond connecting the two halves of the dye. Both symmetrical parts of the molecules appeared very close to planarity. However, Trypan blue exhibits non planarity on the di-azo bonds, as well as on the central bond between the symmetrical parts of the dye. In a consequence, the non planarity of this molecule is higher than in the case of its isomer, Evans blue and Congo red as well. The extra rotation around the azo bonds extorted by the close proximity of the sulfonic groups may be the direct cause of its poor self-assembling and complexation properties versus Evans blue. 相似文献
To effectively model complex applications in which constantly changing situations can be represented, a database system must
be able to support the runtime specification of structural and behavioral nuances for objects on an individual or group basis.
This paper introduces the role mechanism as an extension of object-oriented databases to support unanticipated behavioral
oscillations for objects that may attain many types and share a single object identity. A role refers to the ability to represent
object dynamics by seamlessly integrating idiosyncratic behavior, possibly in response to external events, with pre-existing
object behavior specified at instance creation time. In this manner, the same object can simultaneously be an instance of
different classes which symbolize the different roles that this object assumes. The role concept and its underlying linguistic
scheme simplify the design requirements of complex applications that need to create and manipulate dynamic objects.
Edited by D. McLeod / Received March 1994 / Accepted January 1996 相似文献
Hill and Kroemer (1986) and Kroemer and Hill (1986) found that the preferred vertical direction of gaze is lower with a nearer binocular stimulus than with a more distant one. A model is proposed that relates this phenomenon to characteristics of the resting state of the oculomotor system. Three predictions of the model were tested, based on measurements of the preferred vertical gaze direction and dark vergence in the same subject sample. On average the effect of observation distance on the preferred vertical gaze direction served to reduce the discrepancy between the resting state of vergence, operationally defined as dark vergence, and actual convergence during inspection of the binocular stimulus. Second, dark vergence data from individual subjects could be successfully used to predict whether they raised or lowered their eyes on inspection of a binocular stimulus as compared with the preferred vertical gaze direction while viewing a monocular stimulus. Finally, predictions of the size of the change of the preferred vertical gaze direction on introduction of a binocular stimulus produced only small and non-significant correlations. 相似文献
Fully automatic annotation of tennis game using broadcast video is a task with a great potential but with enormous challenges. In this paper we describe our approach to this task, which integrates computer vision, machine listening, and machine learning. At the low level processing, we improve upon our previously proposed state-of-the-art tennis ball tracking algorithm and employ audio signal processing techniques to detect key events and construct features for classifying the events. At high level analysis, we model event classification as a sequence labelling problem, and investigate four machine learning techniques using simulated event sequences. Finally, we evaluate our proposed approach on three real world tennis games, and discuss the interplay between audio, vision and learning. To the best of our knowledge, our system is the only one that can annotate tennis game at such a detailed level. 相似文献