For the purpose of developing multiple, complementary, fully labeled electronic brain atlases and an atlas-based neuroimaging system for analysis, quantification, and real-time manipulation of cerebral structures in two and three dimensions, we have digitized, enhanced, segmented, and labeled the following print brain atlases: Co-Planar Stereotaxic Atlas of the Human Brain by Talairach and Tournoux, Atlas for Stereotaxy of the Human Brain by Schaltenbrand and Wahren, Referentially Oriented Cerebral MRI Anatomy by Talairach and Tournoux, and Atlas of the Cerebral Sulci by Ono, Kubik, and Abernathey. Three-dimensional extensions of these atlases have been developed as well. All two- and three-dimensional atlases are mutually preregistered and may be interactively registered with an actual patient's data. An atlas-based neuroimaging system has been developed that provides support for reformatting, registration, visualization, navigation, image processing, and quantification of clinical data. The anatomical index contains about 1,000 structures and over 400 sulcal patterns. Several new applications of the brain atlas database also have been developed, supported by various technologies such as virtual reality, the Internet, and electronic publishing. Fusion of information from multiple atlases assists the user in comprehensively understanding brain structures and identifying and quantifying anatomical regions in clinical data. The multiple brain atlas database and atlas-based neuroimaging system have substantial potential impact in stereotactic neurosurgery and radiotherapy by assisting in visualization and real-time manipulation in three dimensions of anatomical structures, in quantitative neuroradiology by allowing interactive analysis of clinical data, in three-dimensional neuroeducation, and in brain function studies.
Optimization is a promising way to generate new animations from a minimal amount of input data. Physically based optimization techniques, however, are difficult to scale to complex animated characters, in part because evaluating and differentiating physical quantities becomes prohibitively slow. Traditional approaches often require optimizing or constraining parameters involving joint torques; obtaining first derivatives for these parameters is generally an O(D 2 ) process, where D is the number of degrees of freedom of the character. In this paper, we describe a set of objective functions and constraints that lead to linear time analytical first derivatives. The surprising finding is that this set includes constraints on physical validity, such as ground contact constraints. Considering only constraints and objective functions that lead to linear time first derivatives results in fast per-iteration computation times and an optimization problem that appears to scale well to more complex characters. We show that qualities such as squash-and-stretch that are expected from physically based optimization result from our approach. Our animation system is particularly useful for synthesizing highly dynamic motions, and we show examples of swinging and leaping motions for characters having from 7 to 22 degrees of freedom.
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