Streamline seeding rakes are widely used in vector field visualization. We present new approaches for calculating similarity between integral curves (streamlines and pathlines). While others have used similarity distance measures, the computational expense involved with existing techniques is relatively high due to the vast number of euclidean distance tests, restricting interactivity and their use for streamline seeding rakes. We introduce the novel idea of computing streamline signatures based on a set of curve-based attributes. A signature produces a compact representation for describing a streamline. Similarity comparisons are performed by using a popular statistical measure on the derived signatures. We demonstrate that this novel scheme, including a hierarchical variant, produces good clustering results and is computed over two orders of magnitude faster than previous methods. Similarity-based clustering enables filtering of the streamlines to provide a nonuniform seeding distribution along the seeding object. We show that this method preserves the overall flow behavior while using only a small subset of the original streamline set. We apply focus + context rendering using the clusters which allows for faster and easier analysis in cases of high visual complexity and occlusion. The method provides a high level of interactivity and allows the user to easily fine tune the clustering results at runtime while avoiding any time-consuming recomputation. Our method maintains interactive rates even when hundreds of streamlines are used.
BackgroundPhosphate is an essential compound for life. Escherichia coli employs a signal transduction pathway that controls the expression of genes that are required for the high-affinity acquisition of phosphate and the utilization of alternate sources of phosphorous. These genes are only expressed when environmental phosphate is limiting. The seven genes for this signaling pathway encode the two-component regulatory proteins PhoB and PhoR, as well as the high-affinity phosphate transporter PstSCAB and an auxiliary protein called PhoU. As the sensor kinase PhoR has no periplasmic sensory domain, the mechanism by which these cells sense environmental phosphate is not known. This paper explores the hypothesis that it is the alternating conformations of the PstSCAB transporter which are formed as part of the normal phosphate transport cycle that signal phosphate sufficiency or phosphate limitation.ResultsWe tested two variants of PstB that are predicted to lock the protein in either of two conformations for their signaling output. We observed that the pstBQ160K mutant, predicted to reside in an inward-facing, open conformation signaled phosphate sufficiency whereas the pstBE179Q mutant, predicted to reside in an outward-facing, closed conformation signaled phosphate starvation. Neither mutant showed phosphate transport.ConclusionsThese results support the hypothesis that the alternating conformations of the PstSCAB transporter are sensed by PhoR and PhoU. This sensory mechanism thus controls the alternate autokinase and phospho-PhoB phosphatase activities of PhoR, which ultimately control the signaling state of the response regulator PhoB.
Figure 1: All images show 3D texture based volume rendering of the engine data set. On the left, the data set is displayed with full resolution. In the middle, two different levels of detail are used with lower resolution in the back. This reduces texture memory consumption to 57%. On the right, the adaptive representation using four levels of detail from front-to-back requires only 29% of the original texture memory. Here, the data set was rendered with only 32% of the originally needed number of texture lookups. AbstractIn this paper we present an adaptive approach to volume rendering via 3D textures at arbitrary levels of detail. The algorithm has been designed to enable interactive exploration of large-scale data sets while providing user-adjustable resolution levels. A texture map hierarchy is constructed in a way that minimizes the amount of texture memory with respect to the power-of-two restriction imposed by OpenGL implementations. In addition, our hierarchical levelof-detail representation guarantees consistent interpolation between different resolution levels. Special attention has been paid to the fixing of rendering artifacts that are introduced by non-corrected opacities at level transitions. By adapting the sample slice distance with regard to the desired level-of-detail, the number of texture lookups is reduced significantly.
Direct volume rendering and isosurfacing are ubiquitous rendering techniques in scientific visualization, commonly employed in imaging 3D data from simulation and scan sources. Conventionally, these methods have been treated as separate modalities, necessitating different sampling strategies and rendering algorithms. In reality, an isosurface is a special case of a transfer function, namely a Dirac impulse at a given isovalue. However, artifact-free rendering of discrete isosurfaces in a volume rendering framework is an elusive goal, requiring either infinite sampling or smoothing of the transfer function. While preintegration approaches solve the most obvious deficiencies in handling sharp transfer functions, artifacts can still result, limiting classification. In this paper, we introduce a method for rendering such features by explicitly solving for isovalues within the volume rendering integral. In addition, we present a sampling strategy inspired by ray differentials that automatically matches the frequency of the image plane, resulting in fewer artifacts near the eye and better overall performance. These techniques exhibit clear advantages over standard uniform ray casting with and without preintegration, and allow for high-quality interactive volume rendering with sharp C0 transfer functions.
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