The dorsal ventral axis of vertebrates requires high BMP activity for ventral development and inhibition of BMP activity for dorsal development. Presumptive dorsal regions of the embryo are protected from the ventralizing activity of BMPs by the secretion of BMP antagonists from the mesoderm. Noggin, one such antagonist, binds BMP ligands and prevents them from binding their receptors, however, a unique role for Noggin in amphibian development has remained unclear. Previously, we used zinc-finger nucleases to mutagenize the noggin locus in Xenopus tropicalis. Here, we report on the phenotype of noggin mutant frogs as a result of breeding null mutations to homozygosity. Early homozygous noggin mutant embryos are indistinguishable from wildtype siblings, with normal neural induction and neural tube closure. However, in late tadpole stages mutants present severe ventral craniofacial defects, notably a fusion of Meckel’s cartilage to the palatoquadrate cartilage. Consistent with a noggin loss-of-function, mutants show expansions of BMP target gene expression and the mutant phenotype can be rescued with transient BMP inhibition. These results demonstrate that in amphibians, Noggin is dispensable for early embryonic patterning but is critical for cranial skeletogenesis.
We present a method for directly modeling piles of objects in multibody simulations. Piles of objects represent some of the more interesting, but also most time-consuming portion of simulation. We propose a method for reducing computation in many of these situations by explicitly modeling the piles that the objects may form into. By modeling pile behavior rather than the behavior of all individual objects, we can achieve realistic results in less time, and without directly modeling the frictional component that leads to desired pile shapes. Our method is simple to implement and can be easily integrated with existing rigid body simulations. We observe notable speedups in several rigid body examples, and generate a wider variety of piled structures than possible with strict impulsebased simulation.
We present a method for directly modeling piles of objects in multibody simulations. Piles of objects represent some of the more interesting, but also most time-consuming portion of simulation. We propose a method for reducing computation in many of these situations by explicitly modeling the piles that the objects may form into. By modeling pile behavior rather than the behavior of all individual objects, we can achieve realistic results in less time, and without directly modeling the frictional component that leads to desired pile shapes. Our method is simple to implement and can be easily integrated with existing rigid body simulations. We observe notable speedups in several rigid body examples, and generate a wider variety of piled structures than possible with strict impulsebased simulation.
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