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<channel>
	<title>Anatomical Travelogue Research</title>
	
	<link>http://research.anatomicaltravel.com</link>
	<description>Bringing you case studies and free tools in 3D animation, video compositing, and image processing.</description>
	<lastBuildDate>Fri, 11 May 2012 19:14:14 +0000</lastBuildDate>
	<language>en</language>
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		<title>Suck Less Color Matrix</title>
		<link>http://feedproxy.google.com/~r/ATResearch/~3/DEdjFDLvL4Q/</link>
		<comments>http://research.anatomicaltravel.com/2012/05/suck-less-color-matrix/#comments</comments>
		<pubDate>Fri, 11 May 2012 19:12:08 +0000</pubDate>
		<dc:creator>Chad</dc:creator>
				<category><![CDATA[Fusion]]></category>
		<category><![CDATA[Fuse]]></category>
		<category><![CDATA[Image processing]]></category>

		<guid isPermaLink="false">http://research.anatomicaltravel.com/?p=3093</guid>
		<description><![CDATA[The Color Matrix tool that has shipped with Fusion 6+ is great for typing in a specific color matrix that you might be given for a specific piece of footage, or to adjust the color for a specific target device.  The problem is, the UI is based on the Custom Filter, so it&#8217;s a 5&#215;5 [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: left;">The Color Matrix tool that has shipped with Fusion 6+ is great for typing in a specific color matrix that you might be given for a specific piece of footage, or to adjust the color for a specific target device.  The problem is, the UI is based on the <a href="http://www.vfxpedia.com/index.php?title=Eyeon:Manual/Tool_Reference/Filter/Custom_Filter" target="_blank">Custom Filter</a>, so it&#8217;s a 5&#215;5 matrix.  The <a href="http://www.vfxpedia.com/index.php?title=Eyeon:Manual/Fusion_6/Color_Matrix" target="_blank">vestigial 5th row</a> <a href="http://www.vfxpedia.com/index.php?title=Eyeon:Manual/Fusion_6/Changes_since_Fusion_5.3#New_2D_Tools" target="_blank">wouldn&#8217;t be so much of an issue</a>, but the really annoying thing is that the datatype for the control isn&#8217;t 25 Numbers, but a LookUpTable with 54 entries plus some extra doodads related to LUTs.   Seriously, this is what you are actually editing&#8230;<span id="more-3093"></span></p>
<p style="padding-left: 30px;"><code>Matrix = Input {</code></p>
<p style="padding-left: 60px;"><code>Value = LookUpTable {</code></p>
<p style="padding-left: 90px;"><code>NumEntries = 54,<br />
Type = 10,<br />
Offset = 0,<br />
Minimum = 0,<br />
Maximum = 1,<br />
MinimumValue = 0,<br />
MaximumValue = 1,<br />
StartSlope = 1,<br />
EndSlope = 1,<br />
StartIn = 0,<br />
EndIn = 1,<br />
Table = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, },</code></p>
<p style="padding-left: 60px;"><code>},</code></p>
<p style="padding-left: 30px;"><code>},</code></p>
<p><span style="text-align: left;">But the real stinker is that there isn&#8217;t any modifiers for LookUpTables.  So you can&#8217;t animate, or publish, or connect, or add an expression, et cetera.  This makes it really hard to use for anything where you don&#8217;t know the color matrix ahead of time, and useless if the color matrix changes over time.   </span></p>
<p>What&#8217;s great with Fusion, though, is that it&#8217;s not too hard to make Fuses that contain the functionality you want and present everything neatly and cleanly and still be quite fast.</p>
<p style="text-align: center;"><a href="http://research.anatomicaltravel.com/wp-content/uploads/SLColormatrix_tilepic_onblack_0396.png"><img title="Suck Less Color Matrix" src="http://research.anatomicaltravel.com/wp-content/uploads/SLColormatrix_tilepic_onblack_0396.png" alt="Suck Less Color Matrix tilepic" width="160" height="120" /></a></p>
<p style="text-align: center;"><strong><a href="http://research.anatomicaltravel.com/downloads/SuckLessColorMatrix.fuse">Download Suck Less Color Matrix 1.0</a><a href="http://research.anatomicaltravel.com/downloads/SuckLessColorMatrix.fuse"><img class="alignnone" style="border: 0pt none; vertical-align: middle; margin-left: 10px;" title="Download Suck Less Color Matrix" alt="Download Suck Less Color Matrix" src="/research/images/download.gif" alt="" width="14" height="16" /></a></strong></p>
<p>So this tool implements a RGB colormatrix, not an RGBA one.  It would be pretty trivial to add RGBA, but it would be a bit too crowded in the control panel and frankly, I don&#8217;t know why you would ever do an RGBA color matrix operation unless you were intentionally working on 4D data or if you wanted to do channel swizzling.  But hey, if you really need it, drop me a line.<a href="http://www.anatomicaltravel.com/research/wp-content/uploads/fCM_tool_controls_grab.png.png"><img class=" wp-image-2792 alignright" title="Cloth2" src="http://www.anatomicaltravel.com/research/wp-content/uploads/fCM_tool_controls_grab.png" alt="" /></a></p>
<p>You can choose to work in RGB or BGR order.  The original Color Matrix is RGB, but internally, Fusion does BGR, so I provide conversion for convenience as well as handy labels so it&#8217;s less intimidating.</p>
<p>There&#8217;s also an option to output ONLY a LUT image, which will make an itty bitty image representing the 8 corners of the color cube.  And you can optionally toggle application to the canvas color.</p>
<p>If you stretch out the tool control panel, you will have access to some sliders labeled n11 through n43.<a href="http://research.anatomicaltravel.com/wp-content/uploads/fCM_tool_controls_stretched.png"><img class="aligncenter size-full wp-image-3098" title="fCM tool controls stretched" src="http://research.anatomicaltravel.com/wp-content/uploads/fCM_tool_controls_stretched.png" alt="" width="566" height="257" /></a></p>
<p>&nbsp;</p>
<p>Of course this raises the prospect of a &#8220;Suck Less Custom Filter&#8221; no?  Might have to see about that&#8230;</p>
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		<item>
		<title>Cloth Simulation – Update1.</title>
		<link>http://feedproxy.google.com/~r/ATResearch/~3/QO5YyLQ2huw/</link>
		<comments>http://research.anatomicaltravel.com/2012/02/cloth-simulation-update1/#comments</comments>
		<pubDate>Thu, 23 Feb 2012 17:51:43 +0000</pubDate>
		<dc:creator>Arun</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.anatomicaltravel.com/research/?p=2892</guid>
		<description><![CDATA[We&#8217;re still working on publishing the cloth simulation in <a href="http://unity3d.com/unity/asset-store/" title="Unity's Asset Store">Unity's Asset Store</a>. But if you have an Android tablet you can checkout our test simulations, downloading these APKs to your device.
Here are the three APKs for Android.

The cloth colliding with a ball while undergoing deformation from some wind force.  . Vertices = 961, Triangles = 1800, [...]]]></description>
			<content:encoded><![CDATA[<p>We&#8217;re still working on publishing the cloth simulation in <a href="http://unity3d.com/unity/asset-store/" title="Unity's Asset Store">Unity's Asset Store</a>. But if you have an Android tablet you can checkout our test simulations, downloading these APKs to your device.</p>
<p>Here are the three APKs for Android.</p>
<ul>
<li>The cloth colliding with a ball while undergoing deformation from some wind force.  </br><a href="http://research.anatomicaltravel.com/downloads/Flag1.apk">Download Flag 1.0</a><a href="http://research.anatomicaltravel.com/downloads/Flag1.apk"><img class="alignnone" style="border: 0pt none; vertical-align: middle; margin-left: 10px;" title="Download Flag" alt="Download Flag" src="/research/images/download.gif" alt="" width="14" height="16" /></a>. </br>Vertices = 961, Triangles = 1800, Colliders = 2, Updates &#8211; 50/sec.</li>
<li>A small game that demonstrates cloth tearing.  </br><a href="http://research.anatomicaltravel.com/downloads/Hammock1.apk">Download Hammock 1.0</a><a href="http://research.anatomicaltravel.com/downloads/Hammock1.apk"><img class="alignnone" style="border: 0pt none; vertical-align: middle; margin-left: 10px;" title="Download Hammock" alt="Download Hammock" src="/research/images/download.gif" alt="" width="14" height="16" /></a>.  </br>Vertices = 670, Triangles = 1259, Colliders = 6, Updates &#8211; 50/sec.</li>
<li>A comparison of the performance of our cloth to Unity cloth.  </br><a href="http://research.anatomicaltravel.com/downloads/Jelly1.apk">Download Jelly 1.0</a><a href="http://research.anatomicaltravel.com/downloads/Jelly1.apk"><img class="alignnone" style="border: 0pt none; vertical-align: middle; margin-left: 10px;" title="Download Jelly" alt="Download Jelly" src="/research/images/download.gif" alt="" width="14" height="16" /></a>.  </br>Vertices = 1300, Triangles = 3170, Colliders = 9. Updates = 25/sec. (For Each Jelly)</li>
</ul>
<p>&nbsp;<br />
The &#8216;Updates&#8217; represent the number of times the cloth simulation gets solved in a second. This value is different from the framerate, which is shown in each game as &#8216;FPS&#8217;.</p>
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		<item>
		<title>Help Wanted 2</title>
		<link>http://feedproxy.google.com/~r/ATResearch/~3/ckg74QWctQI/</link>
		<comments>http://research.anatomicaltravel.com/2012/02/help-wanted-2/#comments</comments>
		<pubDate>Tue, 14 Feb 2012 18:34:29 +0000</pubDate>
		<dc:creator>Chad</dc:creator>
				<category><![CDATA[Jobs]]></category>

		<guid isPermaLink="false">http://www.anatomicaltravel.com/research/?p=2877</guid>
		<description><![CDATA[We&#8217;re hiring! <a href="http://research.anatomicaltravel.com/2010/07/help-wanted/" title="Help Wanted">Again!</a>
The <a href="http://research.anatomicaltravel.com/jobs/" title="We're Hiring">We're Hiring</a> page is back because we&#8217;re taking on some new and exciting projects.  Maybe you could help with that?  Don&#8217;t worry, Arun and Sven are still here, we just want to take on even more challenges.
We&#8217;re looking to immediately hire both permanent and contract developers to help [...]]]></description>
			<content:encoded><![CDATA[<p>We&#8217;re hiring! <a href="http://research.anatomicaltravel.com/2010/07/help-wanted/" title="Help Wanted">Again!</a></p>
<p>The <a href="http://research.anatomicaltravel.com/jobs/" title="We're Hiring">We're Hiring</a> page is back because we&#8217;re taking on some new and exciting projects.  Maybe you could help with that?  Don&#8217;t worry, <a href="http://www.anatomicaltravel.com/research/author/arun/">Arun </a>and <a href="http://www.anatomicaltravel.com/research/author/sven/">Sven </a>are still here, we just want to take on even more challenges.</p>
<p>We&#8217;re looking to immediately hire both permanent and contract developers to help us make some new mobile and web platform applications with some pretty advanced simulation and interactivity components.</p>
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		<item>
		<title>Cloth simulation inside Unity 3D</title>
		<link>http://feedproxy.google.com/~r/ATResearch/~3/-5sZBnL2l4o/</link>
		<comments>http://research.anatomicaltravel.com/2012/02/cloth-simulation-for-tablet-platforms-inside-unity-3d/#comments</comments>
		<pubDate>Tue, 07 Feb 2012 21:23:43 +0000</pubDate>
		<dc:creator>Arun</dc:creator>
				<category><![CDATA[Unity]]></category>

		<guid isPermaLink="false">http://www.anatomicaltravel.com/research/?p=2787</guid>
		<description><![CDATA[Our work with <a href="http://unity3d.com/" title="Unity3D">Unity3D</a> continues, this time inside the tablet platforms. Unity supports <a href="http://unity3d.com/support/documentation/Components/class-InteractiveCloth.html" title="Interactive Cloth">Interactive Cloth</a> which came in pretty handy when we had to simulate tissue. But this nice tool is not supported on tablets, which forced us to implement our own version of a cloth simulator for the tablet platforms.
This <a href="http://cg.alexandra.dk/2009/06/02/mosegaards-cloth-simulation-coding-tutorial/" title="informative tutorial">informative tutorial</a> formed [...]]]></description>
			<content:encoded><![CDATA[<p>Our work with <a href="http://unity3d.com/" title="Unity3D">Unity3D</a> continues, this time inside the tablet platforms. Unity supports <a href="http://unity3d.com/support/documentation/Components/class-InteractiveCloth.html" title="Interactive Cloth">Interactive Cloth</a> which came in pretty handy when we had to simulate tissue. But this nice tool is not supported on tablets, which forced us to implement our own version of a cloth simulator for the tablet platforms.<a href="http://www.anatomicaltravel.com/research/wp-content/uploads/Cloth2.png"><img class="size-full wp-image-2792 alignright" title="Cloth2" src="http://www.anatomicaltravel.com/research/wp-content/uploads/Cloth2.png" alt="" width="308" height="218" /></a></p>
<p>This <a href="http://cg.alexandra.dk/2009/06/02/mosegaards-cloth-simulation-coding-tutorial/" title="informative tutorial">informative tutorial</a> formed the basis of our cloth model. Some of our results are shown below. We are planning to make this tool available in the <a href="http://unity3d.com/unity/asset-store/" title="Unity's Asset Store">Unity's Asset Store</a>, soon. So, if you&#8217;re a Unity developer and you like our results, stay tuned and check it out!</p>
<p>So here are some demos of our implementation:</p>
<p>1. The <a href="http://research.anatomicaltravel.com/about/visualization-services/flag-cloth/" title="Flag Cloth">cloth colliding with a ball</a>, while undergoing deformation from some wind force.</p>
<p>2. A <a href="http://research.anatomicaltravel.com/about/visualization-services/cloth-tear/" title="Cloth Tear">small game</a> that demonstrates the cloth tearing.</p>
<p>3. And finally here&#8217;s a comparison of <a href="http://research.anatomicaltravel.com/about/visualization-services/our-jelly/" title="Our Jelly">our cloth implementation</a> with <a href="http://research.anatomicaltravel.com/about/visualization-services/our-jelly/" title="Our Jelly">Unity's implementation</a>. On some machines (that&#8217;re CPU challenged), you should see that our version performs better than Unity&#8217;s (FPS-wise). Of course, Unity&#8217;s cloth supports a much larger feature set including two-way collisions, thickness and pressure, all of which are not supported in our version. So all the extra tests that they have to do might account for some of slowness in Unity&#8217;s version.</p>
<p>Note: You&#8217;ll need the latest <a href="http://files.unity3d.com/chris/AutoUpdate/WebPlayer.html" title="web player plugin for Unity 3.5">web player plugin for Unity 3.5</a> for your browser. If you already have a previous version of the web-player installed, the update is supposed to happen automatically. But if you&#8217;re having any trouble, click on <a href="http://files.unity3d.com/chris/AutoUpdate/WebPlayer.html" title="this link">this link</a>. Once the player has loaded you should see your runtime version displayed as 3.5. You will also see a spinning Unity cube on fire.</p>
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		<item>
		<title>Color Reduction</title>
		<link>http://feedproxy.google.com/~r/ATResearch/~3/17cSU822qEk/</link>
		<comments>http://research.anatomicaltravel.com/2011/12/color-reduction/#comments</comments>
		<pubDate>Sat, 24 Dec 2011 16:39:37 +0000</pubDate>
		<dc:creator>Sven</dc:creator>
				<category><![CDATA[Fusion]]></category>
		<category><![CDATA[Image processing]]></category>

		<guid isPermaLink="false">http://www.anatomicaltravel.com/research/?p=2706</guid>
		<description><![CDATA[The main purpose of the Color Reduction tool is to maximize the contrast in the color channels of an image. This can improve the input for color segmentation tools as well as the results of color to grayscale conversions. We implemented two different algorithms in order to determine color space transformations that optimize the contrast: [...]]]></description>
			<content:encoded><![CDATA[<p>The main purpose of the Color Reduction tool is to maximize the contrast in the color channels of an image. This can improve the input for color segmentation tools as well as the results of color to grayscale conversions. We implemented two different algorithms in order to determine color space transformations that optimize the contrast: Principle Component Analysis (PCA) and Locality Preserving Projections (LPP).</p>
<p>Both methods can be applied to transform or reduce 2-4 input channels to 1-4 output channels, for a single image or a range of images. A secondary image input can be used to supply a weighting mask that determines the influence of each pixel during the color reduction algorithm. Afterwards, the output channels can be normalized and optionally, the color transformation can be encoded in a Fusion 3D LUT.</p>
<p style="text-align: center;"><a href="http://www.anatomicaltravel.com/research/wp-content/uploads/ColorReduction_RG_Tilepic_2_0006.png"><img class="size-full wp-image-2708  aligncenter" title="ColorReduction_RG_Tilepic_2_0006" src="http://www.anatomicaltravel.com/research/wp-content/uploads/ColorReduction_RG_Tilepic_2_0006.png" alt="" width="160" height="120" /></a><br />
<a href="http://research.anatomicaltravel.com/downloads/ColorReduction.zip">Download Color Reduction 1.0</a><a href="http://research.anatomicaltravel.com/downloads/ColorReduction.zip"><img class="alignnone" style="border: 0pt none; vertical-align: middle; margin-left: 10px;" title="Download Color Reduction" alt="Download Color Reduction" src="/research/images/download.gif" alt="" width="14" height="16" /></a></p>
<p><span id="more-2706"></span></p>
<p><strong><br />
Description of methods</strong></p>
<p>The results of PCA and LPP are not necessarily the same since the optimization is based on different criteria. PCA determines the principle components that account for most of the contrast in color space, e.g. if the contrast in the red and green channels is much higher then the contrast in the blue channel, the first channel returned by PCA will be a linear combination of the red and green channel.</p>
<p>In addition, LPP considers the proximity of colors in the image space, e.g. if many yellow pixels are neighbors of green pixels in image space, green and yellow pixels may get the same color in the first channel of LPP. In constrast, red and yellow pixels may get different colors although their distance in the color space is the same (see details on the effect of the LPP weighting factor below).</p>
<p><br/><strong><br />
Comparison of PCA and LPP</strong></p>
<p>The following video shows the effect of PCA and LPP for color to grayscale conversion. The results are compared to simply using the lightness channel of the LAB color space. For better visibility, only the 2D histogram for the red and blue color channels is shown.</p>
<p>In the first step, the color space of the input image is projected onto a line. The orientation of the line and the direction of projection are different for all three methods and result in a different distribution of contrast. In the second step, the line is mapped to the grayscale range and normalized.<br/><br />
<br /><img src="http://www.anatomicaltravel.com/research/wp-content/uploads/ColorReduction.png" alt="media" /><br />
<br />
<br/>While PCA will always find the axis of highest contrast in the color space and is independent of any parameters, the results of LPP depend on a weighting factor.</p>
<p><br/><strong><br />
Effect of the LPP weighting factor</strong></p>
<p>The image below helps to understand the effect of the LPP weighting factor. Internally, the weighting factor is applied to the color space distances of neighboring pixels, so that a higher factor will lower the chance of pixels with different colors to be recognized as neighbors. The example shows the input image which contains dark green, light green, yellow and orange pixels and a simplified red-green histogram.</p>
<p style="text-align: center;"><a href="http://www.anatomicaltravel.com/research/wp-content/uploads/ColorReductionLPP.png"><br />
<img class="size-full wp-image-2744    aligncenter" title="ColorReductionLPP" src="http://www.anatomicaltravel.com/research/wp-content/uploads/ColorReductionLPP.png" alt="" width="462" height="308" /></a></p>
<p style="text-align: left;">Although the color space distance in vertical direction is smaller than the distance in horizontal direction, LPP will recognize the neighborhood between light green and yellow pixels as well as the neighborhood between dark green and orange pixels in image space. Therefore, LPP with a low weighting factor will project light green and yellow to the same color as well as dark green and orange to another color. However, after increasing the weighting factor, the color space distances will become more important than the spatial neighborhoods again and the result will be the same as for PCA.</p>
<p style="text-align: center;">
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		<item>
		<title>RGB to LAB</title>
		<link>http://feedproxy.google.com/~r/ATResearch/~3/EE2fe6QIVBo/</link>
		<comments>http://research.anatomicaltravel.com/2011/11/rgb-to-lab/#comments</comments>
		<pubDate>Fri, 18 Nov 2011 20:40:34 +0000</pubDate>
		<dc:creator>Chad</dc:creator>
				<category><![CDATA[Fusion]]></category>
		<category><![CDATA[Graphics General]]></category>
		<category><![CDATA[Image processing]]></category>
		<category><![CDATA[Fuse]]></category>

		<guid isPermaLink="false">http://www.anatomicaltravel.com/research/?p=2686</guid>
		<description><![CDATA[

Ok, this Fuse started off as a really tiny one.  Fusion already has a CSConvert() that does Lab.  So all I have to do is&#8230;
if mode == 0 then
out:CSConvert("RGB", "LAB")
else
out:CSConvert("LAB", "RGB")
 end
Simple and fast.  But the results were a bit&#8230; unexpected.  So we added a little tweak which has no basis in known color [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><a href="http://www.anatomicaltravel.com/research/wp-content/uploads/RGBtoLAB_Tilepic.png"><img class="aligncenter size-full wp-image-2689" title="RGBtoLAB_Tilepic" src="http://www.anatomicaltravel.com/research/wp-content/uploads/RGBtoLAB_Tilepic.png" alt="" width="160" height="120" /></a></p>
<p style="text-align: center;"><strong><a href="http://research.anatomicaltravel.com/downloads/RGBtoLAB.fuse">Download RGBtoLAB 1.03</a><a href="http://research.anatomicaltravel.com/downloads/RGBtoLAB.fuse"><img class="alignnone" style="border: 0pt none; vertical-align: middle; margin-left: 10px;" title="Download RGBtoLAB" alt="Download RGBtoLAB" src="/research/images/download.gif" alt="" width="14" height="16" /></a></strong></p>
<p>Ok, this Fuse started off as a <em>really </em>tiny one.  Fusion already has a CSConvert() that does <a href="http://www.youtube.com/watch?feature=player_embedded&amp;v=KhfRynutmQM#!" target="_blank">L</a><a href="http://www.youtube.com/watch?v=jlec3u0ebyM&amp;feature=related" target="_blank">a</a><a href="http://www.youtube.com/watch?v=AG38FuDsT-A&amp;feature=BFa&amp;list=PLEBF94493B6A357F9&amp;lf=results_main" target="_blank">b</a>.  So all I have to do is&#8230;</p>
<blockquote><p><code>if mode == 0 then</code></p>
<p><code>out:CSConvert("RGB", "LAB")</code></p>
<p><code>else</code></p>
<p><code>out:CSConvert("LAB", "RGB")</code></p>
<p><code> </code><code>end</code></p></blockquote>
<p>Simple and fast.  But the results were a bit&#8230; unexpected.  So we added a little tweak which has no basis in known color science, it just makes is so that a linear RGB input returns what I <em>think</em> is a linear <em>L</em> output.</p>
<p>So why doesn&#8217;t <a href="http://vfxpedia.com/index.php?title=Eyeon:Manual/Fusion_6/Color_Space" target="_blank">ColorSpace</a> have an Lab button?  I don&#8217;t know.  You can see LAB color in action in the <a href="http://vfxpedia.com/index.php?title=Eyeon:Manual/Fusion_6/Wand" target="_blank">Wand </a>tool, though.</p>
<p>Other options include output a LUT Image only, as if it were a Source tool.  Same as the new option on <a href="http://research.anatomicaltravel.com/2009/10/color-matrix-transform/" title="Color Matrix Transform">ColorMatrixTransform</a>.  You can also choose whether to affect the canvas color or not.</p>
<p style="text-align: center;"><strong><br />
</strong></p>
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		<item>
		<title>And there was much rejoicing</title>
		<link>http://feedproxy.google.com/~r/ATResearch/~3/r-fm4g0gvp4/</link>
		<comments>http://research.anatomicaltravel.com/2011/11/and-there-was-much-rejoicing/#comments</comments>
		<pubDate>Wed, 16 Nov 2011 19:10:59 +0000</pubDate>
		<dc:creator>Chad</dc:creator>
				<category><![CDATA[Fusion]]></category>
		<category><![CDATA[Volume Rendering]]></category>

		<guid isPermaLink="false">http://www.anatomicaltravel.com/research/?p=2665</guid>
		<description><![CDATA[Eyeon released Fusion 6.3 last week, and we&#8217;ve had a chance to look at some of the new tools and how they would fit in with <a href="http://research.anatomicaltravel.com/tools/" title="Tools">our tools</a>.
VolumeFog now includes a Schlick single-scattering lighting model.


You can render in OpenCL, or fallback to CPU if you need to render a larger volume dataset than you have [...]]]></description>
			<content:encoded><![CDATA[<p>Eyeon released Fusion 6.3 last week, and we&#8217;ve had a chance to look at <a href="http://vfxpedia.com/index.php?title=Eyeon:Manual/Fusion_6/Changes_since_Fusion_6.2">some of the new tools</a> and how they would fit in with <a href="http://research.anatomicaltravel.com/tools/" title="Tools">our tools</a>.</p>
<p><strong><a href="http://vfxpedia.com/index.php?title=Eyeon:Manual/Fusion_6/VolumeFog" target="_blank">VolumeFog</a></strong> now includes a Schlick single-scattering lighting model.</p>
<p style="text-align: center;"><br /><img src="http://www.anatomicaltravel.com/research/wp-content/uploads/ParticleVoxelization_A01.jpg" alt="media" /><br />
</p>
<p style="text-align: center;"><a href="http://research.anatomicaltravel.com/downloads/particle_voxelizing_A01.comp">Download Particle Voxelization for VolumeFog A01</a><a href="http://research.anatomicaltravel.com/downloads/particle_voxelizing_A01.comp"><img class="alignnone" style="border: 0pt none; vertical-align: middle; margin-left: 10px;" title="Download Particle Voxelization for VolumeFog" alt="Download Particle Voxelization for VolumeFog" src="/research/images/download.gif" alt="" width="14" height="16" /></a></p>
<p>You can render in OpenCL, or fallback to CPU if you need to render a larger volume dataset than you have memory on your OpenCL device.   It works nicely, but definitely shows the interface issues with representing 4D data as X,Y,Time,Time.  We use <a href="http://research.anatomicaltravel.com/2010/10/quilt/" title="Quilt">Quilt</a> for 4D data, but we&#8217;ll have to see if there&#8217;s an easy way to get that translated over to VolumeFog.  Of course, getting a proper 3D fog texture can be handled nicely by <a href="http://research.anatomicaltravel.com/2011/07/simbiontfusion-64-bit-released/" title="SimbiontFusion 64-bit released">Simbiont</a>.</p>
<p><strong><a href="http://vfxpedia.com/index.php?title=Eyeon:Manual/Fusion_6/Alpha_Divide">AlphaDivide </a>and <a href="http://vfxpedia.com/index.php?title=Eyeon:Manual/Fusion_6/Alpha_Multiply">AlphaMultiply</a></strong> provide dead simple color operations, but they&#8217;re no faster than our own tool.  And unlike the new built-in tools, <a href="http://research.anatomicaltravel.com/2010/10/alpha-dividemultiply/" title="Alpha Divide/Multiply">AlphaDivideMultiply</a> allows you to affect the canvas color, too.</p>
<p><a href="http://vfxpedia.com/index.php?title=Eyeon:Manual/Fusion_6/LUTCubeApply"><strong>LUT Fuses</strong></a> allow you to analyze and apply LUT images to your footage to simplify various color operations, as well as provide simple interoperability with other applications.  They&#8217;re also operate in OpenCL if available.  We&#8217;ve updated <a href="http://research.anatomicaltravel.com/2009/10/color-matrix-transform/" title="Color Matrix Transform">ColorMatrixTransform</a> to produce these images.  Just 8 pixels can represent all of the possible corrections you can apply with a Color Matrix.  We&#8217;ll be adding this to more tools soon.</p>
<p>This new version of Fusion also fixes some annoying bugs.  It&#8217;s now possible to create an interactive LUT macro.  Previously, interactivity was limited, you just set the LUT up once and left it.  Polylines are now able to evaluate properly at multiple image sizes without randomly evaluating the wrong reference.  And a longstanding issue with spline view redraw has apparently been fixed, making it much easier to use in real-world comps.</p>
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		<item>
		<title>Alpha Divide/Multiply ViewShader</title>
		<link>http://feedproxy.google.com/~r/ATResearch/~3/yjeyKJP9xTs/</link>
		<comments>http://research.anatomicaltravel.com/2011/09/alphadividemultiply-viewshader/#comments</comments>
		<pubDate>Thu, 01 Sep 2011 17:45:41 +0000</pubDate>
		<dc:creator>Chad</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.anatomicaltravel.com/research/?p=2650</guid>
		<description><![CDATA[A lot of images we make are data passes, and having the color premultiplied by alpha is &#8220;wrong&#8221; for processing, but allows you to see the alpha contribution more effectively, especially when the alpha is really just a 4th vector component and not opacity.  <a href="http://research.anatomicaltravel.com/2010/10/alpha-dividemultiply/" title="Alpha Divide/Multiply">We've got a Fuse</a> for doing this for actual image processing [...]]]></description>
			<content:encoded><![CDATA[<p>A lot of images we make are data passes, and having the color premultiplied by alpha is &#8220;wrong&#8221; for processing, but allows you to see the alpha contribution more effectively, especially when the alpha is really just a 4th vector component and not opacity.  <a href="http://research.anatomicaltravel.com/2010/10/alpha-dividemultiply/" title="Alpha Divide/Multiply">We've got a Fuse</a> for doing this for actual image processing in the flow, but if all you wanted was a quick way of checking it in the viewer, it was extra work.</p>
<p><a href="http://vfxpedia.com/index.php?title=User:Daniel">Daniel Koch</a> <a href="http://vfxpedia.com/images/SubChecker.fuse">made a ViewShader</a> a while back that does a proper checker underlay for images with straight color, but with this ViewShader, you can go back to using the standard checker underlay if you so choose.</p>
<p style="text-align: center;"><a href="http://research.anatomicaltravel.com/downloads/AlphaDivideMultiplyVS.fuse">Download AlphaMultiplyDivideVS 1.0</a><a href="http://research.anatomicaltravel.com/downloads/AlphaDivideMultiplyVS.fuse"><img class="alignnone" style="border: 0pt none; vertical-align: middle; margin-left: 10px;" title="Download AlphaMultiplyDivideVS" alt="Download AlphaMultiplyDivideVS" src="/research/images/download.gif" alt="" width="14" height="16" /></a></p>
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		<title>SIGGRAPH 2011</title>
		<link>http://feedproxy.google.com/~r/ATResearch/~3/f7-MUNFpgq0/</link>
		<comments>http://research.anatomicaltravel.com/2011/08/siggraph-2011/#comments</comments>
		<pubDate>Thu, 04 Aug 2011 23:18:01 +0000</pubDate>
		<dc:creator>Chad</dc:creator>
				<category><![CDATA[SIGGraph]]></category>
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.anatomicaltravel.com/research/?p=2620</guid>
		<description><![CDATA[Once again, Ben and I are headed off to SIGGRAPH, this time in sunny Vancouver BC.  Same as before, we&#8217;ll send back reports on anything we find interesting.  This time, however, Ben has the shiny new blogging phone.  If you&#8217;re going (or you&#8217;re a Vancouveran) and would like to meet up, let us know.  I&#8217;ll [...]]]></description>
			<content:encoded><![CDATA[<p>Once again, Ben and I are headed off to SIGGRAPH, this time in sunny Vancouver BC.  Same as before, we&#8217;ll send back reports on anything we find interesting.  This time, however, Ben has the shiny new blogging phone.  If you&#8217;re going (or you&#8217;re a Vancouveran) and would like to meet up, let us know.  I&#8217;ll be the one with the SIGGRAPH t-shirt and a laptop.</p>
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		<title>Unity3D volume render gallery</title>
		<link>http://feedproxy.google.com/~r/ATResearch/~3/kWJENy1HPgo/</link>
		<comments>http://research.anatomicaltravel.com/2011/07/unity3d-volume-render-gallery/#comments</comments>
		<pubDate>Thu, 21 Jul 2011 00:14:06 +0000</pubDate>
		<dc:creator>Matt</dc:creator>
				<category><![CDATA[Unity]]></category>
		<category><![CDATA[Volume Rendering]]></category>

		<guid isPermaLink="false">http://www.anatomicaltravel.com/research/?p=2538</guid>
		<description><![CDATA[
This week, we present six interactive turntables for you to spin. Each one was rendered from a volumetric dataset and can be blended between two views by dragging the mouse vertically. MRI, CT, 3D microscopy and cryomacrotome imaging modalities are all represented here. Check out the bottom right corner for an aptly rendered Bruce Gooch brain.
Each [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignright" title="Kidney vasculature" src="http://www.anatomicaltravel.com/research/images/susan/kidney-thumbnail.jpg" alt="" width="210" height="210" /></p>
<p>This week, we present six interactive turntables for you to spin. Each one was rendered from a volumetric dataset and can be blended between two views by dragging the mouse vertically. MRI, CT, 3D microscopy and cryomacrotome imaging modalities are all represented here. Check out the bottom right corner for an <a href="http://www.cs.northwestern.edu/~ago820/SIG98/abstract.html">aptly rendered</a> <a href="http://www.thegooch.org/BruceBrain.html">Bruce Gooch brain</a>.</p>
<p>Each turntable is defined in an XML file that is parsed at run-time to determine the render properties and image asset paths. These assets are streamed in and displayed as needed so the initial download is only about 100KB. </p>
<p><span id="more-2538"></span></p>
<p><em>Please view the full post to see the Unity content.</em></p>
<p>Make sure to right-click on the player and select </span><strong>&#8220;Go Fullscreen&#8221;.</strong><br class="keepme" /></p>
<p><br class="keepme" /><br />
<strong>Example XML</strong>:</p>
<div class="dean_ch" style="white-space: nowrap;">
&nbsp; &lt;RotationStackImage&gt;<br />
&nbsp; &nbsp; &lt;Title&gt;Fetal mouse scan&lt;/Title&gt;<br />
&nbsp; &nbsp; &lt;Columns&gt;<span class="nu0">17</span>&lt;/Columns&gt;<br />
&nbsp; &nbsp; &lt;Rows&gt;<span class="nu0">12</span>&lt;/Rows&gt;<br />
&nbsp; &nbsp; &lt;NumImages&gt;<span class="nu0">200</span>&lt;/NumImages&gt;<br />
&nbsp; &nbsp; &lt;AspectRatio&gt;<span class="nu0">0.7</span>&lt;/AspectRatio&gt;<br />
&nbsp; &nbsp; &lt;InitialRotation&gt;<span class="nu0">40</span>&lt;/InitialRotation&gt;<br />
&nbsp; &nbsp; &lt;Thumbnail&gt;mouse-thumbnail.png&lt;/Thumbnail&gt;<br />
&nbsp; &nbsp; &lt;SegmentA&gt;mouse-skin.jpg&lt;/SegmentA&gt;<br />
&nbsp; &nbsp; &lt;SegmentB&gt;mouse-internal.jpg&lt;/SegmentB&gt;<br />
&nbsp; &lt;/RotationStackImage&gt;<br />
&nbsp;</div>
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