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	<title>Anatomical Travelogue Research</title>
	
	<link>http://www.anatomicaltravel.com/research</link>
	<description>Bringing you case studies and free tools in 3D animation, video compositing, and image processing.</description>
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		<title>Color Reduction</title>
		<link>http://feedproxy.google.com/~r/ATResearch/~3/luAKxNIq_T0/</link>
		<comments>http://www.anatomicaltravel.com/research/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://www.anatomicaltravel.com/research/downloads/ColorReduction.zip">Download Color Reduction 1.0</a><a href="http://www.anatomicaltravel.com/research/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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		<feedburner:origLink>http://www.anatomicaltravel.com/research/2011/12/color-reduction/</feedburner:origLink></item>
		<item>
		<title>RGB to LAB</title>
		<link>http://feedproxy.google.com/~r/ATResearch/~3/eXbpzQd7jTE/</link>
		<comments>http://www.anatomicaltravel.com/research/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://www.anatomicaltravel.com/research/downloads/RGBtoLAB.fuse">Download RGBtoLAB 1.03</a><a href="http://www.anatomicaltravel.com/research/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://www.anatomicaltravel.com/research/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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		<slash:comments>9</slash:comments>
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		<item>
		<title>And there was much rejoicing</title>
		<link>http://feedproxy.google.com/~r/ATResearch/~3/wUaKCqPeUAs/</link>
		<comments>http://www.anatomicaltravel.com/research/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://www.anatomicaltravel.com/research/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://www.anatomicaltravel.com/research/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://www.anatomicaltravel.com/research/downloads/particle_voxelizing_A01.comp">Download Particle Voxelization for VolumeFog A01</a><a href="http://www.anatomicaltravel.com/research/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://www.anatomicaltravel.com/research/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://www.anatomicaltravel.com/research/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://www.anatomicaltravel.com/research/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://www.anatomicaltravel.com/research/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/~3/5ztbcwyaWr8/</link>
		<comments>http://www.anatomicaltravel.com/research/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://www.anatomicaltravel.com/research/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://www.anatomicaltravel.com/research/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://www.anatomicaltravel.com/research/downloads/AlphaDivideMultiplyVS.fuse">Download AlphaMultiplyDivideVS 1.0</a><a href="http://www.anatomicaltravel.com/research/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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</div><img src="http://feeds.feedburner.com/~r/ATResearch/~4/5ztbcwyaWr8" height="1" width="1"/>]]></content:encoded>
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		<item>
		<title>SIGGRAPH 2011</title>
		<link>http://feedproxy.google.com/~r/ATResearch/~3/jTQhJkwQQ8s/</link>
		<comments>http://www.anatomicaltravel.com/research/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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</div><img src="http://feeds.feedburner.com/~r/ATResearch/~4/jTQhJkwQQ8s" height="1" width="1"/>]]></content:encoded>
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		<item>
		<title>Unity3D volume render gallery</title>
		<link>http://feedproxy.google.com/~r/ATResearch/~3/wYmDC14egIU/</link>
		<comments>http://www.anatomicaltravel.com/research/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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</div><img src="http://feeds.feedburner.com/~r/ATResearch/~4/wYmDC14egIU" height="1" width="1"/>]]></content:encoded>
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		<item>
		<title>Volume Rendering with WebGL</title>
		<link>http://feedproxy.google.com/~r/ATResearch/~3/Sa7uBtaLeI8/</link>
		<comments>http://www.anatomicaltravel.com/research/2011/07/volume-rendering-with-webgl/#comments</comments>
		<pubDate>Thu, 14 Jul 2011 18:28:49 +0000</pubDate>
		<dc:creator>Sven</dc:creator>
				<category><![CDATA[Volume Rendering]]></category>

		<guid isPermaLink="false">http://www.anatomicaltravel.com/research/?p=2417</guid>
		<description><![CDATA[
There has been quite some discussion on WebGL recently. Here is a demo that will show you why we think it is a great technology. It contains an interactive volume renderer that makes use of the new canvas element in HTML 5. A ray marching algorithm applies your transfer function to a texture and renders [...]]]></description>
			<content:encoded><![CDATA[<p><img class="size-full wp-image-2501 alignright" title="head_img" src="http://www.anatomicaltravel.com/research/wp-content/uploads/head_img.jpg" alt="" width="160" height="160" /></p>
<p>There has been quite some discussion on WebGL recently. Here is a demo that will show you why we think it is a great technology. It contains an interactive volume renderer that makes use of the new canvas element in HTML 5. A ray marching algorithm applies your transfer function to a texture and renders the volume dataset interactively. Before trying this out, please read the following notes on the limitations concerning different web browsers and graphics cards.</p>
<p><span id="more-2417"></span></p>
<p>For best performance you should use Google Chrome. It supports WebGL as well as rendering to floating point textures. Firefox should provide the same visual results, but it is considerably slower since we basically have to render twice to achieve the same precision. If you are using Internet Explorer, you are out of luck. Detailed information on how to get WebGL working on different systems can be found <a href="http://learningwebgl.com/blog/?p=11" target="_blank">here</a>.</p>
<p>Select the head or chameleon dataset to start the demo. If WebGL is enabled and your graphics card is able to compile the necessary shaders, you will see the rendered model within just a few seconds. You can adjust the number of sampling steps along the rays or turn on linear filtering (HiQ) to influence the frame rate and rendering quality. If you experience any problems, please leave a comment below.</p>
<p><script id="vshader" type="x-shader/x-vertex">// <![CDATA[
	attribute vec3 vPosition;
	varying vec3 v_Color;
	void main()
	{    
		v_Color = vPosition;
		gl_Position = vec4(vPosition, 1.0);
	}
// ]]&gt;</script><script id="fshader" type="x-shader/x-fragment">
#ifdef GL_ES
	precision mediump float;
#endif
	varying vec3 v_Color;
	void main()
	{
		gl_FragColor = vec4(v_Color, 1.0);
	}
</script><script type="text/javascript" src="/research/wp-content/uploads/webgl-utils.js"></script><script type="text/javascript" src="/research/wp-content/uploads/J3DI.js"></script><script type="text/javascript" src="/research/wp-content/uploads/J3DIMath.js"></script><script type="text/javascript" src="/research/wp-content/uploads/atvtdemo.js"></script><script type="text/javascript" src="/research/wp-content/uploads/atvoltex.js"></script></p>
<div style="-moz-user-select: -moz-none; -khtml-user-select: none; -webkit-user-select: none; -webkit-user-select: none;">
	<canvas id="webgl_canvas" style="border: 1px solid #202020; margin-top: 5px; margin-bottom: 5px; -moz-user-select: -moz-none; -khtml-user-select: none; -webkit-user-select: none; -webkit-user-select: none;" width="630" height="360"><br />
		Your browser does not support the HTML 5 &lt;canvas&gt; element.<br />
	</canvas><br />
	<button type="button" style="-moz-user-select: -moz-none; -khtml-user-select: none; -webkit-user-select: none; -webkit-user-select: none;" onclick="loadHead();">Head</button><button type="button" style="-moz-user-select: -moz-none; -khtml-user-select: none; -webkit-user-select: none; -webkit-user-select: none;" onclick="loadChameleon();">Chameleon</button>|<button type="button" style="-moz-user-select: -moz-none; -khtml-user-select: none; -webkit-user-select: none; -webkit-user-select: none;" onclick="decreaseBrightness();">-</button><button type="button" style="-moz-user-select: -moz-none; -khtml-user-select: none; -webkit-user-select: none; -webkit-user-select: none;" onclick="increaseBrightness();">+</button>|<button type="button" style="-moz-user-select: -moz-none; -khtml-user-select: none; -webkit-user-select: none; -webkit-user-select: none;" onclick="decreaseSize();">s</button><button type="button" style="-moz-user-select: -moz-none; -khtml-user-select: none; -webkit-user-select: none; -webkit-user-select: none;" onclick="increaseSize();">S</button>|<button type="button" style="-moz-user-select: -moz-none; -khtml-user-select: none; -webkit-user-select: none; -webkit-user-select: none;" onclick="toggleLinearFiltering();">HiQ</button> <span id="hiq" style="-moz-user-select: -moz-none; -khtml-user-select: none; -webkit-user-select: none; -webkit-user-select: none;"></span> |<button type="button" style="-moz-user-select: -moz-none; -khtml-user-select: none; -webkit-user-select: none; -webkit-user-select: none;" onclick="decreaseNumberOfSteps();">.</button><button type="button" style="-moz-user-select: -moz-none; -khtml-user-select: none; -webkit-user-select: none; -webkit-user-select: none;" onclick="increaseNumberOfSteps();">&#8230;</button> <span id="steps" style="-moz-user-select: -moz-none; -khtml-user-select: none; -webkit-user-select: none; -webkit-user-select: none;"></span> | <span id="framerate" style="-moz-user-select: -moz-none; -khtml-user-select: none; -webkit-user-select: none; -webkit-user-select: none;">Select a dataset to start</span><br />
	<span style="display: inline-block; width: 33px; vertical-align: middle; -moz-user-select: -moz-none; -khtml-user-select: none; -webkit-user-select: none; -webkit-user-select: none;">Red</span> <canvas style="margin-top: 10px; border: 1px solid #202020; vertical-align: middle; -moz-user-select: -moz-none; -khtml-user-select: none; -webkit-user-select: none; -webkit-user-select: none;" id="canvas_red" width="522" height="42"></canvas> <button style="vertical-align: bottom; -moz-user-select: -moz-none; -khtml-user-select: none; -webkit-user-select: none; -webkit-user-select: none;" type="button" onclick="clear2D(0);">Reset</button><br />
	<span style="display: inline-block; width: 33px; vertical-align: middle; -moz-user-select: -moz-none; -khtml-user-select: none; -webkit-user-select: none; -webkit-user-select: none;">Green</span> <canvas style="margin-top: 10px; border: 1px solid #202020; vertical-align: middle; -moz-user-select: -moz-none; -khtml-user-select: none; -webkit-user-select: none; -webkit-user-select: none;" id="canvas_green" width="522" height="42"></canvas> <button style="vertical-align: bottom; -moz-user-select: -moz-none; -khtml-user-select: none; -webkit-user-select: none; -webkit-user-select: none;" type="button" onclick="clear2D(1);">Reset</button><br />
	<span style="display: inline-block; width: 33px; vertical-align: middle; -moz-user-select: -moz-none; -khtml-user-select: none; -webkit-user-select: none; -webkit-user-select: none;">Blue</span> <canvas style="margin-top: 10px; border: 1px solid #202020; vertical-align: middle; -moz-user-select: -moz-none; -khtml-user-select: none; -webkit-user-select: none; -webkit-user-select: none;" id="canvas_blue" width="522" height="42"></canvas> <button style="vertical-align: bottom; -moz-user-select: -moz-none; -khtml-user-select: none; -webkit-user-select: none; -webkit-user-select: none;" type="button" onclick="clear2D(2);">Reset</button><br />
	<span style="display: inline-block; width: 33px; vertical-align: middle; -moz-user-select: -moz-none; -khtml-user-select: none; -webkit-user-select: none; -webkit-user-select: none;">Alpha</span> <canvas style="margin-top: 10px; border: 1px solid #202020; vertical-align: middle; -moz-user-select: -moz-none; -khtml-user-select: none; -webkit-user-select: none; -webkit-user-select: none;" id="canvas_alpha" width="522" height="42"></canvas> <button style="vertical-align: bottom; -moz-user-select: -moz-none; -khtml-user-select: none; -webkit-user-select: none; -webkit-user-select: none;" type="button" onclick="clear2D(3);">Reset</button>
</div>
<p><script type="text/javascript">// <![CDATA[
	initCanvases();
// ]]&gt;</script></p>
<div class="feedflare">
<a href="http://feeds.feedburner.com/~ff/ATResearch?a=Sa7uBtaLeI8:KMvmJGhQpV4:yIl2AUoC8zA"><img src="http://feeds.feedburner.com/~ff/ATResearch?d=yIl2AUoC8zA" border="0"></img></a> <a href="http://feeds.feedburner.com/~ff/ATResearch?a=Sa7uBtaLeI8:KMvmJGhQpV4:V_sGLiPBpWU"><img src="http://feeds.feedburner.com/~ff/ATResearch?i=Sa7uBtaLeI8:KMvmJGhQpV4:V_sGLiPBpWU" border="0"></img></a> <a href="http://feeds.feedburner.com/~ff/ATResearch?a=Sa7uBtaLeI8:KMvmJGhQpV4:7Q72WNTAKBA"><img src="http://feeds.feedburner.com/~ff/ATResearch?d=7Q72WNTAKBA" border="0"></img></a> <a href="http://feeds.feedburner.com/~ff/ATResearch?a=Sa7uBtaLeI8:KMvmJGhQpV4:D7DqB2pKExk"><img src="http://feeds.feedburner.com/~ff/ATResearch?i=Sa7uBtaLeI8:KMvmJGhQpV4:D7DqB2pKExk" border="0"></img></a> <a href="http://feeds.feedburner.com/~ff/ATResearch?a=Sa7uBtaLeI8:KMvmJGhQpV4:qj6IDK7rITs"><img src="http://feeds.feedburner.com/~ff/ATResearch?d=qj6IDK7rITs" border="0"></img></a> <a href="http://feeds.feedburner.com/~ff/ATResearch?a=Sa7uBtaLeI8:KMvmJGhQpV4:gIN9vFwOqvQ"><img src="http://feeds.feedburner.com/~ff/ATResearch?i=Sa7uBtaLeI8:KMvmJGhQpV4:gIN9vFwOqvQ" border="0"></img></a>
</div><img src="http://feeds.feedburner.com/~r/ATResearch/~4/Sa7uBtaLeI8" height="1" width="1"/>]]></content:encoded>
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		<slash:comments>5</slash:comments>
		<feedburner:origLink>http://www.anatomicaltravel.com/research/2011/07/volume-rendering-with-webgl/</feedburner:origLink></item>
		<item>
		<title>Free XML Node Delete utility</title>
		<link>http://feedproxy.google.com/~r/ATResearch/~3/JnEBgKyGzsc/</link>
		<comments>http://www.anatomicaltravel.com/research/2011/07/free-xml-cleaner-utility/#comments</comments>
		<pubDate>Tue, 12 Jul 2011 22:52:40 +0000</pubDate>
		<dc:creator>Matt</dc:creator>
				<category><![CDATA[Standalone]]></category>
		<category><![CDATA[Utility]]></category>

		<guid isPermaLink="false">http://www.anatomicaltravel.com/research/?p=2352</guid>
		<description><![CDATA[XML Node Delete can be used to quickly remove nodes from an XML file by name. This tool was developed to help convert a large number of Visual Studio 2010 projects to use Property Sheets by removing overriding nodes from our vcxproj files. Since it was developed for this purpose it has an unusual set of features.






Given [...]]]></description>
			<content:encoded><![CDATA[<div id="_mcePaste"><a href="http://www.anatomicaltravel.com/research/wp-content/uploads/XMLCleaner-screenshot.png"></a>XML Node Delete can be used to quickly remove nodes from an XML file by name. This tool was developed to help convert a large number of Visual Studio 2010 projects to use Property Sheets by removing overriding nodes from our vcxproj files. Since it was developed for this purpose it has an unusual set of features.</div>
<p><br class="keepme" /></p>
<div><a href="http://www.anatomicaltravel.com/research/wp-content/uploads/XMLCleaner-screenshot.png"><img class="size-full wp-image-2364" style="display: block; margin-left: auto; margin-right: auto; margin-top: 0px; margin-bottom: 0px;" title="XML Cleaner screenshot" src="http://www.anatomicaltravel.com/research/wp-content/uploads/XMLCleaner-screenshot.png" alt="XML Cleaner screenshot" width="445" height="318" /></a></div>
<p style="text-align: center;"><a href="http://www.anatomicaltravel.com/research/downloads/XML-Cleaner-0-5.zip">Download XML Node Delete 0.5</a><a href="http://www.anatomicaltravel.com/research/downloads/XML-Cleaner-0-5.zip"><img class="alignnone" style="border: 0pt none; vertical-align: middle; margin-left: 10px;" title="Download XML Node Delete" alt="Download XML Node Delete" src="/research/images/download.gif" alt="" width="14" height="16" /></a></p>
<p><span id="more-2352"></span></p>
<p><br class="keepme" /></p>
<p style="text-align: center;">
<div>Given this example naming:</div>
<blockquote>
<div id="_mcePaste">&lt;ParentNodeName ParentAttributeName=&#8221;ParentAttributeValue&#8221;&gt;</div>
<div id="_mcePaste">&lt;NodeName AttributeName=&#8221;AttributeValue&#8221;&gt;Value&lt;/NodeName&gt;</div>
<div id="_mcePaste">&#8230;</div>
<div id="_mcePaste">&lt;/ParentNodeName&gt;</div>
</blockquote>
<div id="_mcePaste">The program works as follows:</div>
<div id="_mcePaste">
<ol>
<li>&#8220;Nodes to remove&#8221; is a list &#8212; one item each line &#8212; of the NodeNames you want to remove from the file. The entire node from opening tag to closing tag will be removed and no whitespace should be left behind.</li>
<li>&#8220;Parent names that trigger ignore&#8221; is a list  &#8211; one item each line &#8212; of the ParentNodeNames that will cause any NodeName found using the list in #1 to be ignored and not deleted.</li>
<li>&#8220;Parent attributes that tigger ignore (name or value)&#8221; is a list  &#8211; one item each line &#8212; of the ParentAttributeNames OR ParentAttributeValues that will cause any NodeName found using the list in #1 to be ignored and not deleted. NOTE: That node-level AttributeNames, AttributeValues, and Values have no effect on this program.</li>
<li>Pressing &#8220;Process&#8221; will go through each found NodeName in turn and ask whether to delete it with a message box.</li>
<li>Pressing &#8220;Process all&#8221; will process the entire input at once without prompting the user. The result will be the same as if the user selected &#8220;yes&#8221; for each found node after pressing &#8220;Process&#8221;.</li>
<li>The output textbox contains the string after processing. It can be copied out or the user can press &#8220;Save&#8221; to save it to a file.</li>
</ol>
</div>
<p>Please note that this program has NOT been extensively tested. It&#8217;s probably not too hard to break with bad input. Always double check the output result.</p>
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		<item>
		<title>SimbiontFusion 64-bit released</title>
		<link>http://feedproxy.google.com/~r/ATResearch/~3/AWhEWhKEd8c/</link>
		<comments>http://www.anatomicaltravel.com/research/2011/07/simbiontfusion-64-bit-released/#comments</comments>
		<pubDate>Tue, 12 Jul 2011 17:32:26 +0000</pubDate>
		<dc:creator>Matt</dc:creator>
				<category><![CDATA[DarkTree]]></category>
		<category><![CDATA[Fusion]]></category>

		<guid isPermaLink="false">http://www.anatomicaltravel.com/research/?p=2326</guid>
		<description><![CDATA[We have uploaded a new version of SimbiontFusion that includes the long-awaited 64-bit support. This plugin allows you to render <a href="http://www.anatomicaltravel.com/research/2008/11/simbiontfusion-darktree-procedural-textures-fusion/" title="DarkTree procedural textures">DarkTree procedural textures</a> directly in Fusion. Please note that the plugin was compiled with the Fusion 6.2 SDK and that installation steps have changed for this release, so consult the readme.txt file.

]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.anatomicaltravel.com/research/wp-content/uploads/SimbiontFusion-tilepic.jpg"></a>We have uploaded a new version of SimbiontFusion that includes the long-awaited 64-bit support. This plugin allows you to render <a href="http://www.anatomicaltravel.com/research/2008/11/simbiontfusion-darktree-procedural-textures-fusion/" title="DarkTree procedural textures">DarkTree procedural textures</a> directly in Fusion. Please note that the plugin was compiled with the Fusion 6.2 SDK and that installation steps have changed for this release, so consult the readme.txt file.</p>
<p style="text-align: center;"><img class="aligncenter" title="SimbiontFusion" src="http://www.anatomicaltravel.com/research/wp-content/uploads/SimbiontFusion-tilepic.jpg" alt="" width="160" height="160" /><br class="keepme" /><a href="http://www.anatomicaltravel.com/research/downloads/AT-SimbiontFusion-1-05.zip">Download Simbiont Fusion 1.05</a><a href="http://www.anatomicaltravel.com/research/downloads/AT-SimbiontFusion-1-05.zip"><img class="alignnone" style="border: 0pt none; vertical-align: middle; margin-left: 10px;" title="Download Simbiont Fusion" alt="Download Simbiont Fusion" src="/research/images/download.gif" alt="" width="14" height="16" /></a></p>
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		<item>
		<title>Lazy Susan for shaded polygonal models</title>
		<link>http://feedproxy.google.com/~r/ATResearch/~3/p64GSQaM500/</link>
		<comments>http://www.anatomicaltravel.com/research/2011/06/unity-turntable-geometry/#comments</comments>
		<pubDate>Tue, 28 Jun 2011 15:52:51 +0000</pubDate>
		<dc:creator>Matt</dc:creator>
				<category><![CDATA[Unity]]></category>

		<guid isPermaLink="false">http://www.anatomicaltravel.com/research/?p=2295</guid>
		<description><![CDATA[
This is a quick post to show another aspect of the Lazy Susan project: physics based rotation of shaded geometry. This Susan features a clamp that we modeled for a recent surgical simulation. It opens and closes when clicked (with sound!) and uses a tinted reflection map shader to add realism. As usual, click and [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignright size-full wp-image-2301" style="border: 0px initial initial;" title="Geometry Susan: Surgical Clamp" src="http://www.anatomicaltravel.com/research/wp-content/uploads/clamp-capture.jpg" alt="" width="80" height="116" /></p>
<p>This is a quick post to show another aspect of the Lazy Susan project: physics based rotation of shaded geometry. This Susan features a clamp that we modeled for a recent surgical simulation. It opens and closes when clicked (with sound!) and uses a tinted reflection map shader to add realism. As usual, click and drag with the mouse to rotate the model. Since this version is geometry-based and not a collection of pre-rendered images like earlier posts, the model can rotated about both the horizontal and vertical axes. Right click and select Go Fullscreen for a close-up view.</p>
<p><span id="more-2295"></span></p>
<p>﻿
<p><em>Please view the full post to see the Unity content.</em></p>
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