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With this, we also obtain the gaze direction, which allows for instantaneous uncalibrated eye gaze tracking, without the need for additional hardware and complex illumination. Contrary to existing methods, we use simple image processing and do not rely on iris tracking, which is typically noisy and can be ambiguous. Evaluation with simulated and real data shows that our approach achieves a more accurate and stable eye pose estimation, which results in an improved and practical calibration with a largely improved distribution of projection error.A critical requirement for AR applications with Optical See-Through Head-Mounted Displays (OST-HMD) is to project 3D information correctly into the current viewpoint of the user - more particularly, according to the user's eye position. Recently-proposed interaction-free calibration methods [16], [17] automatically estimate this projection by tracking the user's eye position, thereby freeing users from tedious manual calibrations. However, the method is still prone to contain systematic calibration errors. Such errors stem from eye-/HMD-related factors and are not represented in the conventional eye-HMD model used for HMD calibration. This paper investigates one of these factors - the fact that optical elements of OST-HMDs distort incoming world-light rays before they reach the eye, just as corrective glasses do. Any OST-HMD requires an optical element to display a virtual screen. Each such optical element has different distortions. Since users see a distorted world through the element, ignoring this distortion degenerates the projection quality. We propose a light-field correction method, based on a machine learning technique, which compensates the world-scene distortion caused by OST-HMD optics. We demonstrate that our method reduces the systematic error and significantly increases the calibration accuracy of the interaction-free calibration.A simple and cost-efficient method for extending a projector's depth-of-field (DOF) is proposed. By leveraging liquid lens technology, we can periodically modulate the focal length of a projector at a frequency that is higher than the critical flicker fusion (CFF) frequency. Fast periodic focal length modulation results in forward and backward sweeping of focusing distance. Fast focal sweep projection makes the point spread function (PSF) of each projected pixel integrated over a sweep period (IPSF; integrated PSF) nearly invariant to the distance from the projector to the projection surface as long as it is positioned within sweep range. This modulation is not perceivable by human observers. Once we compensate projection images for the IPSF, the projected results can be focused at any point within the range. Consequently, the proposed method requires only a single offline PSF measurement; thus, it is an open-loop process. We have proved the approximate invariance of the projector's IPSF both numerically and experimentally. Through experiments using a prototype system, we have confirmed that the image quality of the proposed method is superior to that of normal projection with fixed focal length. In addition, we demonstrate that a structured light pattern projection technique using the proposed method can measure the shape of an object with large depth variances more accurately than normal projection techniques.Interactive dexterous manipulation of virtual objects remains a complex challenge that requires both appropriate hand models and accurate physically-based simulation of interactions. AG-14361 PARP inhibitor In this paper, we propose an approach based on novel aggregate constraints for simulating dexterous grasping using soft fingers. Our approach aims at improving the computation of contact mechanics when many contact points are involved, by aggregating the multiple contact constraints into a minimal set of constraints. We also introduce a method for non-uniform pressure distribution over the contact surface, to adapt the response when touching sharp edges. We use the Coulomb-Contensou friction model to efficiently simulate tangential and torsional friction. We show through different use cases that our aggregate constraint formulation is well-suited for simulating interactively dexterous manipulation of virtual objects through soft fingers, and efficiently reduces the computation time of constraint solving.This paper proposes a fast, physically accurate method for synthesizing multimodal, acoustic and haptic, signatures of distributed fracture in quasi-brittle heterogeneous materials, such as wood, granular media, or other fiber composites. Fracture processes in these materials are challenging to simulate with existing methods, due to the prevalence of large numbers of disordered, quasi-random spatial degrees of freedom, representing the complex physical state of a sample over the geometric volume of interest. Here, I develop an algorithm for simulating such processes, building on a class of statistical lattice models of fracture that have been widely investigated in the physics literature. This algorithm is enabled through a recently published mathematical construction based on the inverse transform method of random number sampling. It yields a purely time domain stochastic jump process representing stress fluctuations in the medium. The latter can be readily extended by a mean field approximation that captures the averaged constitutive (stress-strain) behavior of the material. Numerical simulations and interactive examples demonstrate the ability of these algorithms to generate physically plausible acoustic and haptic signatures of fracture in complex, natural materials interactively at audio sampling rates.We present an interactive wave-based sound propagation system that generates accurate, realistic sound in virtual environments for dynamic (moving) sources and listeners. We propose a novel algorithm to accurately solve the wave equation for dynamic sources and listeners using a combination of precomputation techniques and GPU-based runtime evaluation. Our system can handle large environments typically used in VR applications, compute spatial sound corresponding to listener's motion (including head tracking) and handle both omnidirectional and directional sources, all at interactive rates. As compared to prior wave-based techniques applied to large scenes with moving sources, we observe significant improvement in runtime memory. The overall sound-propagation and rendering system has been integrated with the Half-Life 2 game engine, Oculus-Rift head-mounted display, and the Xbox game controller to enable users to experience high-quality acoustic effects (e.g., amplification, diffraction low-passing, high-order scattering) and spatial audio, based on their interactions in the VR application. We provide the results of preliminary user evaluations, conducted to study the impact of wave-based acoustic effects and spatial audio on users' navigation performance in virtual environments.Parsimony haplotyping is the problem of finding a set of haplotypes of minimum cardinality that explains a given set of genotypes, where a genotype is explained by two haplotypes if it can be obtained as a combination of the two. This problem is NP-complete in the general case, but polynomially solvable for (k, l)-bounded instances for certain k and l. Here, k denotes the maximum number of ambiguous sites in any genotype, and l is the maximum number of genotypes that are ambiguous at the same site. Only the complexity of the (*, 2)-bounded problem is still unknown, where * denotes no restriction. It has been proved that (*, 2)-bounded instances have compatibility graphs that can be constructed from cliques and circuits by pasting along an edge. In this paper, we give a constructive proof of the fact that (*, 2)-bounded instances are polynomially solvable if the compatibility graph is constructed by pasting cliques, trees and circuits along a bounded number of edges. We obtain this proof by solving a slightly generalized problem on circuits, trees and cliques respectively, and arguing that all possible combinations of optimal solutions for these graphs that are pasted along a bounded number of edges can be enumerated efficiently.High-throughput experimental techniques provide a wide variety of heterogeneous proteomic data sources. To exploit the information spread across multiple sources for protein function prediction, these data sources are transformed into kernels and then integrated into a composite kernel. Several methods first optimize the weights on these kernels to produce a composite kernel, and then train a classifier on the composite kernel. As such, these approaches result in an optimal composite kernel, but not necessarily in an optimal classifier. On the other hand, some approaches optimize the loss of binary classifiers and learn weights for the different kernels iteratively. For multi-class or multi-label data, these methods have to solve the problem of optimizing weights on these kernels for each of the labels, which are computationally expensive and ignore the correlation among labels. In this paper, we propose a method called Predicting Protein Function using Multiple Kernels (ProMK). ProMK iteratively optimizes the phases of learning optimal weights and reduces the empirical loss of multi-label classifier for each of the labels simultaneously. ProMK can integrate kernels selectively and downgrade the weights on noisy kernels. We investigate the performance of ProMK on several publicly available protein function prediction benchmarks and synthetic datasets. We show that the proposed approach performs better than previously proposed protein function prediction approaches that integrate multiple data sources and multi-label multiple kernel learning methods. The codes of our proposed method are available at https//sites.google.com/site/guoxian85/promk.Multiple sequence alignment (MSA) constitutes an extremely powerful tool for many biological applications including phylogenetic tree estimation, secondary structure prediction, and critical residue identification. However, aligning large biological sequences with popular tools such as MAFFT requires long runtimes on sequential architectures. Due to the ever increasing sizes of sequence databases, there is increasing demand to accelerate this task. In this paper, we demonstrate how graphic processing units (GPUs), powered by the compute unified device architecture (CUDA), can be used as an efficient computational platform to accelerate the MAFFT algorithm. To fully exploit the GPU's capabilities for accelerating MAFFT, we have optimized the sequence data organization to eliminate the bandwidth bottleneck of memory access, designed a memory allocation and reuse strategy to make full use of limited memory of GPUs, proposed a new modified-run-length encoding (MRLE) scheme to reduce memory consumption, and used high-performance shared memory to speed up I/O operations. Our implementation tested in three NVIDIA GPUs achieves speedup up to 11.28 on a Tesla K20m GPU compared to the sequential MAFFT 7.015.Rapid advances in bionanotechnology have recently generated growing interest in identifying peptides that bind to inorganic materials and classifying them based on their inorganic material affinities. However, there are some distinct characteristics of inorganic materials binding sequence data that limit the performance of many widely-used classification methods when applied to this problem. In this paper, we propose a novel framework to predict the affinity classes of peptide sequences with respect to an associated inorganic material. We first generate a large set of simulated peptide sequences based on an amino acid transition matrix tailored for the specific inorganic material. Then the probability of test sequences belonging to a specific affinity class is calculated by minimizing an objective function. In addition, the objective function is minimized through iterative propagation of probability estimates among sequences and sequence clusters. Results of computational experiments on two real inorganic material binding sequence data sets show that the proposed framework is highly effective for identifying the affinity classes of inorganic material binding sequences.

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