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This paper presents the preclinical evaluation of a novel immobilization system for patients undergoing external beam radiation treatment of head and neck tumors. An immobilization mask is manufactured directly from a 3-D model, built... more
This paper presents the preclinical evaluation of a novel immobilization system for patients undergoing external beam radiation treatment of head and neck tumors. An immobilization mask is manufactured directly from a 3-D model, built using the CT data routinely acquired for treatment planning so there is no need to take plaster of Paris moulds. Research suggests that many patients find the mould room visit distressing and so rapid prototyping could potentially improve the overall patient experience. Evaluation of a computer model of the immobilization system using an anthropomorphic phantom shows that >99% of vertices are within a tolerance of ±0.2 mm. Hausdorff distance was used to analyze CT slices obtained by rescanning the phantom with a printed mask in position. These results show that for >80% of the slices the median “worse-case” tolerance is approximately 4 mm. These measurements suggest that printed masks can achieve similar levels of immobilization to those of systems currently in clinical use.
To create traffic simulations of high visual-fidelity, each component part needs to be designed and modelled in great detail. Roads can be created manually, but this can become a time-consuming and laborious process when modelling... more
To create traffic simulations of high visual-fidelity, each component part needs to be designed and modelled in great detail. Roads can be created manually, but this can become a time-consuming and laborious process when modelling large-scale networks. Therefore, automated techniques for generating road networks efficiently and effectively, is highly desirable in both urban-planning and entertainment industries. In this paper we present a novel sketch-based tool to semi-automate the design, creation, and visualisation of road networks across both flat and undulating terrains. Our tool is guided by input sketches and a combination of prioritised constraints, including the curvature of roads, their inclination, and the volume of ground that would be displaced during construction. We introduce ‘Influence Regions’ which are user-specified areas of the terrain that influence the path of the roads generated, and are used to attract or repel roads to/from certain obstacles or designated areas, such as forestation, listed buildings, marshland, etc. A user study is conducted to evaluate the usability of the system and the quality of roads generated in a diverse range of scenarios. The results indicate that our system is both user-friendly and able to produce roads that are true to the user's intention.
To create traffic simulations of high visual-fidelity, each road needs to be designed and modelled in great detail to conform with the governing rules and regulations of highway design. Roads could be created manually, but this can become... more
To create traffic simulations of high visual-fidelity, each road needs to be designed and modelled in great detail to conform with the governing rules and regulations of highway design. Roads could be created manually, but this can become a time-consuming and laborious process when modelling large-scale networks. Therefore, automated techniques for generating road networks efficiently and effectively, without any prior user knowledge of road design principles and practices, is highly desirable in both urban-planning and entertainment industries. In this paper, we present a novel sketch-based tool to semi-automate the design, creation and visualisation of realistic road networks across both flat and undulating terrains. Our tool is guided by input sketches and a combination of prioritised constraints, including the curvature of roads, their inclination, and the volume of ground that would be displaced during construction. Furthermore, we present an extension to a cellular automata traffic behaviour model that utilises more accurate car-following rules to simulate large-scale networks with high visual-fidelity.
To create traffic simulations of high visual-fidelity, each road needs to be designed and modelled in great detail to conform with the governing rules and regulations of highway design. Roads could be created manually, but this can become... more
To create traffic simulations of high visual-fidelity, each road needs to be designed and modelled in great detail to conform with the governing rules and regulations of highway design. Roads could be created manually, but this can become a time-consuming and laborious process when modelling large-scale networks. Therefore, automated techniques for generating road networks efficiently, without any prior user knowledge of road design principles, is highly desirable in both urban-planning and entertainment industries. We present a novel sketch based algorithm to generate roads across both flat and undulating terrains. The algorithm is guided by input sketches and a combination of prioritised constraints, including the curvature of roads, their inclination, and the volume of ground that would be displaced during construction.
In this paper, we present a method to simulate large-scale traffic networks, at real-time frame-rates. Our novel contributions include a method to automatically generate a road graph from real-life data, and our extension to a discrete... more
In this paper, we present a method to simulate large-scale traffic networks, at real-time frame-rates. Our novel contributions include a method to automatically generate a road graph from real-life data, and our extension to a discrete traffic model, which we use to simulate traffic, demonstrating continuous vehicle motion between discrete locations. Given Ordnance Survey data, we automatically generate a road graph, identifying roads, junctions, and their connections. We distribute cells at regular intervals throughout the graph, which are used as discrete vehicle locations in our traffic model. Vehicle positions are then interpolated between cells to obtain continuous animation. We test the performance of our model using a 500 x 500m2 area of a real city, and demonstrate that our model can simulate over 600 vehicles at real-time frame-rates (>80% network density).