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Designed especially for neurobiologists, FluoRender is an interactive tool for multi-channel fluorescence microscopy data visualization and analysis.
Deep brain stimulation
BrainStimulator is a set of networks that are used in SCIRun to perform simulations of brain stimulation such as transcranial direct current stimulation (tDCS) and magnetic transcranial stimulation (TMS).
Developing software tools for science has always been a central vision of the SCI Institute.

Events on October 9, 2015

Shankar Sastry & Wathsala Widanagamaachchi Presents:

VIS Seminar - Conference Practice Talks

October 9, 2015 at 12:00pm for 1hr
Evans Conference Room, WEB 3780
Warnock Engineering Building, 3rd floor.

Abstract:

Shankar Sastry - Thin-Plate-Spline Curvilinear Meshing on a Calculus-of-Variations Framework

Posted by:

Henry Fuchs

Henry Fuchs, University of North Carolina at Chapel Hill Presents:

Virtual Reality: the next platform or the next bubble ?

October 9, 2015 at 3:00pm for 1hr
Evans Conference Room, WEB 3780
Warnock Engineering Building, 3rd floor.

Henry Fuchs (PhD, University of Utah, 1975) is the Federico Gil Distinguished Professor of Computer Science and Adjunct Professor of Biomedical Engineering at University of North Carolina at Chapel Hill. He is one of three co-directors (together with Nadia Magnenat-Thalmann and Markus Gross) of the BeingThere International Research Center in Telepresence, collaboration between ETH Zurich, NTU Singapore, and UNC Chapel Hill. Active in computer graphics since the 1970s, Fuchs has coauthored over 200 papers on a variety of topics, including rendering algorithms (BSP Trees), graphics hardware (Pixel-Planes), virtual environments, telepresence, medical and training applications. He is a member of the National Academy of Engineering, a fellow of the American Academy of Arts and Sciences, recipient of the 1992 ACM SIGGRAPH Achievement Award and the 2013 IEEE VGTC Virtual Reality Career Award, and the 2015 ACM SIGGRAPH Steven Anson Coons Award for Outstanding Creative Contributions to Computer Graphics.

Abstract:

Virtual reality burst into technology news just in the past year, after decades in the shadows. The popularity of high-resolution displays for mobile devices has enabled inexpensive high quality head-mounted displays, which promise a vast market for VR. Such dramatic market growth may fuel an entire ecosystem of researchers, developers, , and manufacturers of hardware devices and software applications – a spiral of goodness leading to ever-improving technology, historically similar to the development of microprocessors, PCs, and smart phones. Or it may lead to a bubble that bursts from unmet expectations. This talk with review some of the component technologies of VR (display, tracking, rendering, model creation) and speculate about future developments.

Posted by: Deb Zemek