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Physical Sciences and Mathematics Commons

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Full-Text Articles in Physical Sciences and Mathematics

Voxel-Level Absorbed Dose Calculations With A Deterministic Grid-Based Boltzmann Solver For Nuclear Medicine And The Clinical Value Of Voxel-Level Calculations, Justin Mikell Dec 2015

Voxel-Level Absorbed Dose Calculations With A Deterministic Grid-Based Boltzmann Solver For Nuclear Medicine And The Clinical Value Of Voxel-Level Calculations, Justin Mikell

Dissertations & Theses (Open Access)

Voxel-level absorbed dose (VLAD) is rarely calculated for nuclear medicine (NM) procedures involving unsealed sources or 90Y microspheres (YM). The current standard of practice for absorbed dose calculations in NM utilizes MIRD S-values, which 1) assume a uniform distribution in organs, 2) do not use patient specific geometry, and 3) lack a tumor model. VLADs overcome these limitations. One reason VLADs are not routinely performed is the difficulty in obtaining accurate absorbed doses in a clinically acceptable time. The deterministic grid-based Boltzmann solver (GBBS) was recently applied to radiation oncology where it was reported as fast and accurate for both …


Moxel Dags: Connecting Material Information To High Resolution Sparse Voxel Dags, Brent Robert Williams Jun 2015

Moxel Dags: Connecting Material Information To High Resolution Sparse Voxel Dags, Brent Robert Williams

Master's Theses

As time goes on, the demand for higher resolution and more visually rich images only increases. Unfortunately, creating these more realistic computer graphics is pushing our computational resources to their limits.

In realistic rendering, one of the common ways 3D objects are represented is as volumetric elements called voxels. Traditionally, voxel data structures are known for their high memory requirements. One of the standard ways these requirements are minimized is by storing the voxels in a sparse voxel octree (SVO). Very recently, a method called High Resolution Sparse Voxel DAGs was presented that can store binary voxel data orders of …


An Investigation In Implementing A C++ Voxel Game Engine With Destructible Terrain, Michael W. Wilder Jan 2015

An Investigation In Implementing A C++ Voxel Game Engine With Destructible Terrain, Michael W. Wilder

Williams Honors College, Honors Research Projects

In video games today, world geometry is often represented as a polygon mesh. While this representation is able to represent terrain, it must be done so using an elevation grid. For each X and Z location, an elevation grid stores the height of the terrain at that location. This has a major drawback: it is unable to allow terrain with overhangs and caves, and is unable to allow for destructible terrain. In this project, an alternative technique using voxels is explored to overcome these limitations for a game engine. A voxel is the 3D equivalent of a pixel and allows …