Scattered data interpolation using wavelet trees
Interpolating wavelets and their application to incremental signal reconstruction from scattered data. Learn how to build a wavelet tree such that approximation error locally only depends on a local sample density.
All projects
Numerical simulation of cardiac electrophysiology on the GPU
Real time 2D numerical simulation of transmembrane currents in cardiac cells using OpenCL and OpenGL interoperability. The 2D domain is cut into subdomains which make it possible to use multiple GPUs to perform the simulation.
Efficient reconstruction of volumic data from 2D localized ultrasonic images
Conventional 3D ultrasound data reconstruction algorithms have low computational complexity but the huge amount of data generated makes it difficult to compute results within reasonable time on classical computers. In this project we investigate the possibilities of regenerating a 3D isotropic volume from thousands of localized 2D ultrasound images with the help of GPUs.
Interpolation of sparse atmospheric pollution data
Interpolation of sparse atmospheric pollution data (PM10 particle concentrations) in the region of Grenoble and embedding into google earth. The overlay is animated so that we can see daily evolution of particle pollution around Grenoble and Lyon.
Visualisation of the trajectory of a bended needle in a 3D CT scan
The Imactis CT-Navigation system consists in a sensor that is inserted into a needle holder which allows to know in real time the position and orientation of the needle. The radiologist moves the needle holder directly on the patient’s skin and visualizes in real time the anticipated trajectory of the needle. So far, the system does only allow to display rectilinear trajectories, 2D slices reconstructed from preoperatory Computed Topography (CT) images. However, the real needle bends under the pressure of various tissues and the radiologist. Needle bending implies that the extracted slices are not flat slices anymore.
Procedural submarine scene generation and rendering
Submarine scene demo in OpenGL and CUDA, featuring, animated bubbles as a CUDA particle system with procedural sprites, animated seeweeds as a CUDA mass-spring system, animated water, and finally real time procedural terrain and cave generation (shader based marching cube and procedural marble texture). This project was the opportunity to explore OpenGL and CUDA interoperability.