Om
Artikler af Jesper
Aktivitet
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It's been nice having time for my hobby Vulkan renderer. I've made some good progress on Bokeh DoF. Refinements are still needed but, I'm satisfied…
It's been nice having time for my hobby Vulkan renderer. I've made some good progress on Bokeh DoF. Refinements are still needed but, I'm satisfied…
Jesper Mosegaard synes godt om dette
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Traditionally, a berserkr is a bear-shirt ber (bear) + serkr (shirt), letting you harness the power of the bear. That's the shirt we want you…
Traditionally, a berserkr is a bear-shirt ber (bear) + serkr (shirt), letting you harness the power of the bear. That's the shirt we want you…
Jesper Mosegaard synes godt om dette
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The reviews are in and from all of us here at IO Interactive, thank you! We are blown away by all the support and hope you enjoy our take on the…
The reviews are in and from all of us here at IO Interactive, thank you! We are blown away by all the support and hope you enjoy our take on the…
Jesper Mosegaard synes godt om dette
Erfaring og uddannelse
Licenser og certificeringer
Erfaring med frivilligt arbejde
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Teacher
Coding Pirates
– 1 år 1 måned
Uddannelse
Teaching programming through robotics, games and web to kids
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University Censor
CensorNet
– nu 12 år 3 måneder
Appointed examiner for the danish engineering educations within subject areas of mathematical modelling, IT and computer science. In specific I have reviewed numerous dissertations in computer graphics from DTU, Technical University of Denmark.
Udgivelser
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Interactive directional subsurface scattering and transport of emergent light
The Visual Computer
Existing techniques for interactive rendering of deformable translucent objects can accurately compute diffuse but not directional subsurface scattering effects. It is currently a common practice to gain efficiency by storing maps of transmitted irradiance. This is, however, not efficient if we need to store elements of irradiance from specific directions. To include changes in subsurface scattering due to changes in the direction of the incident light, we instead sample incident radiance and…
Existing techniques for interactive rendering of deformable translucent objects can accurately compute diffuse but not directional subsurface scattering effects. It is currently a common practice to gain efficiency by storing maps of transmitted irradiance. This is, however, not efficient if we need to store elements of irradiance from specific directions. To include changes in subsurface scattering due to changes in the direction of the incident light, we instead sample incident radiance and store scattered radiosity. This enables us to accommodate not only the common distance-based analytical models for subsurface scattering but also directional models. In addition, our method enables easy extraction of virtual point lights for transporting emergent light to the rest of the scene. Our method requires neither preprocessing nor texture parameterization of the translucent objects. To build our maps of scattered radiosity, we progressively render the model from different directions using an importance sampling pattern based on the optical properties of the material. We obtain interactive frame rates, our subsurface scattering results are close to ground truth, and our technique is the first to include interactive transport of emergent light from deformable translucent objects.
Andre forfattereSe udgivelse -
Making digital elevation models accessible, comprehensible, and engaging through Real-Time visualization
Geoforum perspektiv, vol. 14, iss. 25
In this paper, we present our initial experiments with the new high-quality digital elevation model,
“Danmarks Højdemodel-2015” (DHM) exposed as an interactive 3D visualization on web and in virtual reality. We argue that such data has great opportunities to spawn new business and new insight for the individual citizen if it is accessible, comprehensible and engagingAndre forfattereSe udgivelse -
Implementation of real-time duplex synthetic aperture ultrasonography
Ultrasonics symposium (ius), 2015 ieee international
This paper presents a real-time duplex synthetic aperture imaging system, implemented on a commercially available tablet. This includes real-time wireless reception of ultrasound signals and GPU processing for B-mode and Color Flow Imaging (CFM). The objective of the work is to investigate the implementation complexity and processing demands. The image processing is performed using the principle of Synthetic Aperture Sequential Beamforming (SASB) and the flow estimator is implemented using the…
This paper presents a real-time duplex synthetic aperture imaging system, implemented on a commercially available tablet. This includes real-time wireless reception of ultrasound signals and GPU processing for B-mode and Color Flow Imaging (CFM). The objective of the work is to investigate the implementation complexity and processing demands. The image processing is performed using the principle of Synthetic Aperture Sequential Beamforming (SASB) and the flow estimator is implemented using the cross-correlation estimator. Results are evaluated using a HTC Nexus 9 tablet and a BK Medical BK3000 ultrasound scanner emulating a wireless probe. The duplex imaging setup consists of interleaved B-mode and CFM frames. The required data throughput for real-time imaging is 36.1 MB/s. The measured data throughput peaked at 39.562 MB/s, covering the requirement for real-time data transfer and overhead in the TCP/IP protocol. Benchmarking of real-time imaging showed a total processing time of 25.7 ms (39 frames/s) which is less than the acquisition time (29.4 ms). In conclusion, the proposed implementation demonstrates that both B-mode and CFM can be executed in-time for real-time ultrasound imaging and that the required bandwidth between the probe and processing unit is within the current Wi-Fi standards.
Andre forfattereSe udgivelse -
Quantitative neuroimaging software for clinical assessment of hippocampal volumes on MR imaging
Journal of alzheimer’s disease : jad
BACKGROUND:
Multiple neurological disorders including Alzheimer's disease (AD), mesial temporal sclerosis, and mild traumatic brain injury manifest with volume loss on brain MRI. Subtle volume loss is particularly seen early in AD. While prior research has demonstrated the value of this additional information from quantitative neuroimaging, very few applications have been approved for clinical use. Here we describe a US FDA cleared software program, NeuroreaderTM, for assessment of clinical…BACKGROUND:
Multiple neurological disorders including Alzheimer's disease (AD), mesial temporal sclerosis, and mild traumatic brain injury manifest with volume loss on brain MRI. Subtle volume loss is particularly seen early in AD. While prior research has demonstrated the value of this additional information from quantitative neuroimaging, very few applications have been approved for clinical use. Here we describe a US FDA cleared software program, NeuroreaderTM, for assessment of clinical hippocampal volume on brain MRI.
OBJECTIVE:
To present the validation of hippocampal volumetrics on a clinical software program.
METHOD:
Subjects were drawn (n = 99) from the Alzheimer Disease Neuroimaging Initiative study. Volumetric brain MR imaging was acquired in both 1.5 T (n = 59) and 3.0 T (n = 40) scanners in participants with manual hippocampal segmentation. Fully automated hippocampal segmentation and measurement was done using a multiple atlas approach. The Dice Similarity Coefficient (DSC) measured the level of spatial overlap between NeuroreaderTM and gold standard manual segmentation from 0 to 1 with 0 denoting no overlap and 1 representing complete agreement. DSC comparisons between 1.5 T and 3.0 T scanners were done using standard independent samples T-tests.
RESULTS:
In the bilateral hippocampus, mean DSC was 0.87 with a range of 0.78-0.91 (right hippocampus) and 0.76-0.91 (left hippocampus). Automated segmentation agreement with manual segmentation was essentially equivalent at 1.5 T (DSC = 0.879) versus 3.0 T (DSC = 0.872).
CONCLUSION:
This work provides a description and validation of a software program that can be applied in measuring hippocampal volume, a biomarker that is frequently abnormal in AD and other neurological disorders.Andre forfattereSe udgivelse -
Implementation of synthetic aperture imaging on a hand-held device
Proceedings of 2014 ieee international ultrasonics symposium
This paper presents several implementations of Synthetic Aperture Sequential Beamforming (SASB) on commercially available hand-held devices. The implementations include real-time wireless reception of ultrasound radio frequency signals and GPU processing for B-mode imaging. The proposed implementation demonstrates that SASB can be executed in-time for real-time ultrasound imaging. The wireless communication between probe and processing device satisfies the required bandwidth for real-time data…
This paper presents several implementations of Synthetic Aperture Sequential Beamforming (SASB) on commercially available hand-held devices. The implementations include real-time wireless reception of ultrasound radio frequency signals and GPU processing for B-mode imaging. The proposed implementation demonstrates that SASB can be executed in-time for real-time ultrasound imaging. The wireless communication between probe and processing device satisfies the required bandwidth for real-time data transfer with current 802.11ac technology. The implementation is evaluated using four different hand-held devices all with different chipsets and a BK Medical UltraView 800 ultrasound scanner emulating a wireless probe. The wireless transmission is benchmarked using an imaging setup consisting of 269 scan lines × 1472 complex samples (1.58 MB pr. frame, 16 frames per second). The measured data throughput reached an average of 28.8 MB/s using a LG G2 mobile device, which is more than the required data throughput of 25.3 MB/s. Benchmarking the processing performance for B-mode imaging showed a total processing time of 18.9 ms (53 frames/s), which is less than the acquisition time (62.5 ms).
Andre forfattereSe udgivelse -
Synthetic aperture sequential beamforming implemented on multi-core platforms
Proceedings of 2014 ieee international ultrasonics symposium
This paper compares several computational approaches to Synthetic Aperture Sequential Beamforming (SASB) targeting consumer level parallel processors such as multi-core CPUs and GPUs. The proposed implementations demonstrate that ultrasound imaging using SASB can be executed in real-time with a significant headroom for post-processing. The CPU implementations are optimized using Single Instruction Multiple Data (SIMD) instruction extensions and multithreading, and the GPU computations are…
This paper compares several computational approaches to Synthetic Aperture Sequential Beamforming (SASB) targeting consumer level parallel processors such as multi-core CPUs and GPUs. The proposed implementations demonstrate that ultrasound imaging using SASB can be executed in real-time with a significant headroom for post-processing. The CPU implementations are optimized using Single Instruction Multiple Data (SIMD) instruction extensions and multithreading, and the GPU computations are performed using the APIs, OpenCL and OpenGL. The implementations include refocusing (dynamic focusing) of a set of fixed focused scan lines received from a BK Medical UltraView 800 scanner and subsequent image processing for B-mode imaging and rendering to screen. The benchmarking is performed using a clinically evaluated imaging setup consisting of 269 scan lines × 1472 complex samples (1.58 MB per frame, 16 frames per second) on an Intel Core i7 2600 CPU with an AMD HD7850 and a NVIDIA GTX680 GPU. The fastest CPU and GPU implementations use 14% and 1.3% of the real-time budget of 62 ms/frame, respectively. The maximum achieved processing rate is 1265 frames/s.
Andre forfattereSe udgivelse -
Virtual surgery in congenital heart disease
Cardiac ct and mr for adult congenital heart disease, F. Saremi, Ed., Springer New York
Teaching, diagnosing, and planning of therapy in patients with complex structural cardiovascular heart disease require profound understanding of the three-dimensional (3D) nature of cardiovascular structures in these patients. To obtain such understanding, modern imaging modalities provide high-resolution two-dimensional (2D), three-dimensional (3D), and sometimes even time-resolved 3D imaging of the cardiovascular anatomy of the chest. When 3D structures need to be understood based on 2D…
Teaching, diagnosing, and planning of therapy in patients with complex structural cardiovascular heart disease require profound understanding of the three-dimensional (3D) nature of cardiovascular structures in these patients. To obtain such understanding, modern imaging modalities provide high-resolution two-dimensional (2D), three-dimensional (3D), and sometimes even time-resolved 3D imaging of the cardiovascular anatomy of the chest. When 3D structures need to be understood based on 2D images, a 3D model is a very helpful tool to visualize and to understand the often complex 3D structures. In combination with the availability of virtual models of congenital heart disease (CHD), techniques for computer-based simulation of cardiac interventions have enabled early clinical exploration of the emerging concept of virtual surgery. This chapter serves as an introduction to virtual surgery for patient-specific preoperative planning and teaching of cardiovascular anatomy and interventions for clinicians. The chapter is mainly based on the discussion of a few examples. An overview of the underlying imaging and data-processing techniques is provided.
Andre forfattereSe udgivelse -
Teknologiske udfordringer i urbane miljøer
Byens digitale liv – digital urban living, First ed., M. Brynskov, K. Halskov, and L. Kabel, Eds., Forlaget Ajour, 2012
I dette kapitel vil vi beskæftige os med teknologiske udfordringer i urbane miljøer med udgangspunkt i en række it-baserede produkter, og vi vil fokusere på indholdsvisualisering, smartphones, sensorer og kameratracking
Andre forfattereSe udgivelse -
SSLPV: subsurface light propagation volumes
High performance graphics, 2011
This paper presents the Subsurface Light Propagation Volume (SSLPV) method for real-time approximation of subsurface scattering effects in dynamic scenes with changing mesh topology and lighting. SSLPV extends the Light Propagation Volume (LPV) technique for indirect illumination in video games. We introduce a new consistent method for injecting flux from point light sources into an LPV grid, a new rendering method which consistently converts light intensity stored in an LPV grid into incident…
This paper presents the Subsurface Light Propagation Volume (SSLPV) method for real-time approximation of subsurface scattering effects in dynamic scenes with changing mesh topology and lighting. SSLPV extends the Light Propagation Volume (LPV) technique for indirect illumination in video games. We introduce a new consistent method for injecting flux from point light sources into an LPV grid, a new rendering method which consistently converts light intensity stored in an LPV grid into incident radiance, as well as a model for light scattering and absorption inside heterogeneous materials. Our scheme does not require any precomputation and handles arbitrarily deforming meshes. We show that SSLPV provides visually pleasing results in real-time at the expense of a few milliseconds of added rendering time.
Andre forfattereSe udgivelse -
The visible ear simulator: a public PC application for GPU-accelerated haptic 3D simulation of ear surgery based on the visible ear data
Otology & neurotology, vol. 30, iss. 4
BACKGROUND:
Existing virtual simulators for middle ear surgery are based on 3-dimensional (3D) models from computed tomographic or magnetic resonance imaging data in which image quality is limited by the lack of detail (maximum, approximately 50 voxels/mm3), natural color, and texture of the source material.Virtual training often requires the purchase of a program, a customized computer, and expensive peripherals dedicated exclusively to this purpose.
MATERIALS AND METHODS:
The Visible…BACKGROUND:
Existing virtual simulators for middle ear surgery are based on 3-dimensional (3D) models from computed tomographic or magnetic resonance imaging data in which image quality is limited by the lack of detail (maximum, approximately 50 voxels/mm3), natural color, and texture of the source material.Virtual training often requires the purchase of a program, a customized computer, and expensive peripherals dedicated exclusively to this purpose.
MATERIALS AND METHODS:
The Visible Ear freeware library of digital images from a fresh-frozen human temporal bone was segmented, and real-time volume rendered as a 3D model of high-fidelity, true color, and great anatomic detail and realism of the surgically relevant structures. A haptic drilling model was developed for surgical interaction with the 3D model.
RESULTS:
Realistic visualization in high-fidelity (approximately 125 voxels/mm3) and true color, 2D, or optional anaglyph stereoscopic 3D was achieved on a standard Core 2 Duo personal computer with a GeForce 8,800 GTX graphics card, and surgical interaction was provided through a relatively inexpensive (approximately $2,500) Phantom Omni haptic 3D pointing device.
CONCLUSION:
This prototype is published for download (approximately 120 MB) as freeware at http://www.alexandra.dk/ves/index.htm.With increasing personal computer performance, future versions may include enhanced resolution (up to 8,000 voxels/mm3) and realistic interaction with deformable soft tissue components such as skin, tympanic membrane, dura, and cholesteatomas-features some of which are not possible with computed tomographic-/magnetic resonance imaging-based systemsAndre forfattereSe udgivelse
Patenter
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System and method for toy recognition
Udstedt EU EP3218076B1
Se patentThe present invention relates to the application of computer vision technology for toys-to-life applications and, more particularly, to a system and a method for detection and recognition of construction toy objects, e.g. toy objects that use modular, mutually interconnectable
toy construction elements. Some embodiments relate to the detection and recognition of construction toys based on dimensional constants and their assemblies based on convolutional neutral networks
Fag/kurser
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Falcon Forward (Leaderhip development at CrowdStrike)
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Falcon Rising (BetterUp Coaching)
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HR Workshop 1 (Mannaz)
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HR Workshop 2 (Mannaz)
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IT Project Management (Mannaz)
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Leadership Development – module 1 (Mannaz)
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Leadership Development – module 2 (Mannaz)
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Stifinder (2022)
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Sprog
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Danish
Modersmåls- eller tosprogsfærdighed
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German
Elementær færdighed
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English
Komplet professionel færdighed
Flere aktiviteter af Jesper
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This is one wild week at IO Interactive…
This is one wild week at IO Interactive…
Jesper Mosegaard synes godt om dette
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Reviews are here! The team is very excited to see the first hour of review scores coming in at 89! https://lnkd.in/edevB5BH #007FirstLight…
Reviews are here! The team is very excited to see the first hour of review scores coming in at 89! https://lnkd.in/edevB5BH #007FirstLight…
Jesper Mosegaard synes godt om dette
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Big day today for IO Interactive and hundreds of my friends and coworkers as 007: First Light hits the digital streets and rewiew scores go live. I…
Big day today for IO Interactive and hundreds of my friends and coworkers as 007: First Light hits the digital streets and rewiew scores go live. I…
Jesper Mosegaard synes godt om dette
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One week ago, my dear friends Jonathan Moulin, Vincent Dedun and myself had the honor and privilege of receiving a Technical Achievement Award from…
One week ago, my dear friends Jonathan Moulin, Vincent Dedun and myself had the honor and privilege of receiving a Technical Achievement Award from…
Jesper Mosegaard synes godt om dette
Andre lignende profiler
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Rasmus Gade Ørtoft
Rasmus Gade Ørtoft
UX Design in every shape or form, speciality in interaction design and prototyping of business applications from smaller apps to large-scale business solutions.