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Some of our most recent products, Vectric Aspire Cut3d Vcarve Pro and Photovcarve have introduced a new heat-based technology called Autodesk® Fusion 360® Attempting to create a machine similar to the human heart, scientists have made significant progress in developing artificial hearts over the past century. Due to the complexity of even the most simple human organs, however, scientists are still struggling with differentiating between computer-generated images and real ones. By imitating the physical properties that give rise to these images on paper or plastic, today's engineers are able to accurately produce real tears for medical imaging studies. Image-based Rendering (IBR) or Volume Ray Casting (VRC) is a 3D rendering technique that uses images as primitives to create an image or animation. The basic idea behind IBR is to cast rays from the image's viewpoint and to use this information as a substitute for 3D geometry. These rays are used to determine how much light would contribute to the final pixel color at each point in the image. This approach has been used for real-time and offline rendering, and has been shown to be effective for many applications such as computer graphics, medical imaging and remote sensing. One of the most complex human organs, the heart is composed of four different chambers. As blood travels through the main artery that feeds into it, oxygen is extracted from the blood through a process known as diffusion. From here, blood travels into four different chambers that are responsible for delivering oxygen to all parts of the body. The heart is also responsible for removing carbon dioxide from the body. This cycle continues every second water molecules are circulated throughout the body to provide optimal function and survival for its host. To validate our software, we used a heart image supplied by Dr. David Luscombe at Stony Brook University in Stony Brook, New York. Using this image, we created a virtual model of the Stony Brook human heart. The first step was to use Autodesk® Fusion 360® to generate a 3D model, which was printed by using the MakerBot Replicator 2 printer. This allowed us to ensure that our filament was accurately printing our desired model. Once the print was completed, it was turned over to the lab scientist for inspection. The Scientist then tested the print by placing one of his fingers on top of it and taking note of the direction in which he felt the texture changes. The texture changes are essentially subtle variations in density between different layers of paper or plastic, which causes them to feel smooth or rough depending on what layer is being tested. In order to accurately observe these changes, a large amount of pressure must be applied to the print in all directions. The scientist then compared his findings with our model using a micro-comparator with a 60x magnification lens. The micro-comparator was used in order to magnify the texture differences between layers. To further validate our results, we decided to use an independent method by exposing the print to infrared light and taking another scan of the print by using a different camera that captured depth information. This process was repeated for multiple prints and yielded similar results. eccc085e13
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