We describe the synthesis of water-soluble PEGylated semiconductor nanocrystals and the characterization of their optical properties and colloidal stability by fluorescence and UV spectrometers. The fluorescence intensity of PEGylated CdSe/ZnS in PBS buffer was observed to be 75% of the initial values of conventional CdSe/ZnS in chloroform. The PEGylated CdSe/ZnS exhibited higher fluorescence intensity than PEGylated CdSe and CdSe/CdS in PBS buffer. The colloidal stability of PEGylated QDs in PBS buffer was estimated by transmittance as a function of time at 37 °C. The PEGylated CdSe/ZnS showed a colloidal stable dispersion in PBS buffer during 24 h.
We established the metal-oxide nanoparticles dispersion technology using Glyceryl-N -(2-methacryloyloxyethyl) urethane (GLYMOU R ⃝) with high affinity for the inorganic materials, such as zirconia (ZrO2), titania (TiO2), and silica (SiO2). The high refractive index optical films were prepared by using ZrO2nanoparticles (grain size: 3 nm) and GLYMOU R ⃝. The films were colorless and transparent. As a ZrO2 concentration increased up to 80 wt%, refractive index showed 1.70 at wavelength of 589 nm. Solid-state NMR and first density functional theory (DFT) study confirmed that GLYMOU R ⃝ was strongly coordinated to the ZrO2 surfaces with hydroxyl groups and urethane bond. The dispersion state of nanoparticles in the hybrid films was investigated by combination of grazing incidence small angle X-ray scattering (GISAXS) and transmission electron microscope (TEM). GISAXS measurements and TEM observations, ZrO2 nanoparticles were finely dispersed in the poly-GLYMOU R ⃝ matrices.
Abstract. Point-based rendering has offered a powerful alternative to triangle meshes when it comes to the rendering of highly complex objects consisting of densely sampled point clouds due to its flexibility and simplicity. The technological advance of 3D scanners has made it possible to acquire color as well as geometry data of highly complex objects. However, scanning and acquisition systems often produce surfaces that are much more dense than actually required for the intended application. Mobile devices, computer games and distributed virtual environments must often operate on systems where rendering and transmission capacity is highly constrained and therefore require strict control over the level of detail used in models. In this research, we present a framework for adaptive sampling of point-based surfaces using both geometry and color information.
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