Table des matières
Now we swtich in english because normally all the documentation should be in english. Anatomist proposes many modes of fusion depending on the kind of object. In fact, we viewed than an object can be a volume, a mesh, a texture .... So, the object term is very generic. In this section, we are going to focus on the following objects: meshes, textures and volumes.
Let's remember to do a fusion, select the objects and click on
.
Tableau 2.1. Fusion descriptions
| Objects | Fusion name | Description |
|---|---|---|
Only one image ![]() | FusionSliceMethod | Fusion allowing to cut a volume across itself: to view/intersect 2 different planes of the same volume in the same window. |
2 or many images ![]() | Fusion2DMethod | Superimposed volumes. |
Volume + Mesh ![]() | Fusion3DMethod | Maps on the mesh a texture corrsponding to the volume values. |
Volume + Mesh | FusionCutMeshMethod | Mesh cut by a plane: the cutting plane will have the texture of the volume slice. |
| PlanarFusion3D | Obtenu à partir d'une fusion FusionCutMeshMethod (coupure du maillage avec le plan de la coupe, maillage plus texture de la coupe). Donne accés au contrôle 'coupe sur maillage' (shift pour l'orientation et contrôle pour modifier la hauteur); modification de la coupe par rapport à l'objet. | |
2 textures | FusionTextureMethod | Fabrique une texture 2D à partir de deux textures 1D. |
2 textures | FusionMulitTextureMethod | Multi-texture: allows to map several textures on a mesh. |
Mesh + Mesh | SurfaceMatcher | Mise en correspondance de surfaces. Cet objet donne accès à un algorithme de déformation de surface qui déformera une surface vers l'autre. |
Mesh + Texture | FusionTexSurfMethod | Textured surface. |
Fusion control:
FUSION3D, for instance fusion between one volume and one mesh
Tableau 2.3. Methods (of interpolation): method to estimate the value (intersection between the mesh and the volum) for a mesh point
| Section | Description |
|---|---|
| Point to point | the simplest: only the information coming from the voxel directly under the mesh vertex is used, directly. Do not use the depth and the step prameters. |
| Point to point with depth offset (inside/outside) | Only one voxel is taken into account, but its position is shifted along the normal to the mesh (either inside the mesh or outside), for each mesh vertex (Do not use <Step>). |
| Line to point | Information is taken along the normal line, both inside and outside, with a sampling (depth and step) specified by appropriate parameters. |
| Inside line to point | The value corresponds to <the_choised_submethod> value for the interpolation for a inside line localized at <Depth> and for a sampling <Step> |
| Outside line to point | The value corresponds to <the_choised_submethod> value for the interpolation for a ouside line localized at <Depth> and for a sampling <Step> |
| Sphere to point | A sampling into a sphere (depth and step parameters apply) is used to get locations in the 3D volume |
Tableau 2.4. Submethods: This only applies to sampling methods that are not single-voxel (such as point to point methods)
| Section | Description |
|---|---|
| Max | The maximum value of all voxels of the volume at the sampled locations is mapped on the mesh |
| Min | The minimun value of all voxels of the volume at the sampled locations is mapped on the mesh |
| Mean | Standard mean (sum of values divided by the number of locations) |
| Corrected mean | Only non-nul values are taken into account in the mean computation: this is more suitable for thresholded activation maps for instance to avoid blurring the mapped values. |
| Enhanced mean | In the enhanced mean variant, a weighting of the final value is applied depending on the proportion of null values in the set of mixed values. |
NOTE: be aware that all this is only a visualization toy and is not very robust: no real interpolation of the volume values is performed to get a continuous intersection along the mesh: especially the methods taking points along normals can produce inaccurate results on high curvature regions (produce discontinuities, map the same voxel value on several vertices etc). The sphere mode is more robust but involves an averaging (blurring) effet, and can take values outside the brain or grey matter ...