Lecture 8 Flashcards

1
Q

Vizualization & common approaches

A
  • Lookup tables
  • Kymographs
  • Renderings
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2
Q

Movies

A

Movies can visualize the time dimension. Play the images fast over eachother

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3
Q

Vizualizing depth dimension

A

Make them by moving depth of focus and then stacking.

Visualzing 3D gives a movie.

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4
Q

Lookup tables

A

Look up tables can be used to convert the grey images to RGB image

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5
Q

Kymographs

A

Kymographs can also visualize the time dimension. You can construct them along indicated lines. Kymographs are good for 1D movement. The angle of the line in a kymograph tells you about the movement speed.

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6
Q

Renderings

A

Making multiple dimension images

  • Volume rendering: useful in dynamics
  • Surfacte rendering: Uses boundaries thus useful for static objects
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7
Q

Basic principles of volume rendering

A

Volume rendering keeps density infromation, so is great for changes in rendering.

  • Ray tracing
  • Maximum intesnsity projection
  • Alpha blending
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8
Q

Ray tracing

A

Accumulation of image formation along the projection rays to make projection image.

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9
Q

Maximum intensity projection

A

Way of ray tracing.

Records the intensity of a pixel as function of depth. Fast and simple but may result in distorted depth perception.

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10
Q

Alpha blending

A

Way of ray tracing.

Takes the weighted sum of intensities in a ray. Oi=alphaIi+(1-alpha)Outputi+1

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11
Q

Basic principles of surface rendering

A

Surface rendering focuses on giving the boundaries of objects. Requires image segmentation and mesh: image -> segmentation -> Meshing -> Rendering -> viewing

  • Segmentation
  • Meshing
  • Marching squares
  • Marching cubes
  • Shading
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12
Q

Marching squares

A

Make a contour model with marching squares (intensity). Set a threshold. Assign values to each cell based on binary encoding

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13
Q

Marching cubes

A

Interpolate original pixel intensities to determine exact line endpoint.

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14
Q

Shading

A
  • Flat: Single normal vector per triangle and single color per triangle
  • Gouraud: Mean vectors at the triangle vertices. Single color per triangle vertex and interpolated within triangle.
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15
Q

Issues with surface rendering

A
  • Smoothing and thresholding levels influence the result

- Always suse multiple visualizations and explore the complementary information

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16
Q

Alternative visualization methods

A
  • Orthogonal planes
  • Shape primitives
  • time as depth
17
Q

Shape primitives

A

Depth information -> point cloud -> mesh but also primitive detection

18
Q

time as depth

A