Comments (6)
I have all the building blocks already. They are just commented out since I wasn't able to finish the task and had to move on to something else.
we will look into this in near future though
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This is expected behavior. Contours are based in 2D space, while labelmaps are 3D.
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Thanks for the response.
Are there any plans in the roadmap to ensure that the 2D contours (which have an internal (x,y,z) representation ?) are also made visible in 3D space? Given that this is a feature available in commercial tools (e.g. MIM, ReLU, Eclipse, Raystation etc), having such a feature in open-source tools makes them more ecologically valid.
Maybe I can change this to a feature request?
from cornerstone3d.
Theoretically, you cannot display x, y, z coordinates and a plane without assuming some thickness for the point and the plane. It's impossible to make the plane pass through that exact Z coordinate due to floating-point errors. All these tools make certain assumptions.
We already have labelmaps, which are volumetric, and you can use brush tools and other editing tools to modify the segmentation mask. The ReLU example was interesting; if you watch closely, they have the labelmap (edged mask) and then generate a contour around it. This allows you to edit the contour, and the changes apply back to the labelmap.
I'm not sure about MIM, but the smooth edges on their segmentation suggest that the internal representation is labelmap-based (volume and voxel-based). However, rendering is likely done via contours. The same process occurs when the contour is updated: the voxel map is edited, and then the contour is regenerated, I assume
Alternatively, you can create surfaces from contours, cut through the surface, and display it as contours again. This is similar to what we have with our polyseg converters, although it's not yet mature enough.
Another approach is to generate or edit a contour, then run it through a contour-to-surface conversion. On other viewports, we could cut through that surface. This is certainly possible, although it requires at least two slices with the contour since we can't generate the surface from a single contour plane. This approach is most attractive to me in the short term, as we already have the infrastructure for it.
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Alternatively, you can create surfaces from contours, cut through the surface, and display it as contours again. This is similar to what we have with our polyseg converters, although it's not yet mature enough.
Ideally, I would like to take this approach.
How do you recommend we "cut" through a surface? I mean how would we create the plane used to cut through the surface?
from cornerstone3d.
Great!
So do you have a public roadmap for cornerstone3D? I was unable to find it.
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Related Issues (20)
- [Bug] StackViewport not cancelling scroll debounce timer when the Image Set is not fully Loaded HOT 1
- [Bug] Desired resource size is greater than max texture size HOT 2
- [Bug] Issue in runtime useing @vue/cli-service building tool after upgrade cornerstone libs. HOT 2
- [Bug] Contour's color is wrong HOT 17
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- [Bug] Volume viewport synchronization - Couldn't handle volume viewport synchronization for different viewports (Sagittal, axial and coronal)) HOT 3
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- [Bug] generateVolumePropsFromImageIds allocates an Int16Array if rescale or intercept is negative, which is incompatible with texSubImage3D HOT 1
- [Feature Request] How do I render a TAG pixel in Dicom with a TAG Value of 6000,3000 HOT 5
- Image Loader - cancelLoadAll() errors when no imageId's in request pool. HOT 1
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- [Bug] How to resolve "Multiple segmentation representations detected for this tool group. The first one will be used." HOT 1
- [Bug] First image rendered by the volume loader is not the first instance in series HOT 2
- [Bug] fix(metaData Types): change { any } to any type HOT 1
- [Bug] StackViewport.setImageIdIndex should set this.targetImageIdIndex too HOT 1
- Image display blur
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