Source code for fury.actors.tensor

import os

import numpy as np

from fury import actor
from fury.shaders import (
    attribute_to_actor,
    compose_shader,
    import_fury_shader,
    shader_to_actor,
)


[docs] def tensor_ellipsoid(centers, axes, lengths, colors, scales, opacity): """Visualize one or many Tensor Ellipsoids with different features. Parameters ---------- centers : ndarray(N, 3) Tensor ellipsoid positions. axes : ndarray (3, 3) or (N, 3, 3) Axes of the tensor ellipsoid. lengths : ndarray (3, ) or (N, 3) Axes lengths. colors : ndarray (N,3) or tuple (3,) R, G and B should be in the range [0, 1]. scales : float or ndarray (N, ) Tensor ellipsoid size. opacity : float Takes values from 0 (fully transparent) to 1 (opaque). Returns ------- box_actor: Actor """ box_actor = actor.box(centers, colors=colors, scales=scales) box_actor.GetMapper().SetVBOShiftScaleMethod(False) box_actor.GetProperty().SetOpacity(opacity) # Number of vertices that make up the box n_verts = 8 big_centers = np.repeat(centers, n_verts, axis=0) attribute_to_actor(box_actor, big_centers, 'center') big_scales = np.repeat(scales, n_verts, axis=0) attribute_to_actor(box_actor, big_scales, 'scale') big_values = np.repeat(np.array(lengths, dtype=float), n_verts, axis=0) attribute_to_actor(box_actor, big_values, 'evals') evec1 = np.array([item[0] for item in axes]) evec2 = np.array([item[1] for item in axes]) evec3 = np.array([item[2] for item in axes]) big_vectors_1 = np.repeat(evec1, n_verts, axis=0) attribute_to_actor(box_actor, big_vectors_1, 'evec1') big_vectors_2 = np.repeat(evec2, n_verts, axis=0) attribute_to_actor(box_actor, big_vectors_2, 'evec2') big_vectors_3 = np.repeat(evec3, n_verts, axis=0) attribute_to_actor(box_actor, big_vectors_3, 'evec3') # Start of shader implementation vs_dec = \ """ in vec3 center; in float scale; in vec3 evals; in vec3 evec1; in vec3 evec2; in vec3 evec3; out vec4 vertexMCVSOutput; out vec3 centerMCVSOutput; out float scaleVSOutput; out vec3 evalsVSOutput; out mat3 tensorMatrix; """ # Variables assignment v_assign = \ """ vertexMCVSOutput = vertexMC; centerMCVSOutput = center; scaleVSOutput = scale; """ # Normalization n_evals = "evalsVSOutput = evals/(max(evals.x, max(evals.y, evals.z)));" # Values constraint to avoid incorrect visualizations evals = "evalsVSOutput = clamp(evalsVSOutput,0.05,1);" # Scaling matrix sc_matrix = \ """ mat3 S = mat3(1/evalsVSOutput.x, 0.0, 0.0, 0.0, 1/evalsVSOutput.y, 0.0, 0.0, 0.0, 1/evalsVSOutput.z); """ # Rotation matrix rot_matrix = "mat3 R = mat3(evec1, evec2, evec3);" # Tensor matrix t_matrix = "tensorMatrix = inverse(R) * S * R;" vs_impl = compose_shader([v_assign, n_evals, evals, sc_matrix, rot_matrix, t_matrix]) # Adding shader implementation to actor shader_to_actor(box_actor, 'vertex', decl_code=vs_dec, impl_code=vs_impl) fs_vars_dec = \ """ in vec4 vertexMCVSOutput; in vec3 centerMCVSOutput; in float scaleVSOutput; in vec3 evalsVSOutput; in mat3 tensorMatrix; uniform mat4 MCVCMatrix; """ # Importing the sphere SDF sd_sphere = import_fury_shader(os.path.join('sdf', 'sd_sphere.frag')) # SDF definition sdf_map = \ """ float map(in vec3 position) { /* As the scaling is not a rigid body transformation, we multiply by a factor to compensate for distortion and not overestimate the distance. */ float scFactor = min(evalsVSOutput.x, min(evalsVSOutput.y, evalsVSOutput.z)); /* The approximation of distance is calculated by stretching the space such that the ellipsoid becomes a sphere (multiplying by the transformation matrix) and then computing the distance to a sphere in that space (using the sphere SDF). */ return sdSphere(tensorMatrix * (position - centerMCVSOutput), scaleVSOutput*0.48) * scFactor; } """ # Importing central differences function for computing surface normals central_diffs_normal = import_fury_shader(os.path.join( 'sdf', 'central_diffs.frag')) # Importing raymarching function cast_ray = import_fury_shader(os.path.join( 'ray_marching', 'cast_ray.frag')) # Importing the function that generates the ray components ray_generation = import_fury_shader(os.path.join( 'ray_marching', 'gen_ray.frag')) # Importing Blinn-Phong model for lighting blinn_phong_model = import_fury_shader(os.path.join( 'lighting', 'blinn_phong_model.frag')) # Full fragment shader declaration fs_dec = compose_shader([fs_vars_dec, sd_sphere, sdf_map, central_diffs_normal, cast_ray, ray_generation, blinn_phong_model]) shader_to_actor(box_actor, 'fragment', decl_code=fs_dec) ray_components = \ """ vec3 ro; vec3 rd; float t; gen_ray(ro, rd, t); """ # Fragment shader output definition # If surface is detected, color is assigned, otherwise, nothing is painted frag_output_def = \ """ if(t < 20) { vec3 pos = ro + t * rd; vec3 normal = centralDiffsNormals(pos, .0001); // Light Direction vec3 ld = normalize(ro - pos); // Light Attenuation float la = dot(ld, normal); vec3 color = blinnPhongIllumModel(la, lightColor0, diffuseColor, specularPower, specularColor, ambientColor); fragOutput0 = vec4(color, opacity); } else { discard; } """ # Full fragment shader implementation sdf_frag_impl = compose_shader([ray_components, frag_output_def]) shader_to_actor(box_actor, 'fragment', impl_code=sdf_frag_impl, block='light') return box_actor
[docs] def double_cone(centers, axes, angles, colors, scales, opacity): """Visualize one or many Double Cones with different features. Parameters ---------- centers : ndarray(N, 3) Cone positions. axes : ndarray (3, 3) or (N, 3, 3) Axes of the cone. angles : float or ndarray (N, ) Angles of the cone. colors : ndarray (N, 3) or tuple (3,) R, G and B should be in the range [0, 1]. scales : float or ndarray (N, ) Cone size. opacity : float Takes values from 0 (fully transparent) to 1 (opaque). Returns ------- box_actor: Actor """ box_actor = actor.box(centers, colors=colors, scales=scales) box_actor.GetMapper().SetVBOShiftScaleMethod(False) box_actor.GetProperty().SetOpacity(opacity) # Number of vertices that make up the box n_verts = 8 big_centers = np.repeat(centers, n_verts, axis=0) attribute_to_actor(box_actor, big_centers, 'center') big_scales = np.repeat(scales, n_verts, axis=0) attribute_to_actor(box_actor, big_scales, 'scale') evec1 = np.array([item[0] for item in axes]) evec2 = np.array([item[1] for item in axes]) evec3 = np.array([item[2] for item in axes]) big_vectors_1 = np.repeat(evec1, n_verts, axis=0) attribute_to_actor(box_actor, big_vectors_1, 'evec1') big_vectors_2 = np.repeat(evec2, n_verts, axis=0) attribute_to_actor(box_actor, big_vectors_2, 'evec2') big_vectors_3 = np.repeat(evec3, n_verts, axis=0) attribute_to_actor(box_actor, big_vectors_3, 'evec3') big_angles = np.repeat(np.array(angles, dtype=float), n_verts, axis=0) attribute_to_actor(box_actor, big_angles, 'angle') # Start of shader implementation vs_dec = \ """ in vec3 center; in float scale; in vec3 evec1; in vec3 evec2; in vec3 evec3; in float angle; out vec4 vertexMCVSOutput; out vec3 centerMCVSOutput; out float scaleVSOutput; out mat3 rotationMatrix; out float angleVSOutput; """ # Variables assignment v_assign = \ """ vertexMCVSOutput = vertexMC; centerMCVSOutput = center; scaleVSOutput = scale; angleVSOutput = angle; """ # Rotation matrix rot_matrix = \ """ mat3 R = mat3(normalize(evec1), normalize(evec2), normalize(evec3)); float a = radians(90); mat3 rot = mat3(cos(a),-sin(a), 0, sin(a), cos(a), 0, 0 , 0, 1); rotationMatrix = transpose(R) * rot; """ vs_impl = compose_shader([v_assign, rot_matrix]) shader_to_actor(box_actor, 'vertex', decl_code=vs_dec, impl_code=vs_impl) fs_vars_dec = \ """ in vec4 vertexMCVSOutput; in vec3 centerMCVSOutput; in float scaleVSOutput; in mat3 rotationMatrix; in float angleVSOutput; uniform mat4 MCVCMatrix; """ # Importing the cone SDF sd_cone = import_fury_shader(os.path.join('sdf', 'sd_cone.frag')) # Importing the union operation SDF sd_union = import_fury_shader(os.path.join('sdf', 'sd_union.frag')) # SDF definition sdf_map = \ """ float map(in vec3 position) { vec3 p = (position - centerMCVSOutput)/scaleVSOutput *rotationMatrix; float angle = clamp(angleVSOutput, 0, 6.283); vec2 a = vec2(sin(angle), cos(angle)); float h = .5 * a.y; return opUnion(sdCone(p,a,h), sdCone(-p,a,h)) * scaleVSOutput; } """ # Importing central differences function for computing surface normals central_diffs_normal = import_fury_shader(os.path.join( 'sdf', 'central_diffs.frag')) # Importing raymarching function cast_ray = import_fury_shader(os.path.join( 'ray_marching', 'cast_ray.frag')) # Importing the function that generates the ray components ray_generation = import_fury_shader(os.path.join( 'ray_marching', 'gen_ray.frag')) # Importing Blinn-Phong model for lighting blinn_phong_model = import_fury_shader(os.path.join( 'lighting', 'blinn_phong_model.frag')) # Full fragment shader declaration fs_dec = compose_shader([fs_vars_dec, sd_cone, sd_union, sdf_map, central_diffs_normal, cast_ray, ray_generation, blinn_phong_model]) shader_to_actor(box_actor, 'fragment', decl_code=fs_dec) ray_components = \ """ vec3 ro; vec3 rd; float t; gen_ray(ro, rd, t); """ # Fragment shader output definition # If surface is detected, color is assigned, otherwise, nothing is painted frag_output_def = \ """ if(t < 20) { vec3 pos = ro + t * rd; vec3 normal = centralDiffsNormals(pos, .0001); // Light Direction vec3 ld = normalize(ro - pos); // Light Attenuation float la = dot(ld, normal); vec3 color = blinnPhongIllumModel(la, lightColor0, diffuseColor, specularPower, specularColor, ambientColor); fragOutput0 = vec4(color, opacity); } else { discard; } """ # Full fragment shader implementation sdf_frag_impl = compose_shader([ray_components, frag_output_def]) shader_to_actor(box_actor, 'fragment', impl_code=sdf_frag_impl, block='light') return box_actor
[docs] def main_dir_uncertainty(evals, evecs, signal, sigma, b_matrix): """Calculate the angle of the cone of uncertainty that represents the perturbation of the main eigenvector of the diffusion tensor matrix. Parameters ---------- evals : ndarray (3, ) or (N, 3) Eigenvalues. evecs : ndarray (3, 3) or (N, 3, 3) Eigenvectors. signal : 3D or 4D ndarray Predicted signal. sigma : ndarray Standard deviation of the noise. b_matrix : array (N, 7) Design matrix for DTI. Returns ------- angles: array Notes ----- The uncertainty calculation is based on first-order matrix perturbation analysis described in [1]_. The idea is to estimate the variance of the main eigenvector which corresponds to the main direction of diffusion, directly from estimated D and its estimated covariance matrix :math:`\\Delta D` (see [2]_, equation 4). The angle :math:`\\Theta` between the perturbed principal eigenvector of D, :math:`\\epsilon_1+\\Delta\\epsilon_1`, and the estimated eigenvector :math:`\\epsilon_1`, measures the angular deviation of the main fiber direction and can be approximated by: .. math:: \\Theta=tan^{-1}(\\|\\Delta\\epsilon_1\\|) Giving way to a graphical construct for displaying both the main eigenvector of D and its associated uncertainty, with the so-called "uncertainty cone". References ---------- .. [1] Basser, P. J. (1997). Quantifying errors in fiber direction and diffusion tensor field maps resulting from MR noise. In 5th Scientific Meeting of the ISMRM (Vol. 1740). .. [2] Chang, L. C., Koay, C. G., Pierpaoli, C., & Basser, P. J. (2007). Variance of estimated DTI-derived parameters via first-order perturbation methods. Magnetic Resonance in Medicine: An Official Journal of the International Society for Magnetic Resonance in Medicine, 57(1), 141-149. """ angles = np.ones(evecs.shape[0]) for i in range(evecs.shape[0]): sigma_e = np.diag(signal[i] / sigma ** 2) k = np.dot(np.transpose(b_matrix), sigma_e) sigma_ = np.dot(k, b_matrix) dd = np.diag(sigma_) delta_DD = np.array([[dd[0], dd[3], dd[4]], [dd[3], dd[1], dd[5]], [dd[4], dd[5], dd[2]]]) # perturbation matrix of tensor D try: delta_D = np.linalg.inv(delta_DD) except np.linalg.LinAlgError: delta_D = delta_DD D_ = evecs eigen_vals = evals[i] e1, e2, e3 = np.array(D_[i, :, 0]), np.array(D_[i, :, 1]), \ np.array(D_[i, :, 2]) lambda1, lambda2, lambda3 = eigen_vals[0], eigen_vals[1], eigen_vals[2] if lambda1 > lambda2 and lambda1 > lambda3: # The perturbation of the eigenvector associated with the largest # eigenvalue is given by a = np.dot(np.outer(np.dot(e1, delta_D), np.transpose(e2)) / (lambda1 - lambda2), e2) b = np.dot(np.outer(np.dot(e1, delta_D), np.transpose(e3)) / (lambda1 - lambda3), e3) delta_e1 = a + b # The angle \theta between the perturbed principal eigenvector of D theta = np.arctan(np.linalg.norm(delta_e1)) angles[i] = theta else: # If the condition is not satisfied it means that there is not a # predominant diffusion direction, hence the uncertainty will be # higher and a default value close to pi/2 is assigned theta = 1.39626 return angles