.. note::
    :class: sphx-glr-download-link-note

    Click :ref:`here <sphx_glr_download_auto_tutorials_01_introductory_viz_slice.py>` to download the full example code
.. rst-class:: sphx-glr-example-title

.. _sphx_glr_auto_tutorials_01_introductory_viz_slice.py:


=====================
Simple volume slicing
=====================

Here we present an example for visualizing slices from 3D images.


.. code-block:: default


    import os
    import nibabel as nib
    from dipy.data import fetch_bundles_2_subjects
    from fury import window, actor, ui







Let's download and load a T1.


.. code-block:: default


    fetch_bundles_2_subjects()

    fname_t1 = os.path.join(os.path.expanduser('~'), '.dipy',
                            'exp_bundles_and_maps', 'bundles_2_subjects',
                            'subj_1', 't1_warped.nii.gz')


    img = nib.load(fname_t1)
    data = img.get_data()
    affine = img.affine





.. rst-class:: sphx-glr-script-out

 Out:

 .. code-block:: none

    Data size is approximately 234MB
    Dataset is already in place. If you want to fetch it again please first remove the folder /Users/koudoro/.dipy/exp_bundles_and_maps 



Create a Scene object which holds all the actors which we want to visualize.


.. code-block:: default


    scene = window.Scene()
    scene.background((0.5, 0.5, 0.5))







Render slices from T1 with a specific value range
=================================================

The T1 has usually a higher range of values than what can be visualized in an
image. We can set the range that we would like to see.


.. code-block:: default


    mean, std = data[data > 0].mean(), data[data > 0].std()
    value_range = (mean - 0.5 * std, mean + 1.5 * std)







The ``slice`` function will read data and resample the data using an affine
transformation matrix. The default behavior of this function is to show the
middle slice of the last dimension of the resampled data.


.. code-block:: default


    slice_actor = actor.slicer(data, affine, value_range)







The ``slice_actor`` contains an axial slice.


.. code-block:: default


    scene.add(slice_actor)







The same actor can show any different slice from the given data using its
``display`` function. However, if we want to show multiple slices we need to
copy the actor first.


.. code-block:: default


    slice_actor2 = slice_actor.copy()







Now we have a new ``slice_actor`` which displays the middle slice of sagittal
plane.


.. code-block:: default


    slice_actor2.display(slice_actor2.shape[0]//2, None, None)

    scene.add(slice_actor2)

    scene.reset_camera()
    scene.zoom(1.4)







In order to interact with the data you will need to uncomment the line below.


.. code-block:: default


    # window.show(scene, size=(600, 600), reset_camera=False)







Otherwise, you can save a screenshot using the following command.


.. code-block:: default


    window.record(scene, out_path='slices.png', size=(600, 600),
                  reset_camera=False)




.. image:: /auto_tutorials/01_introductory/images/sphx_glr_viz_slice_001.png
    :class: sphx-glr-single-img




Render slices from FA with your colormap
========================================


.. code-block:: default


    # It is also possible to set the colormap of your preference. Here we are
    # loading an FA image and showing it in a non-standard way using an HSV
    # colormap.

    fname_fa = os.path.join(os.path.expanduser('~'), '.dipy',
                            'exp_bundles_and_maps', 'bundles_2_subjects',
                            'subj_1', 'fa_1x1x1.nii.gz')

    img = nib.load(fname_fa)
    fa = img.get_data()







Notice here how the scale range is. We use FA min and max values to set it up


.. code-block:: default


    lut = actor.colormap_lookup_table(scale_range=(fa.min(), fa.max()),
                                      hue_range=(0.4, 1.),
                                      saturation_range=(1, 1.),
                                      value_range=(0., 1.))







This is because the lookup table is applied in the slice after interpolating
to (0, 255).


.. code-block:: default


    fa_actor = actor.slicer(fa, affine, lookup_colormap=lut)

    scene.clear()
    scene.add(fa_actor)

    scene.reset_camera()
    scene.zoom(1.4)

    # window.show(scene, size=(600, 600), reset_camera=False)

    window.record(scene, out_path='slices_lut.png', size=(600, 600),
                  reset_camera=False)




.. image:: /auto_tutorials/01_introductory/images/sphx_glr_viz_slice_002.png
    :class: sphx-glr-single-img




Now we would like to add the ability to click on a voxel and show its value
on a panel in the window. The panel is a UI element which requires access to
different areas of the visualization pipeline and therefore we don't
recommend using it with ``window.show``. The more appropriate way is to use
the ``ShowManager`` object, which allows accessing the pipeline in different
areas.


.. code-block:: default


    show_m = window.ShowManager(scene, size=(1200, 900))
    show_m.initialize()







We'll start by creating the panel and adding it to the ``ShowManager``


.. code-block:: default


    label_position = ui.TextBlock2D(text='Position:')
    label_value = ui.TextBlock2D(text='Value:')

    result_position = ui.TextBlock2D(text='')
    result_value = ui.TextBlock2D(text='')

    panel_picking = ui.Panel2D(size=(250, 125),
                               position=(20, 20),
                               color=(0, 0, 0),
                               opacity=0.75,
                               align="left")

    panel_picking.add_element(label_position, (0.1, 0.55))
    panel_picking.add_element(label_value, (0.1, 0.25))

    panel_picking.add_element(result_position, (0.45, 0.55))
    panel_picking.add_element(result_value, (0.45, 0.25))

    show_m.scene.add(panel_picking)







Add a left-click callback to the slicer. Also disable interpolation so you
can see what you are picking.


.. code-block:: default



    def left_click_callback(obj, _ev):
        """Get the value of the clicked voxel and show it in the panel."""
        event_pos = show_m.iren.GetEventPosition()

        obj.picker.Pick(event_pos[0],
                        event_pos[1],
                        0,
                        show_m.scene)

        i, j, k = obj.picker.GetPointIJK()
        result_position.message = '({}, {}, {})'.format(str(i), str(j), str(k))
        result_value.message = '%.8f' % data[i, j, k]


    fa_actor.SetInterpolate(False)
    fa_actor.AddObserver('LeftButtonPressEvent', left_click_callback, 1.0)

    # show_m.start()







Create a mosaic
================

By using the ``copy`` and ``display`` method of the ``slice_actor`` becomes
easy and efficient to create a mosaic of all the slices.

So, let's clear the scene and change the projection from perspective to
parallel. We'll also need a new show manager and an associated callback.


.. code-block:: default


    scene.clear()
    scene.projection('parallel')

    result_position.message = ''
    result_value.message = ''

    show_m_mosaic = window.ShowManager(scene, size=(1200, 900))
    show_m_mosaic.initialize()


    def left_click_callback_mosaic(obj, _ev):
        """Get the value of the clicked voxel and show it in the panel."""
        event_pos = show_m_mosaic.iren.GetEventPosition()

        obj.picker.Pick(event_pos[0],
                        event_pos[1],
                        0,
                        show_m_mosaic.scene)

        i, j, k = obj.picker.GetPointIJK()
        result_position.message = '({}, {}, {})'.format(str(i), str(j), str(k))
        result_value.message = '%.8f' % data[i, j, k]








Now we need to create two nested for loops which will set the positions of
the grid of the mosaic and add the new actors to the scene. We are going
to use 15 columns and 10 rows but you can adjust those with your datasets.


.. code-block:: default


    cnt = 0

    X, Y, Z = slice_actor.shape[:3]

    rows = 10
    cols = 15
    border = 10

    for j in range(rows):
        for i in range(cols):
            slice_mosaic = slice_actor.copy()
            slice_mosaic.display(None, None, cnt)
            slice_mosaic.SetPosition((X + border) * i,
                                     0.5 * cols * (Y + border) - (Y + border) * j,
                                     0)
            slice_mosaic.SetInterpolate(False)
            slice_mosaic.AddObserver('LeftButtonPressEvent',
                                     left_click_callback_mosaic,
                                     1.0)
            scene.add(slice_mosaic)
            cnt += 1
            if cnt > Z:
                break
        if cnt > Z:
            break

    scene.reset_camera()
    scene.zoom(1.0)

    # show_m_mosaic.scene.add(panel_picking)
    # show_m_mosaic.start()







If you uncomment the two lines above, you will be able to move
the mosaic up/down and left/right using the middle mouse button drag,
zoom in/out using the scroll wheel, and pick voxels with left click.


.. code-block:: default



    window.record(scene, out_path='mosaic.png', size=(900, 600),
                  reset_camera=False)



.. image:: /auto_tutorials/01_introductory/images/sphx_glr_viz_slice_003.png
    :class: sphx-glr-single-img





.. rst-class:: sphx-glr-timing

   **Total running time of the script:** ( 0 minutes  3.930 seconds)


.. _sphx_glr_download_auto_tutorials_01_introductory_viz_slice.py:


.. only :: html

 .. container:: sphx-glr-footer
    :class: sphx-glr-footer-example



  .. container:: sphx-glr-download

     :download:`Download Python source code: viz_slice.py <viz_slice.py>`



  .. container:: sphx-glr-download

     :download:`Download Jupyter notebook: viz_slice.ipynb <viz_slice.ipynb>`


.. only:: html

 .. rst-class:: sphx-glr-signature

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