Unfortunately, it's necessary to then edit slices individually, move seeds etc. 
So the point set and point set interactor are all useful.
I might have a "play" next week.

M



On 18 May 2012, at 10:02, Kilgus, Thomas wrote:

Hi Matt,

I think I got your point there. But if you want to render so many points per 
slice, wouldn’t it be better to render something like a “seed image” (e.g. a 
binary mask image)? It’s the same with segmentations. You could mark every 
pixel with a point, but for simplicity you would use a binary image. Or is it 
necessary to interact with each seed point?

Regards
Thomas

From: Clarkson, Matt [mailto:[email protected]]
Sent: Freitag, 18. Mai 2012 09:57
To: Kilgus, Thomas
Cc: mitk-users
Subject: Re: Point Set Rendering in 2D

Hi there,

I understand your point about better usability, and the fact that it does help 
you find points quicker in 2D. But when there are lots of points, it looks very 
confusing.

My use case is that we have an algorithm that goes roughly as follows:

1. User places seeds on a slice, and does a 2D region growing for that slice.
2. User hits a button "Propagate Up"
3. Project the current set of seeds on the current slice to the Next slice
       Perform 3D region growing for the region Forward of the current slice 
with that set of seeds, and the current thresholds.
4. For each slice Forward of the current slice, extract the 2D slice
5. Perform connected component analysis to extract each individual component.
6. Place a seed at the centre of mass of each connected component.

Thus, depending on thresholds you may end up with MANY points per slice.

I am happy to make any immediate changes, to provide the desired behaviour, as 
I need it.  I wanted to know how MITK people would prefer it to be done.
At the moment I cannot offer to refactor it to VTK.

Thanks

Matt



On 18 May 2012, at 08:41, Kilgus, Thomas wrote:


Hi Matt,

I believe that this is meant for better usability. The crosses are rendered 
smaller, to illustrate that a point is coming on a slice near to the current 
one. Thus, the points are easier to locate and there should not be much 
confusion about them, since they look different compared to “real” points.

Can you explain your use case? When is it mandatory for you to render the 
points only and their exact location and no helper objects around to locate 
them?

We have a plan to re-write this mapper and port all GL code to VTK. I guess 
this would change the look a little and could even result in your desired 
behavior. But I think we would like to keep this effect for usability purposes 
and, in addition, we currently have no resources for this project.

Regards
Thomas

From: Clarkson, Matt 
[mailto:[email protected]]<mailto:[mailto:[email protected]]>
Sent: Donnerstag, 17. Mai 2012 18:35
To: mitk-users
Subject: [mitk-users] Point Set Rendering in 2D

Hi there,

when points are rendered as crosses in 2D, they are also shown on previous and 
next slices, but a bit smaller.
I believe that in mitkPointSetGLMapper2D.cpp this is caused by:

      Vector3D diff=p-projected_p;
      ScalarType scalardiff = diff.GetSquaredNorm();

and

        if((m_ShowPoints) && (scalardiff<4.0))
        {


I would like to have crosses only visible on the slice to which they correspond.
How would people suggest modifying this?  An extra property to control whether 
we draw them on prior/next slices?  Or something else?

Thanks

Matt



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