Objects fusion enables to create a new object from 2 or more other objects. Indeed, if you only put two volumes in the same window, you will see only one. To see the two volumes, you need to mix voxels from the two volumes in order to obtain a new volume. Note that fusionning more than 2 objects is only possible since 1.30 version. Besides, several new features have been added for fusion management. Several fusion combinations between objects are available,but for the moment, let's see a fusion between two 3D volumes for example :
STEP 1 : Load the images to merge. Here, we will fusion an anatomy and the brain mask obtained from BrainVISA anatomical pipeline.
STEP 2 : Select the two volumes in objects list with Ctrl + bouton gauche.
STEP 3 : Then click on fusion button .
STEP 4 : A new window pop up to select objects order and fusion type (fusion types offered differs according to selected objects, this will be detailled later, in advanced part of the manual).
STEP 5 : Click on Ok to create the new Fusion2D object.
STEP 6 : Put the Fusion2D object in a window.
STEP 7 : If the Fusion2D object is all in black, you must change fusion mode. So right click on Fusion2D object to get its menu. Choose Fusion => Control 2D fusion. This window opens :
STEP 8 : You can change the mapping mode. The default is Linear : it does a linear combination of the two volumes. The Geometric mode does RGB channels multiplication. For linear fusions, you can set objects transparency with the cursor Mixing rate.
STEP 9 : By default, the 2 volumes will have the same palette. To change at least one, do Right clik menu on a volume => Color => Palette.
The following table show which type of fusion is available according to the type of objects :
Table 7.1. Fusion descriptions
Objects | Fusion name | Description |
---|---|---|
Only one volume or 2D fusion ![]() | FusionSliceMethod | Fusion allowing to cut a volume across itself: to view/intersect 2 different slices of the same volume in the same window. |
2 or more volumes ![]() | Fusion2DMethod | The volumes are merged in one volume. A voxel of the resulting volume is a combination of the same voxel in each original volume. |
Volume + Mesh ![]() | Fusion3DMethod | Maps on the mesh a texture corrsponding to the volume values. |
Mesh + (Volume or 2D fusion) | FusionCutMeshMethod | Mesh cut by a plane: the cutting plane will have the texture of the volume slice. When you put this object in a 3D window, the "cut mesh" control is available. It enables to control the orientation of the slice (shift) and its position (ctrl) against the mesh. |
2 textures | FusionTextureMethod | Creates a 2D texture from two 1D textures. |
Several textures | FusionMulitTextureMethod | Multi-texture: allows to map several textures on a mesh. |
Mesh + Mesh | SurfaceMatcher | Matching surfaces. This object gives access to a surface deformation algorithm. It tries to transform one surface into the other. |
Mesh + Texture | FusionTexSurfMethod | Textured surface. |
Any object(s) | FusionClipMethod | Clipping: clips objects with a clipping plane. One side of the plane is cut and not displayed. |
Volume or 2D fusion | FusionRGBAVolumeMethod | Converts an intensity-based volume (normally using a colormap) into a RGBA volume representation. |
Volume or 2D fusion | VolumeRenderingFusionMethod | Displays a volumic object in 3D using intensities transparency on the whole volume. |
Textured mesh + another mesh | Interpoler | Allows to map and interpolate textures from a mesh to another mesh with a different geometry. To obtain reasonable results, it is recommended to use a "SurfaceMatcher" first, it will warp a surface towards the other one |
Table 7.2. Interpolation methods
Section | Description |
---|---|
Point to point | the simplest: only the information coming from the voxel directly under the mesh vertex is used, directly. Do not use the depth and the step prameters. |
Point to point with depth offset (inside/outside) | Only one voxel is taken into account, but its position is shifted along the normal to the mesh (either inside the mesh or outside), for each mesh vertex (Do not use <Step>). |
Line to point | Information is taken along the normal line, both inside and outside, with a sampling (depth and step) specified by appropriate parameters. |
Inside line to point | The value corresponds to <the_choosen_submethod> value for the interpolation for a inside line localized at <Depth> and for a sampling <Step> |
Outside line to point | The value corresponds to <the_choosen_submethod> value for the interpolation for a ouside line localized at <Depth> and for a sampling <Step> |
Sphere to point | A sampling into a sphere (depth and step parameters apply) is used to get locations in the 3D volume |
Table 7.3. Interpolation sub-methods
Section | Description |
---|---|
Max | The maximum value of all voxels of the volume at the sampled locations is mapped on the mesh |
Min | The minimun value of all voxels of the volume at the sampled locations is mapped on the mesh |
Mean | Standard mean (sum of values divided by the number of locations) |
Corrected mean | Only non-nul values are taken into account in the mean computation: this is more suitable for thresholded activation maps for instance to avoid blurring the mapped values. |
Enhanced mean | In the enhanced mean variant, a weighting of the final value is applied depending on the proportion of null values in the set of mixed values. |