Exemplo n.º 1
0
def plot_proj_shell(ms,
                    use_sym=True,
                    use_sphere=True,
                    same_color=False,
                    rad=0.025,
                    opacity=1.0,
                    ofile=None,
                    ores=(300, 300)):
    """
    Plot each shell

    Parameters
    ----------
    ms: list of numpy.ndarray
        bvecs for each bvalue
    use_sym: boolean
        Plot symmetrical vectors
    use_sphere: boolean
        rendering of the sphere
    same_color: boolean
        use same color for all shell
    rad: float
        radius of each point
    opacity: float
        opacity for the shells
    ofile: str
        output filename
    ores: tuple
        resolution of the output png

    Return
    ------
    """
    global vtkcolors
    if len(ms) > 10:
        vtkcolors = fury.colormap.distinguishable_colormap(nb_colors=len(ms))

    scene = window.Scene()
    scene.SetBackground(1, 1, 1)
    if use_sphere:
        sphere = get_sphere('symmetric724')
        shape = (1, 1, 1, sphere.vertices.shape[0])
        fid, fname = mkstemp(suffix='_odf_slicer.mmap')
        odfs = np.memmap(fname, dtype=np.float64, mode='w+', shape=shape)
        odfs[:] = 1
        odfs[..., 0] = 1
        affine = np.eye(4)
        sphere_actor = actor.odf_slicer(odfs,
                                        affine,
                                        sphere=sphere,
                                        colormap='winter',
                                        scale=1.0,
                                        opacity=opacity)

        scene.add(sphere_actor)

    for i, shell in enumerate(ms):
        if same_color:
            i = 0
        pts_actor = actor.point(shell, vtkcolors[i], point_radius=rad)
        scene.add(pts_actor)
        if use_sym:
            pts_actor = actor.point(-shell, vtkcolors[i], point_radius=rad)
            scene.add(pts_actor)
    window.show(scene)
    if ofile:
        window.snapshot(scene, fname=ofile + '.png', size=ores)
Exemplo n.º 2
0
def test_odf_slicer(interactive=False):

    sphere = get_sphere('symmetric362')

    shape = (11, 11, 11, sphere.vertices.shape[0])

    fid, fname = mkstemp(suffix='_odf_slicer.mmap')
    print(fid)
    print(fname)

    odfs = np.memmap(fname, dtype=np.float64, mode='w+', shape=shape)

    odfs[:] = 1

    affine = np.eye(4)
    scene = window.Scene()

    mask = np.ones(odfs.shape[:3])
    mask[:4, :4, :4] = 0

    odfs[..., 0] = 1

    odf_actor = actor.odf_slicer(odfs,
                                 affine,
                                 mask=mask,
                                 sphere=sphere,
                                 scale=.25,
                                 colormap='blues')
    fa = 0. * np.zeros(odfs.shape[:3])
    fa[:, 0, :] = 1.
    fa[:, -1, :] = 1.
    fa[0, :, :] = 1.
    fa[-1, :, :] = 1.
    fa[5, 5, 5] = 1

    k = 5
    I, J, _ = odfs.shape[:3]

    fa_actor = actor.slicer(fa, affine)
    fa_actor.display_extent(0, I, 0, J, k, k)
    scene.add(odf_actor)
    scene.reset_camera()
    scene.reset_clipping_range()

    odf_actor.display_extent(0, I, 0, J, k, k)
    odf_actor.GetProperty().SetOpacity(1.0)
    if interactive:
        window.show(scene, reset_camera=False)

    arr = window.snapshot(scene)
    report = window.analyze_snapshot(arr, find_objects=True)
    npt.assert_equal(report.objects, 11 * 11)

    scene.clear()
    scene.add(fa_actor)
    scene.reset_camera()
    scene.reset_clipping_range()
    if interactive:
        window.show(scene)

    mask[:] = 0
    mask[5, 5, 5] = 1
    fa[5, 5, 5] = 0
    fa_actor = actor.slicer(fa, None)
    fa_actor.display(None, None, 5)
    odf_actor = actor.odf_slicer(odfs,
                                 None,
                                 mask=mask,
                                 sphere=sphere,
                                 scale=.25,
                                 colormap='blues',
                                 norm=False,
                                 global_cm=True)
    scene.clear()
    scene.add(fa_actor)
    scene.add(odf_actor)
    scene.reset_camera()
    scene.reset_clipping_range()
    if interactive:
        window.show(scene)

    scene.clear()
    scene.add(odf_actor)
    scene.add(fa_actor)
    odfs[:, :, :] = 1
    mask = np.ones(odfs.shape[:3])
    odf_actor = actor.odf_slicer(odfs,
                                 None,
                                 mask=mask,
                                 sphere=sphere,
                                 scale=.25,
                                 colormap='blues',
                                 norm=False,
                                 global_cm=True)

    scene.clear()
    scene.add(odf_actor)
    scene.add(fa_actor)
    scene.add(actor.axes((11, 11, 11)))
    for i in range(11):
        odf_actor.display(i, None, None)
        fa_actor.display(i, None, None)
        if interactive:
            window.show(scene)
    for j in range(11):
        odf_actor.display(None, j, None)
        fa_actor.display(None, j, None)
        if interactive:
            window.show(scene)
    # with mask equal to zero everything should be black
    mask = np.zeros(odfs.shape[:3])
    odf_actor = actor.odf_slicer(odfs,
                                 None,
                                 mask=mask,
                                 sphere=sphere,
                                 scale=.25,
                                 colormap='blues',
                                 norm=False,
                                 global_cm=True)
    scene.clear()
    scene.add(odf_actor)
    scene.reset_camera()
    scene.reset_clipping_range()
    if interactive:
        window.show(scene)

    npt.assert_raises(IOError,
                      actor.odf_slicer,
                      odfs,
                      None,
                      mask=None,
                      sphere=sphere,
                      scale=.25,
                      colormap=None,
                      norm=False,
                      global_cm=True)

    # colormap=None and global_cm=False results in directionally encoded colors
    scene.clear()
    scene.add(odf_actor)
    scene.add(fa_actor)
    odfs[:, :, :] = 1
    odf_actor = actor.odf_slicer(odfs,
                                 None,
                                 mask=None,
                                 sphere=sphere,
                                 scale=.25,
                                 colormap=None,
                                 norm=False,
                                 global_cm=False)

    report = window.analyze_scene(scene)
    npt.assert_equal(report.actors, 1)
    npt.assert_equal(report.actors_classnames[0], 'vtkLODActor')

    del odf_actor
    odfs._mmap.close()
    del odfs
    os.close(fid)

    os.remove(fname)
Exemplo n.º 3
0
def test_sh():
    from dipy.sims.voxel import multi_tensor, multi_tensor_odf, sticks_and_ball
    from dipy.data import get_sphere, get_fnames
    from dipy.core.gradients import gradient_table
    from dipy.io.gradients import read_bvals_bvecs

    _, fbvals, fbvecs = get_fnames('small_64D')
    bvals, bvecs = read_bvals_bvecs(fbvals, fbvecs)
    gtab = gradient_table(bvals, bvecs)

    d = 0.0015
    S, sticks = sticks_and_ball(gtab,
                                d=d,
                                S0=1,
                                angles=[(0, 0), (30, 30)],
                                fractions=[60, 40],
                                snr=None)

    print(S)
    print(sticks)
    mevals = np.array([[0.0015, 0.0003, 0.0003], [0.0015, 0.0003, 0.0003]])
    angles = [(0, 0), (60, 0)]
    fractions = [50, 50]
    sphere = get_sphere('repulsion724')
    sphere = sphere.subdivide(2)
    odf = multi_tensor_odf(sphere.vertices, mevals, angles, fractions)

    print(odf)
    ren = window.Scene()

    odf_actor = actor.odf_slicer(odf[None, None, None, :],
                                 sphere=sphere,
                                 colormap='plasma')
    # odf_actor.RotateX(90)

    ren.add(odf_actor)
    # window.show(ren)

    odf_test_dec= \
    """
    // Constants, see here: http://en.wikipedia.org/wiki/Table_of_spherical_harmonics
#define k01 0.2820947918 // sqrt(  1/PI)/2
#define k02 0.4886025119 // sqrt(  3/PI)/2
#define k03 1.0925484306 // sqrt( 15/PI)/2
#define k04 0.3153915652 // sqrt(  5/PI)/4
#define k05 0.5462742153 // sqrt( 15/PI)/4
#define k06 0.5900435860 // sqrt( 70/PI)/8
#define k07 2.8906114210 // sqrt(105/PI)/2
#define k08 0.4570214810 // sqrt( 42/PI)/8
#define k09 0.3731763300 // sqrt(  7/PI)/4
#define k10 1.4453057110 // sqrt(105/PI)/4

// unrolled version of the above
float SH_0_0( in vec3 s ) { vec3 n = s.zxy; return  k01; }
float SH_1_0( in vec3 s ) { vec3 n = s.zxy; return -k02*n.y; }
float SH_1_1( in vec3 s ) { vec3 n = s.zxy; return  k02*n.z; }
float SH_1_2( in vec3 s ) { vec3 n = s.zxy; return -k02*n.x; }
float SH_2_0( in vec3 s ) { vec3 n = s.zxy; return  k03*n.x*n.y; }
float SH_2_1( in vec3 s ) { vec3 n = s.zxy; return -k03*n.y*n.z; }
float SH_2_2( in vec3 s ) { vec3 n = s.zxy; return  k04*(3.0*n.z*n.z-1.0); }
float SH_2_3( in vec3 s ) { vec3 n = s.zxy; return -k03*n.x*n.z; }
float SH_2_4( in vec3 s ) { vec3 n = s.zxy; return  k05*(n.x*n.x-n.y*n.y); }
float SH_3_0( in vec3 s ) { vec3 n = s.zxy; return -k06*n.y*(3.0*n.x*n.x-n.y*n.y); }
float SH_3_1( in vec3 s ) { vec3 n = s.zxy; return  k07*n.z*n.y*n.x; }
float SH_3_2( in vec3 s ) { vec3 n = s.zxy; return -k08*n.y*(5.0*n.z*n.z-1.0); }
float SH_3_3( in vec3 s ) { vec3 n = s.zxy; return  k09*n.z*(5.0*n.z*n.z-3.0); }
float SH_3_4( in vec3 s ) { vec3 n = s.zxy; return -k08*n.x*(5.0*n.z*n.z-1.0); }
float SH_3_5( in vec3 s ) { vec3 n = s.zxy; return  k10*n.z*(n.x*n.x-n.y*n.y); }
float SH_3_6( in vec3 s ) { vec3 n = s.zxy; return -k06*n.x*(n.x*n.x-3.0*n.y*n.y); }

vec3 map( in vec3 p )
{
    vec3 p00 = p - vec3( 0.00, 2.5,0.0);
	vec3 p01 = p - vec3(-1.25, 1.0,0.0);
	vec3 p02 = p - vec3( 0.00, 1.0,0.0);
	vec3 p03 = p - vec3( 1.25, 1.0,0.0);
	vec3 p04 = p - vec3(-2.50,-0.5,0.0);
	vec3 p05 = p - vec3(-1.25,-0.5,0.0);
	vec3 p06 = p - vec3( 0.00,-0.5,0.0);
	vec3 p07 = p - vec3( 1.25,-0.5,0.0);
	vec3 p08 = p - vec3( 2.50,-0.5,0.0);
	vec3 p09 = p - vec3(-3.75,-2.0,0.0);
	vec3 p10 = p - vec3(-2.50,-2.0,0.0);
	vec3 p11 = p - vec3(-1.25,-2.0,0.0);
	vec3 p12 = p - vec3( 0.00,-2.0,0.0);
	vec3 p13 = p - vec3( 1.25,-2.0,0.0);
	vec3 p14 = p - vec3( 2.50,-2.0,0.0);
	vec3 p15 = p - vec3( 3.75,-2.0,0.0);

	float r, d; vec3 n, s, res;

    #ifdef SHOW_SPHERES
	#define SHAPE (vec3(d-0.35, -1.0+2.0*clamp(0.5 + 16.0*r,0.0,1.0),d))
	#else
	#define SHAPE (vec3(d-abs(r), sign(r),d))
	#endif
	d=length(p00); n=p00/d; r = SH_0_0( n ); s = SHAPE; res = s;
	d=length(p01); n=p01/d; r = SH_1_0( n ); s = SHAPE; if( s.x<res.x ) res=s;
	d=length(p02); n=p02/d; r = SH_1_1( n ); s = SHAPE; if( s.x<res.x ) res=s;
	d=length(p03); n=p03/d; r = SH_1_2( n ); s = SHAPE; if( s.x<res.x ) res=s;
	d=length(p04); n=p04/d; r = SH_2_0( n ); s = SHAPE; if( s.x<res.x ) res=s;
	d=length(p05); n=p05/d; r = SH_2_1( n ); s = SHAPE; if( s.x<res.x ) res=s;
	d=length(p06); n=p06/d; r = SH_2_2( n ); s = SHAPE; if( s.x<res.x ) res=s;
	d=length(p07); n=p07/d; r = SH_2_3( n ); s = SHAPE; if( s.x<res.x ) res=s;
	d=length(p08); n=p08/d; r = SH_2_4( n ); s = SHAPE; if( s.x<res.x ) res=s;
	d=length(p09); n=p09/d; r = SH_3_0( n ); s = SHAPE; if( s.x<res.x ) res=s;
	d=length(p10); n=p10/d; r = SH_3_1( n ); s = SHAPE; if( s.x<res.x ) res=s;
	d=length(p11); n=p11/d; r = SH_3_2( n ); s = SHAPE; if( s.x<res.x ) res=s;
	d=length(p12); n=p12/d; r = SH_3_3( n ); s = SHAPE; if( s.x<res.x ) res=s;
	d=length(p13); n=p13/d; r = SH_3_4( n ); s = SHAPE; if( s.x<res.x ) res=s;
	d=length(p14); n=p14/d; r = SH_3_5( n ); s = SHAPE; if( s.x<res.x ) res=s;
	d=length(p15); n=p15/d; r = SH_3_6( n ); s = SHAPE; if( s.x<res.x ) res=s;

	return vec3( res.x, 0.5+0.5*res.y, res.z );
}

vec3 intersect( in vec3 ro, in vec3 rd )
{
	vec3 res = vec3(1e10,-1.0, 1.0);

	float maxd = 10.0;
    float h = 1.0;
    float t = 0.0;
    vec2  m = vec2(-1.0);
    for( int i=0; i<200; i++ )
    {
        if( h<0.001||t>maxd ) break;
	    vec3 res = map( ro+rd*t );
        h = res.x;
		m = res.yz;
        t += h*0.3;
    }
	if( t<maxd && t<res.x ) res=vec3(t,m);


	return res;
}

vec3 calcNormal( in vec3 pos )
{
    vec3 eps = vec3(0.001,0.0,0.0);

	return normalize( vec3(
           map(pos+eps.xyy).x - map(pos-eps.xyy).x,
           map(pos+eps.yxy).x - map(pos-eps.yxy).x,
           map(pos+eps.yyx).x - map(pos-eps.yyx).x ) );
}

    """



    odf_test_impl = \
    """

        // camera matrix
        vec3 ww = vec3(0.0,0.0,0.0); //MCDCMatrix (2);
        vec3 uu = vec3(0.0,0.0,0.0); //MCDCMatrix (0);
        vec3 vv = vec3(0.0,0.0,0.0); //MCDCMatrix (1);
        vec3 tot = vec3(0.0);
        vec2 p = (-vec2(0.5, 0.5) + (2.0*point,0)) / 0.5;
        vec3 ro = vec3(0.0,0.0,0.0);

        // create view ray
        vec3 rd = normalize( p.x*uu + p.y*vv + 2.0*ww );

        // background
        vec3 col = vec3(0.3) * clamp(1.0-length(point)*0.5,0.0,1.0);

        // raymarch
        vec3 tmat = intersect(ro,rd);
        if( tmat.y>-0.5 )
        {
            // geometry
            vec3 pos = ro + tmat.x*rd;
            vec3 nor = calcNormal(pos);
            vec3 ref = reflect( rd, nor );

            // material
            vec3 mate = 0.5*mix( vec3(1.0,0.6,0.15), vec3(0.2,0.4,0.5), tmat.y );

            float occ = clamp( 2.0*tmat.z, 0.0, 1.0 );
            float sss = pow( clamp( 1.0 + dot(nor,rd), 0.0, 1.0 ), 1.0 );

            // lights
            vec3 lin  = 2.5*occ*vec3(1.0,1.00,1.00)*(0.6+0.4*nor.y);
                 lin += 1.0*sss*vec3(1.0,0.95,0.70)*occ;

            // surface-light interacion
            col = mate.xyz * lin;
        }

        // gamma
        col = pow( clamp(col,0.0,1.0), vec3(0.4545) );
        tot += col;
    fragOutput0 = vec4( tot, 1.0 );
    """

    scene = window.Scene()
    scene.background((0.8, 0.8, 0.8))
    centers = np.array([[2, 0, 0], [0, 0, 0], [-2, 0, 0]])
    # np.random.rand(3, 3) * 3
    # colors = np.array([[255, 0, 0], [0, 255, 0], [0, 0, 255]])
    colors = np.random.rand(3, 3) * 255
    scale = 1  # np.random.rand(3) * 5

    # https://www.shadertoy.com/view/MstXWS
    # https://www.shadertoy.com/view/XsX3R4

    fs_dec = \
        """
        uniform mat4 MCDCMatrix;
        uniform mat4 MCVCMatrix;


        float sdRoundBox( vec3 p, vec3 b, float r )
        {
            vec3 q = abs(p) - b;
            return length(max(q,0.0)) + min(max(q.x,max(q.y,q.z)),0.0) - r;
        }

        float sdEllipsoid( vec3 p, vec3 r )
        {
        float k0 = length(p/r);
        float k1 = length(p/(r*r));
        return k0*(k0-1.0)/k1;
        }
        float sdCylinder(vec3 p, float h, float r)
        {
            vec2 d = abs(vec2(length(p.xz),p.y)) - vec2(h,r);
            return min(max(d.x,d.y),0.0) + length(max(d,0.0));
        }
        float sdSphere(vec3 pos, float r)
        {
            float d = length(pos) - r;

            return d;
        }
        float map( in vec3 pos)
        {
            float d = sdSphere(pos-0.5, .2);
            float d1 = sdCylinder(pos+0.5, 0.05, .5);
            float d2 = sdEllipsoid(pos + vec3(-0.5,0.5,0), vec3(0.2,0.3,0.5));
            float d3 = sdRoundBox(pos + vec3(0.5,-0.5,0), vec3(0.2,0.1,0.3), .05);


            //.xy

            return min(min(min(d, d1), d2), d3);
        }

        vec3 calcNormal( in vec3 pos )
        {
            vec2 e = vec2(0.0001,0.0);
            return normalize( vec3(map(pos + e.xyy) - map(pos - e.xyy ),
                                   map(pos + e.yxy) - map(pos - e.yxy),
                                   map(pos + e.yyx) - map(pos - e.yyx)
                                   )
                            );
        }

        float castRay(in vec3 ro, vec3 rd)
        {
            float t = 0.0;
            for(int i=0; i < 100; i++)
            {
                vec3 pos = ro + t * rd;
                vec3 nor = calcNormal(pos);

                float h = map(pos);
                if (h < 0.001) break;

                t += h;
                if (t > 20.0) break;
            }
            return t;
        }
        """

    fake_sphere = \
    """

    vec3 uu = vec3(MCVCMatrix[0][0], MCVCMatrix[1][0], MCVCMatrix[2][0]); // camera right
    vec3 vv = vec3(MCVCMatrix[0][1], MCVCMatrix[1][1], MCVCMatrix[2][1]); //  camera up
    vec3 ww = vec3(MCVCMatrix[0][2], MCVCMatrix[1][2], MCVCMatrix[2][2]); // camera direction
    vec3 ro = MCVCMatrix[3].xyz * mat3(MCVCMatrix);  // camera position

    // create view ray
    vec3 rd = normalize( point.x*-uu + point.y*-vv + 7*ww);
    vec3 col = vec3(0.0);

    float t = castRay(ro, rd);
    if (t < 20.0)
    {
        vec3 pos = ro + t * rd;
        vec3 nor = calcNormal(pos);
        vec3 sun_dir = vec3(MCVCMatrix[0][2], MCVCMatrix[1][2], MCVCMatrix[2][2]); //normalize()
        float dif = clamp( dot(nor, sun_dir), 0.0, 1.0);
        //vec3 sun_dif = normalize()
        col = color * dot(color,nor); // (color + diffuseColor + ambientColor + specularColor)*nor.zzz;//vec3(1.0);
        fragOutput0 = vec4(col, 1.0);
    }
    else{
        //fragOutput0 = vec4(0,1,0, 1.0);
        discard;
        }


    /*float radius = 1.;
    if(len > radius)
        {discard;}

    //err, lightColor0 vertexColorVSOutput normalVCVSOutput, ambientIntensity; diffuseIntensity;specularIntensity;specularColorUniform;
    float c = len;
    fragOutput0 =  vec4(c,c,c, 1);




    vec3 normalizedPoint = normalize(vec3(point.xy, sqrt(1. - len)));
    vec3 direction = normalize(vec3(1., 1., 1.));
    float df = max(0, dot(direction, normalizedPoint));
    float sf = pow(df, 24);
    fragOutput0 = vec4(max(df * color, sf * vec3(1)), 1);*/
    """

    billboard_actor = actor.billboard(centers,
                                      colors=colors.astype(np.uint8),
                                      scale=scale,
                                      fs_dec=fs_dec,
                                      fs_impl=fake_sphere)
    scene.add(billboard_actor)
    scene.add(actor.axes())
    scene.camera_info()
    matrix = scene.camera().GetViewTransformMatrix()
    mat = np.zeros((4, 4))
    for i in range(4):
        for j in range(4):
            mat[i, j] = matrix.GetElement(i, j)
    print(mat)
    print(np.dot(-mat[:3, 3], mat[:3, :3]))  # camera position
    window.show(scene)
Exemplo n.º 4
0
###############################################################################
# Now, we create a slicer for each orientation to display a slice in
# the middle of the volume and we add them to a `scene`.

# Change these values to test various parameters combinations.
scale = 0.5
norm = False
colormap = None
radial_scale = True
opacity = 1.0
global_cm = False

# ODF slicer for axial slice
odf_actor_z = actor.odf_slicer(sh, affine=affine, sphere=sphere_low,
                               scale=scale, norm=norm,
                               radial_scale=radial_scale, opacity=opacity,
                               colormap=colormap, global_cm=global_cm,
                               B_matrix=B_low)

# ODF slicer for coronal slice
odf_actor_y = actor.odf_slicer(sh, affine=affine, sphere=sphere_low,
                               scale=scale, norm=norm,
                               radial_scale=radial_scale, opacity=opacity,
                               colormap=colormap, global_cm=global_cm,
                               B_matrix=B_low)
odf_actor_y.display_extent(0, grid_shape[0] - 1, grid_shape[1]//2,
                           grid_shape[1]//2, 0, grid_shape[2] - 1)

# ODF slicer for sagittal slice
odf_actor_x = actor.odf_slicer(sh, affine=affine, sphere=sphere_low,
                               scale=scale, norm=norm,
Exemplo n.º 5
0
def test_odf_slicer(interactive=False):
    # Prepare our data
    sphere = get_sphere('repulsion100')
    shape = (11, 11, 11, sphere.vertices.shape[0])
    odfs = np.ones(shape)

    affine = np.array([[2.0, 0.0, 0.0, 3.0],
                       [0.0, 2.0, 0.0, 3.0],
                       [0.0, 0.0, 2.0, 1.0],
                       [0.0, 0.0, 0.0, 1.0]])
    mask = np.ones(odfs.shape[:3], bool)
    mask[:4, :4, :4] = False

    # Test that affine and mask work
    odf_actor = actor.odf_slicer(odfs, sphere=sphere, affine=affine, mask=mask,
                                 scale=.25, colormap='blues')

    k = 2
    I, J, _ = odfs.shape[:3]
    odf_actor.display_extent(0, I - 1, 0, J - 1, k, k)

    scene = window.Scene()
    scene.add(odf_actor)
    scene.reset_camera()
    scene.reset_clipping_range()

    if interactive:
        window.show(scene, reset_camera=False)

    arr = window.snapshot(scene)
    report = window.analyze_snapshot(arr, find_objects=True)
    npt.assert_equal(report.objects, 11 * 11 - 16)

    # Test that global colormap works
    odf_actor = actor.odf_slicer(odfs, sphere=sphere, mask=mask, scale=.25,
                                 colormap='blues', norm=False, global_cm=True)
    scene.clear()
    scene.add(odf_actor)
    scene.reset_camera()
    scene.reset_clipping_range()
    if interactive:
        window.show(scene)

    # Test that the most basic odf_slicer instanciation works
    odf_actor = actor.odf_slicer(odfs)
    scene.clear()
    scene.add(odf_actor)
    scene.reset_camera()
    scene.reset_clipping_range()
    if interactive:
        window.show(scene)

    # Test that odf_slicer.display works properly
    scene.clear()
    scene.add(odf_actor)
    scene.add(actor.axes((11, 11, 11)))
    for i in range(11):
        odf_actor.display(i, None, None)
        if interactive:
            window.show(scene)
    for j in range(11):
        odf_actor.display(None, j, None)
        if interactive:
            window.show(scene)

    # With mask equal to zero everything should be black
    mask = np.zeros(odfs.shape[:3])
    odf_actor = actor.odf_slicer(odfs, sphere=sphere, mask=mask,
                                 scale=.25, colormap='blues',
                                 norm=False, global_cm=True)
    scene.clear()
    scene.add(odf_actor)
    scene.reset_camera()
    scene.reset_clipping_range()
    if interactive:
        window.show(scene)

    # global_cm=True with colormap=None should raise an error
    npt.assert_raises(IOError, actor.odf_slicer, odfs, sphere=sphere,
                      mask=None, scale=.25, colormap=None, norm=False,
                      global_cm=True)

    # Dimension mismatch between sphere vertices and number
    # of SF coefficients will raise an error.
    npt.assert_raises(ValueError, actor.odf_slicer, odfs, mask=None,
                      sphere=get_sphere('repulsion200'), scale=.25)

    # colormap=None and global_cm=False results in directionally encoded colors
    odf_actor = actor.odf_slicer(odfs, sphere=sphere, mask=None,
                                 scale=.25, colormap=None,
                                 norm=False, global_cm=False)
    scene.clear()
    scene.add(odf_actor)
    scene.reset_camera()
    scene.reset_clipping_range()
    if interactive:
        window.show(scene)

    # Test that SH coefficients input works
    B = sh_to_sf_matrix(sphere, return_inv=False)
    odfs = np.zeros((11, 11, 11, B.shape[0]))
    odfs[..., 0] = 1.0
    odf_actor = actor.odf_slicer(odfs, sphere=sphere, B_matrix=B)

    scene.clear()
    scene.add(odf_actor)
    scene.reset_camera()
    scene.reset_clipping_range()
    if interactive:
        window.show(scene)

    # Dimension mismatch between sphere vertices and dimension of
    # B matrix will raise an error.
    npt.assert_raises(ValueError, actor.odf_slicer, odfs, mask=None,
                      sphere=get_sphere('repulsion200'))

    # Test that constant colormap color works. Also test that sphere
    # normals are oriented correctly. Will show purple spheres with
    # a white contour.
    odf_contour = actor.odf_slicer(odfs, sphere=sphere, B_matrix=B,
                                   colormap=(255, 255, 255))
    odf_contour.GetProperty().SetAmbient(1.0)
    odf_contour.GetProperty().SetFrontfaceCulling(True)

    odf_actor = actor.odf_slicer(odfs, sphere=sphere, B_matrix=B,
                                 colormap=(255, 0, 255), scale=0.4)
    scene.clear()
    scene.add(odf_contour)
    scene.add(odf_actor)
    scene.reset_camera()
    scene.reset_clipping_range()
    if interactive:
        window.show(scene)

    # Test that we can change the sphere on an active actor
    new_sphere = get_sphere('symmetric362')
    new_B = sh_to_sf_matrix(new_sphere, return_inv=False)
    odf_actor.update_sphere(new_sphere.vertices, new_sphere.faces, new_B)
    if interactive:
        window.show(scene)

    del odf_actor
    del odfs
Exemplo n.º 6
0
def test_manifest_standard(interactive=False):
    scene = window.Scene()  # Setup scene

    # Setup surface
    surface_actor = _generate_surface()
    material.manifest_standard(surface_actor, ambient_level=.3,
                               diffuse_level=.25)
    scene.add(surface_actor)
    arr = window.snapshot(scene)
    report = window.analyze_snapshot(arr)
    npt.assert_equal(report.objects, 1)

    scene.clear()  # Reset scene

    # Contour from roi setup
    data = np.zeros((50, 50, 50))
    data[20:30, 25, 25] = 1.
    data[25, 20:30, 25] = 1.
    affine = np.eye(4)
    surface = actor.contour_from_roi(data, affine, color=np.array([1, 0, 1]))
    material.manifest_standard(surface_actor, ambient_level=.3,
                               diffuse_level=.25)
    scene.add(surface)
    scene.reset_camera()
    scene.reset_clipping_range()
    arr = window.snapshot(scene)
    report = window.analyze_snapshot(arr)
    npt.assert_equal(report.objects, 1)

    scene.clear()  # Reset scene

    # Contour from label setup
    data = np.zeros((50, 50, 50))
    data[5:15, 1:10, 25] = 1.
    data[25:35, 1:10, 25] = 2.
    data[40:49, 1:10, 25] = 3.
    color = np.array([[255, 0, 0, 0.6],
                      [0, 255, 0, 0.5],
                      [0, 0, 255, 1.0]])
    surface = actor.contour_from_label(data, color=color)
    material.manifest_standard(surface_actor, ambient_level=.3,
                               diffuse_level=.25)
    scene.add(surface)
    scene.reset_camera()
    scene.reset_clipping_range()
    arr = window.snapshot(scene)
    report = window.analyze_snapshot(arr)
    npt.assert_equal(report.objects, 3)

    scene.clear()  # Reset scene

    # Streamtube setup
    data1 = np.array([[0, 0, 0], [1, 1, 1], [2, 2, 2.]])
    data2 = data1 + np.array([0.5, 0., 0.])
    data = [data1, data2]
    colors = np.array([[1, 0, 0], [0, 0, 1.]])
    tubes = actor.streamtube(data, colors, linewidth=.1)
    material.manifest_standard(surface_actor, ambient_level=.3,
                               diffuse_level=.25)
    scene.add(tubes)
    scene.reset_camera()
    scene.reset_clipping_range()
    arr = window.snapshot(scene)
    report = window.analyze_snapshot(arr)
    npt.assert_equal(report.objects, 2)

    scene.clear()  # Reset scene

    # ODF slicer setup
    if have_dipy:
        from dipy.data import get_sphere
        from tempfile import mkstemp
        sphere = get_sphere('symmetric362')
        shape = (11, 11, 11, sphere.vertices.shape[0])
        fid, fname = mkstemp(suffix='_odf_slicer.mmap')
        odfs = np.memmap(fname, dtype=np.float64, mode='w+', shape=shape)
        odfs[:] = 1
        affine = np.eye(4)
        mask = np.ones(odfs.shape[:3])
        mask[:4, :4, :4] = 0
        odfs[..., 0] = 1
        odf_actor = actor.odf_slicer(odfs, affine, mask=mask, sphere=sphere,
                                     scale=.25, colormap='blues')
        material.manifest_standard(surface_actor, ambient_level=.3,
                                   diffuse_level=.25)
        k = 5
        I, J, _ = odfs.shape[:3]
        odf_actor.display_extent(0, I, 0, J, k, k)
        odf_actor.GetProperty().SetOpacity(1.0)
        scene.add(odf_actor)
        scene.reset_camera()
        scene.reset_clipping_range()
        arr = window.snapshot(scene)
        report = window.analyze_snapshot(arr)
        npt.assert_equal(report.objects, 11 * 11)

    scene.clear()  # Reset scene

    # Tensor slicer setup
    if have_dipy:
        from dipy.data import get_sphere
        sphere = get_sphere('symmetric724')
        evals = np.array([1.4, .35, .35]) * 10 ** (-3)
        evecs = np.eye(3)
        mevals = np.zeros((3, 2, 4, 3))
        mevecs = np.zeros((3, 2, 4, 3, 3))
        mevals[..., :] = evals
        mevecs[..., :, :] = evecs
        affine = np.eye(4)
        scene = window.Scene()
        tensor_actor = actor.tensor_slicer(mevals, mevecs, affine=affine,
                                           sphere=sphere, scale=.3)
        material.manifest_standard(surface_actor, ambient_level=.3,
                                   diffuse_level=.25)
        _, J, K = mevals.shape[:3]
        tensor_actor.display_extent(0, 1, 0, J, 0, K)
        scene.add(tensor_actor)
        scene.reset_camera()
        scene.reset_clipping_range()
        arr = window.snapshot(scene)
        report = window.analyze_snapshot(arr)
        npt.assert_equal(report.objects, 4)

    scene.clear()  # Reset scene

    # Point setup
    points = np.array([[0, 0, 0], [0, 1, 0], [1, 0, 0]])
    colors = np.array([[1, 0, 0], [0, 1, 0], [0, 0, 1]])
    opacity = 0.5
    points_actor = actor.point(points, colors, opacity=opacity)
    material.manifest_standard(surface_actor, ambient_level=.3,
                               diffuse_level=.25)
    scene.add(points_actor)
    arr = window.snapshot(scene)
    report = window.analyze_snapshot(arr)
    npt.assert_equal(report.objects, 3)

    scene.clear()  # Reset scene

    # Sphere setup
    xyzr = np.array([[0, 0, 0, 10], [100, 0, 0, 25], [200, 0, 0, 50]])
    colors = np.array([[1, 0, 0, 0.3], [0, 1, 0, 0.4], [0, 0, 1., 0.99]])
    opacity = 0.5
    sphere_actor = actor.sphere(centers=xyzr[:, :3], colors=colors[:],
                                radii=xyzr[:, 3], opacity=opacity)
    material.manifest_standard(surface_actor, ambient_level=.3,
                               diffuse_level=.25)
    scene.add(sphere_actor)
    scene.reset_camera()
    scene.reset_clipping_range()
    arr = window.snapshot(scene)
    report = window.analyze_snapshot(arr)
    npt.assert_equal(report.objects, 3)

    scene.clear()  # Reset scene

    # Advanced geometry actors setup (Arrow, cone, cylinder)
    xyz = np.array([[0, 0, 0], [50, 0, 0], [100, 0, 0]])
    dirs = np.array([[0, 1, 0], [1, 0, 0], [0, 0.5, 0.5]])
    colors = np.array([[1, 0, 0, 0.3], [0, 1, 0, 0.4], [1, 1, 0, 1]])
    heights = np.array([5, 7, 10])
    actor_list = [[actor.cone, {'directions': dirs, 'resolution': 8}],
                  [actor.arrow, {'directions': dirs, 'resolution': 9}],
                  [actor.cylinder, {'directions': dirs}]]
    for act_func, extra_args in actor_list:
        aga_actor = act_func(centers=xyz, colors=colors[:], heights=heights,
                             **extra_args)
        material.manifest_standard(surface_actor, ambient_level=.3,
                                   diffuse_level=.25)
        scene.add(aga_actor)
        scene.reset_camera()
        scene.reset_clipping_range()
        arr = window.snapshot(scene)
        report = window.analyze_snapshot(arr)
        npt.assert_equal(report.objects, 3)
        scene.clear()

    # Basic geometry actors (Box, cube, frustum, octagonalprism, rectangle,
    # square)
    centers = np.array([[4, 0, 0], [0, 4, 0], [0, 0, 0]])
    colors = np.array([[1, 0, 0, 0.4], [0, 1, 0, 0.8], [0, 0, 1, 0.5]])
    directions = np.array([[1, 1, 0]])
    scale_list = [1, 2, (1, 1, 1), [3, 2, 1], np.array([1, 2, 3]),
                  np.array([[1, 2, 3], [1, 3, 2], [3, 1, 2]])]
    actor_list = [[actor.box, {}], [actor.cube, {}], [actor.frustum, {}],
                  [actor.octagonalprism, {}], [actor.rectangle, {}],
                  [actor.square, {}]]
    for act_func, extra_args in actor_list:
        for scale in scale_list:
            scene = window.Scene()
            bga_actor = act_func(centers=centers, directions=directions,
                                 colors=colors, scales=scale, **extra_args)
            material.manifest_standard(surface_actor, ambient_level=.3,
                                       diffuse_level=.25)
            scene.add(bga_actor)
            arr = window.snapshot(scene)
            report = window.analyze_snapshot(arr)
            msg = 'Failed with {}, scale={}'.format(act_func.__name__, scale)
            npt.assert_equal(report.objects, 3, err_msg=msg)
            scene.clear()

    # Cone setup using vertices
    centers = np.array([[0, 0, 0], [20, 0, 0], [40, 0, 0]])
    directions = np.array([[0, 1, 0], [1, 0, 0], [0, 0, 1]])
    colors = np.array([[1, 0, 0, 0.3], [0, 1, 0, 0.4], [0, 0, 1., 0.99]])
    vertices = np.array([[0.0, 0.0, 0.0], [0.0, 10.0, 0.0],
                         [10.0, 0.0, 0.0], [0.0, 0.0, 10.0]])
    faces = np.array([[0, 1, 3], [0, 1, 2]])
    cone_actor = actor.cone(centers=centers, directions=directions,
                            colors=colors[:], vertices=vertices, faces=faces)
    material.manifest_standard(surface_actor, ambient_level=.3,
                               diffuse_level=.25)
    scene.add(cone_actor)
    scene.reset_camera()
    scene.reset_clipping_range()
    arr = window.snapshot(scene)
    report = window.analyze_snapshot(arr)
    npt.assert_equal(report.objects, 3)

    scene.clear()  # Reset scene

    # Superquadric setup
    centers = np.array([[8, 0, 0], [0, 8, 0], [0, 0, 0]])
    colors = np.array([[1, 0, 0], [0, 1, 0], [0, 0, 1]])
    directions = np.random.rand(3, 3)
    scales = [1, 2, 3]
    roundness = np.array([[1, 1], [1, 2], [2, 1]])
    sq_actor = actor.superquadric(centers, roundness=roundness,
                                  directions=directions,
                                  colors=colors.astype(np.uint8),
                                  scales=scales)
    material.manifest_standard(surface_actor, ambient_level=.3,
                               diffuse_level=.25)
    scene.add(sq_actor)
    scene.reset_camera()
    scene.reset_clipping_range()
    arr = window.snapshot(scene)
    report = window.analyze_snapshot(arr)
    npt.assert_equal(report.objects, 3)

    scene.clear()  # Reset scene

    # Label setup
    text_actor = actor.label("Hello")
    material.manifest_standard(surface_actor, ambient_level=.3,
                               diffuse_level=.25)
    scene.add(text_actor)
    scene.reset_camera()
    scene.reset_clipping_range()
    arr = window.snapshot(scene)
    report = window.analyze_snapshot(arr)
    npt.assert_equal(report.objects, 5)

    scene.clear()  # Reset scene

    # Texture setup
    arr = (255 * np.ones((512, 212, 4))).astype('uint8')
    arr[20:40, 20:40, :] = np.array([255, 0, 0, 255], dtype='uint8')
    tp2 = actor.texture(arr)
    material.manifest_standard(surface_actor, ambient_level=.3,
                               diffuse_level=.25)
    scene.add(tp2)
    scene.reset_camera()
    scene.reset_clipping_range()
    arr = window.snapshot(scene)
    report = window.analyze_snapshot(arr)
    npt.assert_equal(report.objects, 1)

    scene.clear()  # Reset scene

    # Texture on sphere setup
    arr = 255 * np.ones((810, 1620, 3), dtype='uint8')
    rows, cols, _ = arr.shape
    rs = rows // 2
    cs = cols // 2
    w = 150 // 2
    arr[rs - w: rs + w, cs - 10 * w: cs + 10 * w] = np.array([255, 127, 0])
    tsa = actor.texture_on_sphere(arr)
    material.manifest_standard(surface_actor, ambient_level=.3,
                               diffuse_level=.25)
    scene.add(tsa)
    scene.reset_camera()
    scene.reset_clipping_range()
    arr = window.snapshot(scene)
    report = window.analyze_snapshot(arr)
    npt.assert_equal(report.objects, 1)

    # NOTE: From this point on, these actors don't have full support for PBR
    # interpolation. This is, the test passes but there is no evidence of the
    # desired effect.

    """
    # Setup slicer
    data = (255 * np.random.rand(50, 50, 50))
    affine = np.eye(4)
    slicer = actor.slicer(data, affine, value_range=[data.min(), data.max()])
    slicer.display(None, None, 25)
    material.manifest_standard(surface_actor, ambient_level=.3,
                               diffuse_level=.25)
    scene.add(slicer)
    """

    """
    # Line setup
    data1 = np.array([[0, 0, 0], [1, 1, 1], [2, 2, 2.]])
    data2 = data1 + np.array([0.5, 0., 0.])
    data = [data1, data2]
    colors = np.array([[1, 0, 0], [0, 0, 1.]])
    lines = actor.line(data, colors, linewidth=5)
    material.manifest_standard(surface_actor, ambient_level=.3,
                               diffuse_level=.25)
    scene.add(lines)
    """

    """
    # Scalar bar setup
    lut = actor.colormap_lookup_table(
        scale_range=(0., 100.), hue_range=(0., 0.1), saturation_range=(1, 1),
        value_range=(1., 1))
    sb_actor = actor.scalar_bar(lut, ' ')
    material.manifest_standard(surface_actor, ambient_level=.3,
                               diffuse_level=.25)
    scene.add(sb_actor)
    """

    """
    # Axes setup
    axes = actor.axes()
    material.manifest_standard(surface_actor, ambient_level=.3,
                               diffuse_level=.25)
    scene.add(axes)
    """

    """
    # Peak slicer setup
    _peak_dirs = np.array([[1, 0, 0], [0, 1, 0], [0, 0, 1]], dtype='f4')
    # peak_dirs.shape = (1, 1, 1) + peak_dirs.shape
    peak_dirs = np.zeros((11, 11, 11, 3, 3))
    peak_dirs[:, :, :] = _peak_dirs
    peak_actor = actor.peak_slicer(peak_dirs)
    material.manifest_standard(surface_actor, ambient_level=.3,
                               diffuse_level=.25)
    scene.add(peak_actor)
    """

    """
    # Dots setup
    points = np.array([[0, 0, 0], [0, 1, 0], [1, 0, 0]])
    dots_actor = actor.dots(points, color=(0, 255, 0))
    material.manifest_standard(surface_actor, ambient_level=.3,
                               diffuse_level=.25)
    scene.add(dots_actor)
    """

    """
    # Text3D setup
    msg = 'I \nlove\n FURY'
    txt_actor = actor.text_3d(msg)
    material.manifest_standard(surface_actor, ambient_level=.3,
                               diffuse_level=.25)
    scene.add(txt_actor)
    """

    """
    # Figure setup
    arr = (255 * np.ones((512, 212, 4))).astype('uint8')
    arr[20:40, 20:40, 3] = 0
    tp = actor.figure(arr)
    material.manifest_standard(surface_actor, ambient_level=.3,
                               diffuse_level=.25)
    scene.add(tp)
    """

    """
    # SDF setup
    centers = np.array([[2, 0, 0], [0, 2, 0], [0, 0, 0]]) * 11
    colors = np.array([[1, 0, 0], [0, 1, 0], [0, 0, 1]])
    directions = np.array([[0, 1, 0], [1, 0, 0], [0, 0, 1]])
    scales = [1, 2, 3]
    primitive = ['sphere', 'ellipsoid', 'torus']

    sdf_actor = actor.sdf(centers, directions=directions, colors=colors,
                          primitives=primitive, scales=scales)
    material.manifest_standard(surface_actor, ambient_level=.3,
                               diffuse_level=.25)
    scene.add(sdf_actor)
    """

    # NOTE: For these last set of actors, there is not support for PBR
    # interpolation at all.

    """
    # Billboard setup
    centers = np.array([[0, 0, 0], [5, -5, 5], [-7, 7, -7], [10, 10, 10],
                        [10.5, 11.5, 11.5], [12, -12, -12], [-17, 17, 17],
                        [-22, -22, 22]])
    colors = np.array([[1, 1, 0], [0, 0, 0], [1, 0, 1], [0, 0, 1], [1, 1, 1],
                       [1, 0, 0], [0, 1, 0], [0, 1, 1]])
    scales = [6, .4, 1.2, 1, .2, .7, 3, 2]
    """
    fake_sphere = \
        """
        float len = length(point);
        float radius = 1.;
        if (len > radius)
            discard;
        vec3 normalizedPoint = normalize(vec3(point.xy, sqrt(1. - len)));
        vec3 direction = normalize(vec3(1., 1., 1.));
        float df_1 = max(0, dot(direction, normalizedPoint));
        float sf_1 = pow(df_1, 24);
        fragOutput0 = vec4(max(df_1 * color, sf_1 * vec3(1)), 1);
        """
    """
    billboard_actor = actor.billboard(centers, colors=colors, scales=scales,
                                      fs_impl=fake_sphere)
    material.manifest_pbr(billboard_actor)
    scene.add(billboard_actor)
    """

    if interactive:
        window.show(scene)
Exemplo n.º 7
0
def plot_an_odf_slice(odf_4d, full_sphere, background_data, tile_size,
                      filename, centroid, axis, camera_distance, subtract_iso,
                      mask_image):
    view_up = [(0., 0., 1.), (0., 0., 1.), (0., -1., 0.)]

    # Adjust the centroid so it's only a single slice
    slicenum = int(np.round(centroid)[axis])
    centroid[axis] = 0
    position = centroid.copy()
    position[axis] = position[axis] + camera_distance

    # Roll if viewing an axial slice
    roll = 3 if axis == 2 else 0
    position[1] = position[1] - roll

    # Ensure the dimensions reflect that there is only one slice
    new_shape = list(odf_4d.shape)
    new_shape[axis] = 1
    image_shape = new_shape[:3]
    if axis == 0:
        odf_slice = odf_4d[slicenum, :, :, :].reshape(new_shape)
        image_slice = background_data[slicenum, :, :].reshape(image_shape)
    elif axis == 1:
        odf_slice = odf_4d[:, slicenum, :, :].reshape(new_shape)
        image_slice = background_data[:, slicenum, :].reshape(image_shape)
    elif axis == 2:
        odf_slice = odf_4d[:, :, slicenum, :].reshape(new_shape)
        image_slice = background_data[:, :, slicenum].reshape(image_shape)

    # Tile to get the whole ODF
    odf_slice = np.tile(odf_slice, (1, 1, 1, 2))
    if subtract_iso:
        odf_slice = odf_slice - odf_slice.min(3, keepdims=True)
    # Make graphics objects
    odf_actor = actor.odf_slicer(odf_slice,
                                 sphere=full_sphere,
                                 colormap=None,
                                 scale=0.6,
                                 mask=image_slice)
    image_actor = actor.slicer(image_slice,
                               opacity=0.6,
                               interpolation='nearest')
    image_size = (tile_size, tile_size)
    scene = window.Scene()
    scene.add(image_actor)
    scene.add(odf_actor)
    xfov_min, xfov_max = 0, new_shape[0] - 1
    yfov_min, yfov_max = 0, new_shape[1] - 1
    zfov_min, zfov_max = 0, new_shape[2] - 1
    odf_actor.display_extent(xfov_min, xfov_max, yfov_min, yfov_max, zfov_min,
                             zfov_max)
    image_actor.display_extent(xfov_min, xfov_max, yfov_min, yfov_max,
                               zfov_min, zfov_max)
    scene.set_camera(focal_point=tuple(centroid),
                     position=tuple(position),
                     view_up=view_up[axis])
    window.record(scene,
                  out_path=filename,
                  reset_camera=False,
                  size=image_size)
    scene.clear()