[Insight-users] Matching physical axes correctly on image read
David Nichols
dnichols at sourcesignal.com
Fri Dec 17 19:16:39 EST 2010
Thanks for the clarification. So, it's always true that X is axis 0
(where the index varies most slowly), Y is axis 1 and Z is axis 2 (where
the index varies most quickly). So, all I need to do if apply an affine
transform to change the axes to point into the desired direction. For
instance, something like
[[ 0, 0, 1, 0 ]
[ -1, 0, 0, 0 ]
[ 0, 1, 0, 0 ]
[ 0, 0, 0, 1 ] ]
will do what I want.
David
> You need to use directions (transform matrix) in order to achieve all
> that.
>
> X is the axis 0, Y 1 and Z 2, in image space. In world space they get
> transformed using the said transform matrix (or directions + spacing).
>
> I am sure you can find much more info if you search for it.
>
> Regards,
> Dženan
>
> On Wed, Dec 15, 2010 at 19:20, David Nichols
> <dnichols at sourcesignal.com <mailto:dnichols at sourcesignal.com>> wrote:
>
> My 'natural', image index oriented coordinate system is left
> handed. I'm thinking that manipulating the itk origin and spacing
> can put things in the correct order.
>
> First, it seems that itk uses the C language index order, with the
> rightmost index changing most quickly. So, if I had an image with
> 120 slices, each of which had 128 rows and 110 columns, I would
> declare it in C as
> short int Image[120][128][110];
> I want to set the origin of the physical coordinate system at
> voxel [0,0,0], with the x axis pointing in the direction of
> decreasing row, the y axis pointing in the direction of increasing
> column and the z axis pointing in the direction of increasing
> slice. If I look at Image[k][i][j], then increasing x decreases
> i, increasing y increases j and increasing z increases k.
>
> Two issues. First, the examples in The Guide seem to assume that x
> goes with index 0, y with index 1 and z with index 2. How do I
> permute things to get them as described above? Secondly, to make
> an advancing row index point in the negative x direction, does one
> make the spacing negative in that dimension? (This seems logical
> in one way and perverse in another.) Finally, what would be the
> correct entries to use in a metaheader file? One can use
>
> NDims = 3
> DimSize = 110 128 120
> ElementSize = 1 1 1
>
> but this doesn't give the x/y/z axes oriented as desired.
>
> I appreciate any advice you can provide.
>
> David
>
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