SoVascularSystem

InventorModule
genre VesselVis
author Olaf Konrad
package MeVisLab/Standard
dll SoVascularSystem
definition SoVascularSystem.def
see also LoadBase
keywords vessel

Purpose

The module SoVascularSystem visualizes any vascular system described by a MLVesselGraph structure as a 3D-Open Inventor scene graph.

There are several display modes available, such as displaying a vascular system as a point cloud or as a surface model.

Also, the appearance regarding the coloring or point size if in point cloud-mode may be adjusted to the user's need.

Furthermore, the module provides some information about edges or nodes the user has clicked on interactively in the viewer.

Windows

Default Panel

../../../Modules/Inventor/SoVascularSystem/mhelp/Images/Screenshots/SoVascularSystem._default.png

Input Fields

inputGraph

name: inputGraph, type: MLBase

Input graph must be of type MLVesselGraph.

inLUT

name: inLUT, type: MLBase

Input LUT to color the vessel segments.

Parameter Fields

Visible Fields

Auto apply

name: autoApply, type: Bool, default: TRUE

If checked, changes to any field triggers an update of the output scene.

Apply

name: apply, type: Trigger

If pressed, the output scene is rendered anew.

Status

name: status, type: String, persistent: no

Shows status information about the module.

Complexity

name: complexity, type: Float, default: 0.60000002, minimum: 0, maximum: 1

Sets the complexity of the resulting Inventor scene (the number of generated polygons).

Point Size:

name: pointSize, type: Integer, default: 1, minimum: 1, maximum: 20

Sets the point size if points are rendered.

Line Width:

name: lineWidth, type: Integer, default: 1, minimum: 1, maximum: 10

Sets the line width if lines are rendered.

X:

name: textureScaleX, type: Float, default: 0.5

Sets a scale factor for texture coordinates in x-direction.

Y:

name: textureScaleY, type: Float, default: 0.5

Sets a scale factor for texture coordinates in y-direction.

Depth:

name: recursionDepth, type: Integer, default: -1

Sets a value to determine the branching depth of a vessel system.

Default value is -1, which means that the whole tree is generated. A value of 10 for example means that the tree is generated up to a branching depth of 10.

Show lines

name: showLines, type: Bool, default: FALSE

If checked, the surface polygons (if rendered in 'Surface' mode) are rendered in wire frame mode.

If unchecked, the surface polygons are rendered as surface polygons. This option is some kind of an alternative transparency rendering option and meant more for testing/debugging.

Label Mode

name: labelMode, type: Enum, default: GENERAL_LABEL

Defines how the textures rely to labels.

Values:

Title Name Description
Hierachy Label HIERACHY_LABEL Use the hierarchy label to determine how textures are applied. The hierarchy label gives information about the branching depth.
General Label GENERAL_LABEL Use the general label to determine how textures are applied. The general label is used to label branches with user-determined attributes such as supply areas.
Free Label FREE_LABEL Use the free label to determine how textures are applied. The free label is similar to the general label.

Mode:

name: textureMode, type: Enum, default: SIZE_ALMOST_EQUAL

Defines the texture mode.

Values:

Title Name Description
Scale By Radius SCALE_BY_RADIUS Textures appear small on branches with a small average circumference and big on branches with a big average circumference.
Size Almost Equal SIZE_ALMOST_EQUAL

Textures have approximately the same size on all branches. Wrapping depends on whole-number-rounded radius of the vessel.

This avoids visible seams, but could cause a distortion of the textures.

Size Almost Equal With Seams SIZE_ALMOST_EQUAL_WITH_SEAMS

Textures have approximately the same size on all branches. In contrast to the modus explained above no rounding is applied here.

This causes visible seams but minimizes texture distortion.

Generate

name: textureCoordinateMode, type: Enum, default: FOR_ALL_ELEMENTS

Defines how texture coordinates are generated.

Values:

Title Name Description
For All Elements FOR_ALL_ELEMENTS Generates texture coordinates for all elements of the vascular system (caps, intermediate nodes, edges).
Only For Edges And Caps ONLY_FOR_EDGES_AND_CAPS Do not generate texture coordinates for intermediate nodes, but for caps and edges.
Only For Edges And Intermediate Nodes ONLY_FOR_EDGES_AND_INTERMEDIATE_NODES Do not generate texture coordinates for caps, but for edges and intermediate nodes.
Only For Edges ONLY_FOR_EDGES Do not generate texture coordinates for caps and for intermediate nodes, only for edges.

Radius Mode

name: radiusMode, type: Enum, default: MIN_DIST

Defines the radius mode.

Values:

Title Name Description
Min Dist MIN_DIST

The measured min. distance is taken as a radius.

That is not really the minimum distance but has its name from the method to measure the radius.

Max Dist MAX_DIST

The measured max. distance is taken as a radius.

That is not really the maximum distance but has its name from the method to measure the radius.

Average Dist AVERAGE_DIST The average between min. and max. distance.
Fixed Radius FIXED_RADIUS A fixed radius is set.

Display Mode

name: displayMode, type: Enum, default: DISPLAY_SURFACE

Defines the display of the data as a vascular system.

Values:

Title Name Description
Skeleton DISPLAY_SKELETON Only the skeleton is displayed as lines.
Points DISPLAY_POINTS The skeleton is displayed by rendering a point at a measured skeleton point.
Random Points DISPLAY_RANDOM_POINTS Around each measure skeleton point a point cloud of random points with a radius in the set mode is rendered.
Random And Skeleton DISPLAY_RANDOM_AND_SKELETON Combination of skeleton as a line and cloud of random points in the measured radius.
Points And Skeleton DISPLAY_POINTS_AND_SKELETON Shows the measured skeleton points and the measured vessel points (if the latter are stored in the vessel graph).
Surface DISPLAY_SURFACE Displays the vascular system with surface polygons.
Points Jittered DISPLAY_POINTS_JITTERED The measured vessel points are rendered using random jittering to break the pattern.
Points And Skel Jittered DISPLAY_POINTS_AND_SKEL_JITTERED Combination of the skeleton line and jittered measured vessel points.
Fast Edges DISPLAY_FAST_EDGES Displays a surface polygon rendering with straight edges between nodes, which do not take any measured skeleton points into account.

Radius Scale

name: radiusScale, type: Float, default: 1

Sets a scale factor for all radii.

Radius Fixed Size

name: radiusFixedSize, type: Float, default: 1

Sets a fixed radius (if in fixed radius mode).

Visible

name: visible, type: Bool, default: TRUE

If checked, the rendering is visible.

Generate texture coordinates

name: texture, type: Bool, default: FALSE

If checked, texture coordinates are being generated.

Num. Smoothing Passes

name: numSmoothingPasses, type: Integer, default: 3, minimum: 0, maximum: 100

Sets the number of smoothing passes for the Laplacian smoothing that is applied to the skeleton points and the radii.

Smoothness

name: overallSmoothness, type: Float, default: 0.69999999, minimum: 0, maximum: 1

Sets a smoothing factor for the Laplacian smoothing of skeleton points and radii.

Smooth independently

name: smoothIndependently, type: Bool, default: FALSE

If checked, the skeleton positions and the radii can be smoothed by using independent smoothing factors.

Radius Smoothness

name: radiusSmoothness, type: Float, default: 0.69999999, minimum: 0, maximum: 1

Sets the smoothing factor for radius smoothing.

Skeleton Smoothness

name: skeletonSmoothness, type: Float, default: 0.69999999, minimum: 0, maximum: 1

Sets the smoothing factor for skeleton position smoothing.

Cap Scaling:

name: endCapScaling, type: Float, default: 1, minimum: 0, maximum: 10

Sets a factor to scale the length the ending caps of vessels.

Use general color

name: useGeneralColor, type: Bool, default: FALSE

If checked, the whole vascular system is colored with one general color.

General Color

name: generalColor, type: Color, default: 1 1 1

Sets the general color for general coloring.

Use integer LUT

name: useIntegerLUT, type: Bool, default: TRUE

If checked, the internally used LUT is an integer LUT, so only integer values are used as a look-up.

If unchecked, float/double values can be used as look-up values; this is especially important if the (skeletons') label values are in range [0..1].

Use alt. transp.

name: useAlternativeTransparency, type: Bool, default: TRUE

If checked, transparent colors are mapped to Alt. Transp. Color.

Alt. Transp. Color

name: alternativeTransparencyColor, type: Color, default: 0 0 0

Sets an alternative color that is used instead of transparent colors.

Selected Coordinate

name: selectedCoordinate, type: Vector3, default: 0 0 0

Shows the picked coordinate.

Snap Mode

name: snapMode, type: Enum, default: SNAP_TO_SKELETON

Defines the snapping mode for picking.

Values:

Title Name Description
Surface SNAP_TO_SURFACE The original picking point is shown.
Skeleton SNAP_TO_SKELETON The position of the nearest skeleton point is shown.
Node SNAP_TO_NODE The position of the nearest node is shown.

Enable

name: enableSelection, type: Bool, default: TRUE

If checked, picking is enabled.

Continuous Hit Check

name: continuousHitCheck, type: Bool, default: FALSE

If checked, the mouse cursor will be a selection cursor only if over the rendering of the vascular system.

Also, if this mode is enabled, the interactive preview can be activated.

Has Clicked On Surface

name: hasClickedOnSurface, type: Trigger

Is triggered from the inside if the surface has been clicked on.

This is to be used to differentiate between a change of Selected Coordinate by clicking or by moving the mouse over the surface.

Nearest Coordinate

name: nearestCoordinate, type: Vector3, persistent: no

Shows the coordinate of the nearest structure, depending on Snap Mode.

Edge ID

name: selectedEdgeId, type: Integer, persistent: no

Shows the id of the selected edge.

Nearest Radius

name: nearestRadius, type: Float, persistent: no

Shows the radius of the nearest structure.

Nearest Label

name: nearestLabel, type: Integer, persistent: no

Shows the label value of the nearest structure.

Nearest Color

name: nearestColor, type: Color, persistent: no

Shows the color of the nearest structure.

Enable Interactive Preview Mode

name: enableInteractivePreviewMode, type: Bool, default: FALSE

If checked, the module colors the edges and nodes from the position under the mouse cursor to the leaves in the selected color/alpha.

Enable Recursive Highlighting

name: enableRecursiveHighlighting, type: Bool, default: TRUE

If checked, all edges are highlighted recursively down to the leaves.

Highlight Mode

name: highlightMode, type: Enum, default: HIGHLIGHT_OFF, deprecated name: highlightWholeEdge

Defines the highlighting mode.

Values:

Title Name Deprecated Name Description
Off HIGHLIGHT_OFF FALSE No highlighting.
Skeleton HIGHLIGHT_SKELETON   Highlights only the skeleton under the cursor.
Edge HIGHLIGHT_EDGE TRUE Highlights only the edge under the cursor.
Tree HIGHLIGHT_TREE   Highlights the whole tree under the cursor.
Nearest Node HIGHLIGHT_NEAREST_NODE    

Interactive Preview Color

name: interactivePreviewColor, type: Color, default: 1 1 0

Sets a color for the interactive preview from the position under the mouse to all leaves.

Interactive Preview Alpha

name: interactivePreviewAlpha, type: Float, default: 0.5, minimum: 0, maximum: 1

Sets a alpha value for the interactive preview from the position under the mouse to all leaves.

Use Min Radius Cut Off

name: useMinRadiusCutOff, type: Bool, default: FALSE

If checked, the resulting vessel visualization is colored as follows:

  • from all roots down to the leaves, while the skeletons' min radius is greater/equal than Min Radius Cut Off Value, the color set in Cut Off Color (and Cut Off Alpha) is used
  • if a skeleton's radius is less than the cut-off value, the original color is used from that skeleton on down to the leaves recursively

Min Radius Cut Off Value

name: minRadiusCutOffValue, type: Float, default: 1

Sets the cut-off value for recursively separating the vessel trees by the min radius of skeletons for coloring.

Cut Off Color

name: cutOffColor, type: Color, default: 1 1 1

Sets a color that is used for skeletons with a greater radius than Cut Off Color from the roots to those skeletons.

Cut Off Alpha

name: cutOffAlpha, type: Float, default: 1, minimum: 0, maximum: 1

Sets an alpha value that is used for skeletons with a greater radius than Cut Off Color from the roots to those skeletons.

Use Direct Graph

name: useDirectGraph, type: Bool, default: TRUE

If checked, the module internally directs the input graph.

Note that this might cause also a splitting of the graph, so handle with care!

Work Directly On Input Graph

name: workDirectlyOnInputGraph, type: Bool, default: TRUE

If enabled (default), the module works on the input Graph object, directs the graph and does some cleanup on the graph. This can have unexpected side-effects because the input Graph object is modified by these actions. If disabled, a copy of the graph is made, so that the input graph is not modified.

Use skeleton colors

name: useSkeletonColors, type: Bool, default: TRUE

If checked, an internal LUT is use to color the vascular system.

Hidden Fields

interactionProviderID

name: interactionProviderID, type: String

cursorShape

name: cursorShape, type: Enum, default: CROSS_CURSOR

Values:

Title Name
Undefined Cursor UNDEFINED_CURSOR
Default Cursor DEFAULT_CURSOR
Forbidden Cursor FORBIDDEN_CURSOR
Pointing Hand Cursor POINTING_HAND_CURSOR
Open Hand Cursor OPEN_HAND_CURSOR
Closed Hand Cursor CLOSED_HAND_CURSOR
Move All Cursor MOVE_ALL_CURSOR
Move Hori Cursor MOVE_HORI_CURSOR
Move Vert Cursor MOVE_VERT_CURSOR
Move Fdiag Cursor MOVE_FDIAG_CURSOR
Move Bdiag Cursor MOVE_BDIAG_CURSOR
Move Inout Cursor MOVE_INOUT_CURSOR
Rotate X Cursor ROTATE_X_CURSOR
Rotate Y Cursor ROTATE_Y_CURSOR
Rotate Z Cursor ROTATE_Z_CURSOR
Rotate Xy Cursor ROTATE_XY_CURSOR
Zoom Cursor ZOOM_CURSOR
Zoom In Cursor ZOOM_IN_CURSOR
Zoom Out Cursor ZOOM_OUT_CURSOR
Cross Cursor CROSS_CURSOR
Cross Plus Cursor CROSS_PLUS_CURSOR
Cross Minus Cursor CROSS_MINUS_CURSOR
Cross Move Cursor CROSS_MOVE_CURSOR
Cross Rotate Cursor CROSS_ROTATE_CURSOR
Cross Rect Cursor CROSS_RECT_CURSOR
Cross Oval Cursor CROSS_OVAL_CURSOR
Cross Vector Cursor CROSS_VECTOR_CURSOR
Cross Freeform Cursor CROSS_FREEFORM_CURSOR
Cross Point Cursor CROSS_POINT_CURSOR
Cross Line Cursor CROSS_LINE_CURSOR
Cross Curve Cursor CROSS_CURVE_CURSOR
Cross Polyline Cursor CROSS_POLYLINE_CURSOR
Cross Polygon Cursor CROSS_POLYGON_CURSOR
Cross Fill Cursor CROSS_FILL_CURSOR
Cross Link Cursor CROSS_LINK_CURSOR
Cross 0 Cursor CROSS_0_CURSOR
Cross 1 Cursor CROSS_1_CURSOR
Cross 2 Cursor CROSS_2_CURSOR
Cross 3 Cursor CROSS_3_CURSOR
Cross 4 Cursor CROSS_4_CURSOR
Cross 5 Cursor CROSS_5_CURSOR
Cross 6 Cursor CROSS_6_CURSOR
Cross 7 Cursor CROSS_7_CURSOR
Cross 8 Cursor CROSS_8_CURSOR
Cross 9 Cursor CROSS_9_CURSOR
Lut Cursor LUT_CURSOR
Lut 1 Cursor LUT_1_CURSOR
Lut 2 Cursor LUT_2_CURSOR
Lut 3 Cursor LUT_3_CURSOR
Slicing Cursor SLICING_CURSOR
Other Cursor 0 OTHER_CURSOR_0
Other Cursor 1 OTHER_CURSOR_1
Other Cursor 2 OTHER_CURSOR_2
Other Cursor 3 OTHER_CURSOR_3
Other Cursor 4 OTHER_CURSOR_4
Other Cursor 5 OTHER_CURSOR_5
Other Cursor 6 OTHER_CURSOR_6
Other Cursor 7 OTHER_CURSOR_7
Other Cursor 8 OTHER_CURSOR_8
Other Cursor 9 OTHER_CURSOR_9
Other Cursor 10 OTHER_CURSOR_10
Other Cursor 11 OTHER_CURSOR_11
Other Cursor 12 OTHER_CURSOR_12
Other Cursor 13 OTHER_CURSOR_13
Other Cursor 14 OTHER_CURSOR_14
Other Cursor 15 OTHER_CURSOR_15
Other Cursor 16 OTHER_CURSOR_16
Other Cursor 17 OTHER_CURSOR_17
Other Cursor 18 OTHER_CURSOR_18
Other Cursor 19 OTHER_CURSOR_19
Other Cursor 20 OTHER_CURSOR_20
Other Cursor 21 OTHER_CURSOR_21
Other Cursor 22 OTHER_CURSOR_22
Other Cursor 23 OTHER_CURSOR_23
Other Cursor 24 OTHER_CURSOR_24
Other Cursor 25 OTHER_CURSOR_25
Other Cursor 26 OTHER_CURSOR_26
Other Cursor 27 OTHER_CURSOR_27
Other Cursor 28 OTHER_CURSOR_28
Other Cursor 29 OTHER_CURSOR_29
Other Cursor 30 OTHER_CURSOR_30
Other Cursor 31 OTHER_CURSOR_31
Other Cursor 32 OTHER_CURSOR_32
Other Cursor 33 OTHER_CURSOR_33
Other Cursor 34 OTHER_CURSOR_34
Other Cursor 35 OTHER_CURSOR_35
Other Cursor 36 OTHER_CURSOR_36
Other Cursor 37 OTHER_CURSOR_37
Other Cursor 38 OTHER_CURSOR_38
Other Cursor 39 OTHER_CURSOR_39
Other Cursor 40 OTHER_CURSOR_40
Other Cursor 41 OTHER_CURSOR_41
Other Cursor 42 OTHER_CURSOR_42
Other Cursor 43 OTHER_CURSOR_43
Other Cursor 44 OTHER_CURSOR_44
Other Cursor 45 OTHER_CURSOR_45
Other Cursor 46 OTHER_CURSOR_46
Other Cursor 47 OTHER_CURSOR_47
Other Cursor 48 OTHER_CURSOR_48
Other Cursor 49 OTHER_CURSOR_49
Other Cursor 50 OTHER_CURSOR_50
Other Cursor 51 OTHER_CURSOR_51
Other Cursor 52 OTHER_CURSOR_52
Other Cursor 53 OTHER_CURSOR_53
Other Cursor 54 OTHER_CURSOR_54
Other Cursor 55 OTHER_CURSOR_55
Other Cursor 56 OTHER_CURSOR_56
Other Cursor 57 OTHER_CURSOR_57
Other Cursor 58 OTHER_CURSOR_58
Other Cursor 59 OTHER_CURSOR_59
Other Cursor 60 OTHER_CURSOR_60
Other Cursor 61 OTHER_CURSOR_61
Other Cursor 62 OTHER_CURSOR_62
Other Cursor 63 OTHER_CURSOR_63
Other Cursor 64 OTHER_CURSOR_64
Other Cursor 65 OTHER_CURSOR_65
Other Cursor 66 OTHER_CURSOR_66
Other Cursor 67 OTHER_CURSOR_67
Other Cursor 68 OTHER_CURSOR_68
Other Cursor 69 OTHER_CURSOR_69
Blank Cursor BLANK_CURSOR

selectedNodeId

name: selectedNodeId, type: Integer, persistent: no

selectionTolerance

name: selectionTolerance, type: Float, default: 2

triggerHighlight

name: triggerHighlight, type: Trigger

unsetHighlight

name: unsetHighlight, type: Trigger