📄 medical3.cxx
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#include "vtkRenderer.h"
#include "vtkRenderWindow.h"
#include "vtkRenderWindowInteractor.h"
#include "vtkVolume16Reader.h"
#include "vtkPolyDataMapper.h"
#include "vtkActor.h"
#include "vtkOutlineFilter.h"
#include "vtkCamera.h"
#include "vtkStripper.h"
#include "vtkLookupTable.h"
#include "vtkStructuredPointsGeometryFilter.h"
#include "vtkMarchingCubes.h"
//#include "SaveImage.h"
#include "vtkProperty.h"
void main( int argc, char *argv[] )
{
// create the renderer stuff
vtkRenderer *aRenderer = vtkRenderer::New();
vtkRenderWindow *renWin = vtkRenderWindow::New();
renWin->AddRenderer(aRenderer);
vtkRenderWindowInteractor *iren =
vtkRenderWindowInteractor::New();
iren->SetRenderWindow(renWin);
// read the volume
/*
vtkVolume16Reader *v16 = vtkVolume16Reader::New();
v16->SetDataDimensions(64,64);
v16->SetDataByteOrderToLittleEndian();
v16->SetFilePrefix ("headsq/quarter");
v16->SetImageRange(1, 93);
v16->SetDataSpacing (3.2, 3.2, 1.5);
*/
vtkVolume16Reader *v16 = vtkVolume16Reader::New();
v16->SetDataDimensions(460,460);
v16->SetDataByteOrderToLittleEndian();
v16->SetFilePrefix ("E://CT/us_picture/refarray");
v16->SetImageRange(1, 41);
v16->SetDataSpacing (3.2, 3.2, 7);
// extract the skin
vtkMarchingCubes *skinExtractor = vtkMarchingCubes::New();
skinExtractor->SetInputConnection(v16->GetOutputPort());
skinExtractor->SetValue(0, 500);
vtkStripper *skinStripper = vtkStripper::New();
skinStripper->SetInput(skinExtractor->GetOutput());
vtkPolyDataMapper *skinMapper = vtkPolyDataMapper::New();
skinMapper->SetInput(skinStripper->GetOutput());
skinMapper->ScalarVisibilityOff();
vtkActor *skin = vtkActor::New();
skin->SetMapper(skinMapper);
skin->GetProperty()->SetDiffuseColor(1, .49, .25);
skin->GetProperty()->SetSpecular(.3);
skin->GetProperty()->SetSpecularPower(20);
// extract the bone
vtkMarchingCubes *boneExtractor = vtkMarchingCubes::New();
boneExtractor->SetInputConnection(v16->GetOutputPort());
boneExtractor->SetValue(0, 1150);
vtkStripper *boneStripper = vtkStripper::New();
boneStripper->SetInput(boneExtractor->GetOutput());
vtkPolyDataMapper *boneMapper = vtkPolyDataMapper::New();
boneMapper->SetInput(boneStripper->GetOutput());
boneMapper->ScalarVisibilityOff();
vtkActor *bone = vtkActor::New();
bone->SetMapper(boneMapper);
bone->GetProperty()->SetDiffuseColor(1, 1, .9412);
// get an outline
vtkOutlineFilter *outlineData = vtkOutlineFilter::New();
outlineData->SetInputConnection(v16->GetOutputPort());
vtkPolyDataMapper *mapOutline = vtkPolyDataMapper::New();
mapOutline->SetInput(outlineData->GetOutput());
vtkActor *outline = vtkActor::New();
outline->SetMapper(mapOutline);
outline->GetProperty()->SetColor(0,0,0);
// create a b/w lookup table
vtkLookupTable *bwLut = vtkLookupTable::New();
bwLut->SetTableRange (0, 2000);
bwLut->SetSaturationRange (0, 0);
bwLut->SetHueRange (0, 0);
bwLut->SetValueRange (0, 1);
// create a hue lookup table
vtkLookupTable *hueLut = vtkLookupTable::New();
hueLut->SetTableRange (0, 2000);
hueLut->SetHueRange (0, 1);
hueLut->SetSaturationRange (1, 1);
hueLut->SetValueRange (1, 1);
// create a saturation lookup table
vtkLookupTable *satLut = vtkLookupTable::New();
satLut->SetTableRange (0, 2000);
satLut->SetHueRange (.6, .6);
satLut->SetSaturationRange (0, 1);
satLut->SetValueRange (1, 1);
// sagittal
vtkStructuredPointsGeometryFilter *saggitalSection =
vtkStructuredPointsGeometryFilter::New();
saggitalSection->SetExtent (32,32, 0,63, 0, 93);
saggitalSection->SetInputConnection(v16->GetOutputPort());
vtkPolyDataMapper *saggitalMapper = vtkPolyDataMapper::New();
saggitalMapper->SetInput(saggitalSection->GetOutput());
saggitalMapper->ScalarVisibilityOn();
saggitalMapper->SetScalarRange (0, 2000);
saggitalMapper->SetLookupTable (bwLut);
vtkActor *sagittal = vtkActor::New();
sagittal->SetMapper(saggitalMapper);
// axial
vtkStructuredPointsGeometryFilter *axialSection =
vtkStructuredPointsGeometryFilter::New();
axialSection->SetExtent (0,63, 0,63, 46, 46);
axialSection->SetInputConnection(v16->GetOutputPort());
vtkPolyDataMapper *axialMapper = vtkPolyDataMapper::New();
axialMapper->SetInput(axialSection->GetOutput());
axialMapper->ScalarVisibilityOn();
axialMapper->SetScalarRange (0, 2000);
axialMapper->SetLookupTable (hueLut);
vtkActor *axial = vtkActor::New();
axial->SetMapper(axialMapper);
// coronal
vtkStructuredPointsGeometryFilter *coronalSection =
vtkStructuredPointsGeometryFilter::New();
coronalSection->SetExtent (0,63, 32, 32, 0, 92);
coronalSection->SetInputConnection(v16->GetOutputPort());
vtkPolyDataMapper *coronalMapper =
vtkPolyDataMapper::New();
coronalMapper->SetInput(coronalSection->GetOutput());
coronalMapper->ScalarVisibilityOn();
coronalMapper->SetScalarRange (0, 2000);
coronalMapper->SetLookupTable (satLut);
vtkActor *coronal = vtkActor::New();
coronal->SetMapper(coronalMapper);
// create a camera with the correct view up
vtkCamera *aCamera = vtkCamera::New();
aCamera->SetViewUp (0, 0, -1);
aCamera->SetPosition (0, 1, 0);
aCamera->SetFocalPoint (0, 0, 0);
// now, tell the renderer our actors
aRenderer->AddActor(outline);
aRenderer->AddActor(sagittal);
aRenderer->AddActor(axial);
aRenderer->AddActor(coronal);
aRenderer->AddActor(skin);
aRenderer->AddActor(bone);
// turn off bone for this examples
// bone->VisibilityOff();
// set skin to semi-transparent
skin->GetProperty()->SetOpacity(0.5);
bone->GetProperty()->SetOpacity(0.3);
aRenderer->SetActiveCamera(aCamera);
aRenderer->ResetCamera ();
aCamera->Dolly(1.5);
aRenderer->SetBackground(1,1,1);
aRenderer->ResetCameraClippingRange();
// interact with data
renWin->SetSize(600, 600);
renWin->Render();
// SAVEIMAGE( renWin );
iren->Start();
}
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