[MINC-development] MINC 2.0 draft

Steve ROBBINS minc-development@bic.mni.mcgill.ca
Tue, 14 Jan 2003 17:07:29 -0500


On Tue, Jan 14, 2003 at 04:35:34PM +1000, Andrew Janke wrote:
> On Tue, 14 Jan 2003, Steve ROBBINS wrote:

> > 1. Simple processing.  Scan through a file performing a computation on
> > each voxel (or a neighbourhood of, say, 5x5x5 voxels) and perhaps writing the
> > result to a new file.  Could be multiple input files.
> > Think of mincmath or minccalc.
> 
> While you mention this, the fastest way I have found to prototype code to do
> this is a mangy perl script of mine that calls mincreshape, minc_modify_header
> and minccalc....  ie: create a few copies of the same file for all the offsets
> you are interested in and then just use minccalc to fly through the volumes in
> question doing your neighbourhood operation. :)

A true hack!  Impressive.


> > 2. Visualization.  For large files, a multiresolution scheme that
> > allows you to navigate through a low-res version and progressively
> > fills in detail seems like a good idea.  It's less clear to me whether
> > a block-structured file would help.  Would it?  Compression would
> > likely be detrimental.
> 
> For the purposes of block-structured data and Visulisation, this is a bit of a
> non-issue as OpenGL provides mip-mapping as it is. (from a high-res volume).
> however for the sizes of most MINC volumes (excluding the MICe mob!) 256x256 is
> ample.

Yeah.  But for the purposes of this discussion, "large files" means those of the
MICe mob and Jason's high-res cadaver head (10k by 8k by 6k voxels).


-S