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==Un concepto central: la escena==
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==A central concept: the scene==
  
Como aplicación de visualización, 3D Slicer proporciona representaciones gráficas de datos específicos del paciente dentro de una interfaz gráfica. Dichos datos específicos del paciente son proporcionados por una serie de modalidades de imagen médica, a través de diferentes escalas espaciales y temporales. El 3D Slicer se centra en las modalidades on posibilidades volumétricas, como CT, MRI y PET, debido a su relevancia clínica, pero es posible también integrar señales 1D y 2D, además de 3D, así como las variaciones de estas imágenes a lo largo del tiempo (tanto en tiempo real como a lo largo de espacios de tiempo)
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As a visualization application, 3D Slicer provides graphical representations of patient-specific data within a graphical interface. Such patient-specific data are provided by a number of medical imaging modalities, across different spatial and temporal scales. The 3D Slicer focuses on the modalities with volumetric possibilities, such as CT, MRI and PET, due to their clinical relevance, but it is also possible to integrate 1D and 2D signals, in addition to 3D, as well as the variations of these images over time (both in real time and over time).
  
Dado que 3D Slicer está basado en gran parte sobre el '''Visualization Toolkit (VTK)''', se recomienda leer el manual [[http://www.vtk.org/vtk-textbook/|The Visualization Toolkit: An Object-Oriented Approach to 3D Graphics]], 4a edición, también conocido como el ''VTK Textbook''. Esta es la guía oficial de referencia para el VTK.
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Since 3D Slicer is largely based on the '''Visualization Toolkit (VTK)''', it is recommended that you read the manual [[http://www.vtk.org/vtk-textbook/|The Visualization Toolkit: An Object-Oriented Approach to 3D Graphics]], 4th edition, also known as the VTK Textbook. This is the official reference guide for the VTK.
  
==Los sistemas de coordenadas==
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==The coordinate systems==
En visualización y gráficos, la ''escena'' consiste en un mundo virtual en el que objetos (llamados a veces actores), luces y cámaras proporcionan representaciones para ser presentadas al usuario.
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In visualization and graphics, the'' scene'' consists of a virtual world in which objects (sometimes called actors), lights and cameras provide representations to be presented to the user.
  
===Coordenadas del modelo===
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===Model coordinates===
 
<figure id="fig:ModelCoordinates">
 
<figure id="fig:ModelCoordinates">
 
[[File:The scene-02-en.png|none|thumb|<caption>model coordinate systems</caption>]]
 
[[File:The scene-02-en.png|none|thumb|<caption>model coordinate systems</caption>]]
 
</figure>
 
</figure>
  
Cada uno de los diferentes modelos que formarán parte de la escena tiene su propio sistema de coordenadas. Estos ''sistemas de coordenadas modelo'' son dependientes de cada objeto y tienen su propio eje de coordenadas: el origen de estos ejes y también su orientación pueden diferir ya que dependen de cómo se capturan los datos de dicho objeto. Los ''sistemas de coordenadas modelo'' pueden ser 3D o 2D.
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Each of the different models that will be part of the scene has its own coordinate system. These ''model coordinate systems'' are object-dependent and have their own coordinate axis: the origin of these axes and also their orientation may differ as they depend on how the data of that object is captured. ''Model coordinate systems'' can be 3D or 2D.
  
Como se ve en la <xr id="fig:ModelCoordinates" /> hay 4 tipos diferentes de objetos:
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As can be seen in <xr id="fig:ModelCoordinates" /> there are 4 different types of objects:
*OBJECT #1: una esfera, con el origen de las coordenadas colocadas en el centro mismo de la esfera
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OBJECT #1: a sphere, with the origin of the coordinates placed in the very center of the sphere.
*OBJECT #2: un cubo, con el origen o las coordenadas colocadas en una de las esquinas
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OBJECT #2: a cube, with the origin or coordinates placed in one of the corners
*OBJECT #3: un cubo también, con el origen de las coordenadas colocadas en una esquina diferente y también una orientación de eje diferente
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OBJECT #3: a cube too, with the origin of the coordinates placed in a different corner and also a different axis orientation
*OBJECT #4: un objeto 2D, con una coordenada X e Y
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OBJECT #4: a 2D object, with an X and Y coordinate
  
Ahora todos estos 4 elementos/objetos deben tener sus sistemas de coordenadas unificados para ser visualizados coherentemente juntos, lo que nos lleva al siguiente paso.
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Now all these 4 elements/objects must have their coordinate systems unified in order to be displayed coherently together, which leads us to the next step.
  
====Tipos de objetos====
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====Object types====
  
Una clasificación aproximada de los diferentes tipos de objeto que se encuentran en la escena es la siguiente:
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An approximate classification of the different object types found at the scene is as follows:
*''Actores'': los elementos a mostrar. En nuestro caso particular (imagen médica), estos actores proceden de diferentes fuentes de datos como pueden ser un escáner CT, RM, ultrasonido, rayos X, etc...
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*''Actors'': the elements to be shown. In our particular case (medical image), these actors come from different data sources such as a CT scan, MRI, ultrasound, X-ray, etc....
*'' Luces'': las fuentes de luz que interactúan con los actores y permiten verlas
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*'' Lights'': light sources that interact with the actors and allow them to be seen
*''Cámaras'': los dispositivos virtuales que definen lo que se mostrará en pantalla
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*''Cameras'': virtual devices that define what will be displayed on the screen
  
Hay que tener en cuenta que puede haber tantos objetos como sea necesario, pero al menos tiene que haber uno de cada tipo para construir una escena.
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Keep in mind that there may be as many objects as necessary, but at least there must be one of each type to build a scene.
  
===Coordenadas de mundo (World coordinates)===
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===World coordinates===
 
<figure id="fig:WorldCoordinates1">
 
<figure id="fig:WorldCoordinates1">
 
[[File:The scene-03b.gif|none|thumb|<caption>actors positioned with the same coordinate system</caption>]]
 
[[File:The scene-03b.gif|none|thumb|<caption>actors positioned with the same coordinate system</caption>]]
 
</figure>
 
</figure>
  
El ''mundo'' establece un sistema de referencia en base al cual los ''actores'', ''luces'' y ''cámaras'' están posicionados.
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The'' world'' establishes a reference system on the basis of which'' actors'','' lights'' and'' cameras'' are positioned.
  
En <xr id="fig:WorldCoordinates1" /> están los mismos 4 objetos del paso anterior, definidos en el mismo sistema de coordenadas (ejes representados en negro), el del ''mundo''. Nótese que ahora el origen del sistema de coordenadas, el punto (0,0,0) y la orientación del eje no coinciden con ninguno de los sistemas de coordenadas que tenían los objetos, ya que este sistema de coordenadas del ''mundo'' es común a todos ellos. En este ejemplo, el objeto #4, visualizado en púrpura, era un objeto 2D que ahora se coloca en un sistema de coordenadas 3D.
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In <xr id="fig:WorldCoordinates1" /> are the same 4 objects of the previous step, defined in the same coordinate system (axes represented in black), the ''world''. Note that now the origin of the coordinate system, the point (0.0,0) and the orientation of the axis do not coincide with any of the coordinate systems that the objects had, since this coordinate system of the ''world'' is common to all of them. In this example, object #4, displayed in purple, was a 2D object that is now placed in a 3D coordinate system.
  
 
<figure id="fig:WorldCoordinates2">
 
<figure id="fig:WorldCoordinates2">
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</figure>
 
</figure>
  
La configuración de la escena se completa con la adición de una fuente de luz y una cámara, todas ellas referenciadas en el sistema de coordenadas del mundo, como se puede ver en <xr id="fig:WorldCoordinates2" />
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The scene configuration is completed with the addition of a light source and a camera, all of them referenced in the world's coordinate system, as you can see in <xr id="fig:WorldCoordinates2" />
  
''Transformaciones afines'' relacionan cámaras, objetos y componentes de objetos con el sistema de referencia del mundo. Consisten en secuencias de traslaciones, rotaciones y cambios de escala, que pueden representarse utilizando coordenadas homogéneas mediante matrices de 4x4. Las proyecciones de perspectivas y ortográficas desde el espacio 3D sobre el plano de la imagen de las cámaras de visión también se pueden representar con matrices 4x4 (o 4x3). De hecho, todos ellos son casos de transformaciones proyectivas, que pueden ser representadas por estas matrices 4x4. De hecho, todos los elementos del mundo virtual se representan con respecto al sistema de referencia del mundo mediante secuencias de transformaciones matriciales 4x4, posiblemente ordenadas en una jerarquía (por ejemplo: representar componentes internos de objetos). Para obtener más información sobre las transformaciones de coordenadas, véase [[http://elvis.rowan.edu/~kay/papers/kinematics.pdf| pdf aquí]].
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''Affine transformations'' relate cameras, objects and object components to the world's reference system. They consist of translation sequences, rotations and scale changes, which can be represented using homogeneous coordinates using 4x4 matrices. Perspective and orthographic projections from 3D space onto the image plane of the vision cameras can also be represented with 4x4 (or 4x3) matrices. In fact, they are all cases of projective transformations, which can be represented by these 4x4 matrices. In fact, all elements of the virtual world are represented with respect to the world's reference system by 4x4 matrix transformation sequences, possibly arranged in a hierarchy (for example: represent internal object components). For more information on coordinate transformations, see [[http://elvis.rowan.edu/~kay/papers/kinematics.pdf| pdf here]].
  
====Sistema RAS====
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====RAS system====
En nuestro caso específico no se va a estar trabajando con elementos abstractos tales como esferas, cubos o cuadrados; se va a estar trabajando con datos volumétricos recogidos con diferentes escáneres y dispositivos médicos.
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In our specific case we will not be working with abstract elements such as spheres, cubes or squares; we will be working with volumetric data collected with different scanners and medical devices.
  
 
<figure id="fig:RASCoordinates">
 
<figure id="fig:RASCoordinates">
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</figure>
 
</figure>
  
Los sistemas de coordenadas utilizados, cuando se aplican a cuerpos humanos, son los llamados "RAS". Este término es un acrónimo formado por el nombre del eje de tres coordenadas, con los vectores unitarios apuntando en las siguientes direcciones:
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The coordinate systems used, when applied to human bodies, are the so-called "SARs". This term is an acronym for the three-coordinate axis name, with unit vectors pointing in the following directions:
*''R''ight-Left (Derecha-Izquierda): corresponde al'' plano sagital'', perpendicular al suelo y que separa la R derecha de la L izquierda (mostrada en azul en <xr id="fig:RASCoordinates" />)
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*''R''ight-Left: corresponds to the'' sagittal plane'', perpendicular to the ground and separating the right R from the left L (shown in blue at <xr id="fig:RASCoordinates" />)
*''A''nterior-Posterior: corresponde al'' plano coronal'', perpendicular al suelo y que separa el frente A del dorso P (mostrado en rojo en <xr id="fig:RASCoordinates" />)
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*''A''nterior-Posterior: corresponds to the'' coronal plane'', perpendicular to the ground and separating the front A from the back P (shown in red at <xr id="fig:RASCoordinates" />)
*''S''uperior-inferior: corresponde al'' plano axial'', paralelo al suelo y separa la cabeza S de los pies I (mostrado en verde en <xr id="fig:RASCoordinates" />)
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*''S''uperior-inferior: corresponds to the'' axial plane'', parallel to the ground and separates the head S from the feet I (shown in green in <xr id="fig:RASCoordinates" />)
  
Este sistema es común, independiente del escáner y centrado en el paciente; permite la integración y visualización coherente de múltiples imágenes y tipos de datos en visores 2D y 3D. La base de referencia mundial en 3D Slicer corresponde al RAS específico del paciente y cualquier dato debe ser transformado a este sistema.
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This system is common, scanner-independent and patient-centered, enabling consistent integration and visualization of multiple images and data types in 2D and 3D viewfinders. The global 3D Slicer baseline corresponds to the patient-specific RAS and any data must be transformed into this system.
  
====Sistema IJK====
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====IJK system====
  
Los datos volumétricos de la imagen se adquieren y se proporcionan en el sistema de referencia del escaneo rasterizado "'' IJK'', también llamado columna, fila y sección (i y j son las coordenadas de la columna y fila, y k es el número de sección). Para su integración en 3D Slicer como objetos o actores en la escena, es necesario proporcionar la matriz de transformación IJKtoRAS para cada conjunto de datos. Véase <xr id="fig:IJKCoordinates" />.
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The volumetric data of the image is acquired and provided in the rasterized scan reference system "'' IJK'', also called column, row and section (i and j are the coordinates of the column and row, and k is the section number). For integration into 3D Slicer as objects or actors in the scene, it is necessary to provide the IJKtoRAS transformation matrix for each data set. See  <xr id="fig:IJKCoordinates" />.
  
 
<figure id="fig:IJKCoordinates">
 
<figure id="fig:IJKCoordinates">
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</figure>
 
</figure>
  
====Sistema XYZ====
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====Sytem XYZ====
  
Este es el sistema de coordenadas del escáner. En los aparatos de MRI y CT el sistema de coordenadas va fijado con respecto a la superficie en la que se coloca el paciente, la mesa. Ver<xr id="fig:ScannerCoordinates" />.
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This is the coordinate system of the scanner. In MRI and CT devices, the coordinate system is fixed with respect to the surface on which the patient is placed, the table. See <xr id="fig:ScannerCoordinates" />.
  
 
<figure id="fig:ScannerCoordinates">
 
<figure id="fig:ScannerCoordinates">
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</figure>
 
</figure>
  
===Coordenadas de vista (View coordinates)===
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===View coordinates===
 
<figure id="fig:ViewCoordinates">
 
<figure id="fig:ViewCoordinates">
 
[[File:The scene-04-en.png|none|thumb|200px|<caption>view coordinates system</caption>]]
 
[[File:The scene-04-en.png|none|thumb|200px|<caption>view coordinates system</caption>]]
 
</figure>
 
</figure>
  
El sistema de coordenadas de vista representa lo que es visible para la cámara. Consiste en un par de valores x e y, que van entre (-1,1) y una coordenada de profundidad z; ver <xr id="fig:ViewCoordinates" />. Los valores x, y especifican la ubicación en el plano de la imagen, mientras que la coordenada z representa la distancia o el rango desde la cámara.  
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The view coordinate system represents what is visible to the camera. It consists of a pair of x and y values, ranging from (-1.1) to a depth coordinate z; see <xr id="fig:ViewCoordinates" />. The x, y values specify the location in the image plane, while the z coordinate represents the distance or range from the camera.  
  
===Coordenadas de representación (Display coordinates)===
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===Display coordinates===
  
El sistema de coordenadas de representación utiliza la misma base que el sistema de coordenadas de vista, pero en lugar de utilizar uno a uno negativo como rango, las coordenadas son ubicaciones x, y píxeles reales en el plano de la imagen. Factores como el tamaño de la ventana en la pantalla determinan cómo se mapea el rango de coordenadas de la vista (-1,1) en ubicaciones de píxeles. Aquí es también donde entra en vigor la vista de vista, de modo que se pueden integrar diferentes vistas en la misma ventana (ver Capítulo 3 y Fig. 3-14 del libro de texto VTK).
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The display coordinate system uses the same frame as the view coordinate system, but instead of using one by one negative as a range, the coordinates are x-locations, and real pixels in the image plane. Factors such as window size on the screen determine how the range of view coordinates (-1,1) is mapped in pixel locations. This is also where the view view comes into effect, so that different views can be integrated in the same window (see Chapter 3 and Fig. 3-14 of the VTK textbook).
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Back to [[Previous considerations]] - Back to [[Main Page]]
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<hr>
[[Category:Concepts]]
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[[Clínicos 3D Slicer/en| MENU]]

Revisión actual del 12:38 30 ago 2018

Otros idiomas:
تونسي • ‎English • ‎español • ‎français • ‎português

A central concept: the scene

As a visualization application, 3D Slicer provides graphical representations of patient-specific data within a graphical interface. Such patient-specific data are provided by a number of medical imaging modalities, across different spatial and temporal scales. The 3D Slicer focuses on the modalities with volumetric possibilities, such as CT, MRI and PET, due to their clinical relevance, but it is also possible to integrate 1D and 2D signals, in addition to 3D, as well as the variations of these images over time (both in real time and over time).

Since 3D Slicer is largely based on the Visualization Toolkit (VTK), it is recommended that you read the manual [Visualization Toolkit: An Object-Oriented Approach to 3D Graphics], 4th edition, also known as the VTK Textbook. This is the official reference guide for the VTK.

The coordinate systems

In visualization and graphics, the scene consists of a virtual world in which objects (sometimes called actors), lights and cameras provide representations to be presented to the user.

Model coordinates

Figure 1: model coordinate systems

Each of the different models that will be part of the scene has its own coordinate system. These model coordinate systems are object-dependent and have their own coordinate axis: the origin of these axes and also their orientation may differ as they depend on how the data of that object is captured. Model coordinate systems can be 3D or 2D.

As can be seen in Figure 1 there are 4 different types of objects: OBJECT #1: a sphere, with the origin of the coordinates placed in the very center of the sphere. OBJECT #2: a cube, with the origin or coordinates placed in one of the corners OBJECT #3: a cube too, with the origin of the coordinates placed in a different corner and also a different axis orientation OBJECT #4: a 2D object, with an X and Y coordinate

Now all these 4 elements/objects must have their coordinate systems unified in order to be displayed coherently together, which leads us to the next step.

Object types

An approximate classification of the different object types found at the scene is as follows:

  • Actors: the elements to be shown. In our particular case (medical image), these actors come from different data sources such as a CT scan, MRI, ultrasound, X-ray, etc....
  • Lights: light sources that interact with the actors and allow them to be seen
  • Cameras: virtual devices that define what will be displayed on the screen

Keep in mind that there may be as many objects as necessary, but at least there must be one of each type to build a scene.

World coordinates

Figure 2: actors positioned with the same coordinate system

The world establishes a reference system on the basis of which actors, lights and cameras are positioned.

In Figure 2 are the same 4 objects of the previous step, defined in the same coordinate system (axes represented in black), the world. Note that now the origin of the coordinate system, the point (0.0,0) and the orientation of the axis do not coincide with any of the coordinate systems that the objects had, since this coordinate system of the world is common to all of them. In this example, object #4, displayed in purple, was a 2D object that is now placed in a 3D coordinate system.

Figure 3: world coordinate systems

The scene configuration is completed with the addition of a light source and a camera, all of them referenced in the world's coordinate system, as you can see in Figure 3

Affine transformations relate cameras, objects and object components to the world's reference system. They consist of translation sequences, rotations and scale changes, which can be represented using homogeneous coordinates using 4x4 matrices. Perspective and orthographic projections from 3D space onto the image plane of the vision cameras can also be represented with 4x4 (or 4x3) matrices. In fact, they are all cases of projective transformations, which can be represented by these 4x4 matrices. In fact, all elements of the virtual world are represented with respect to the world's reference system by 4x4 matrix transformation sequences, possibly arranged in a hierarchy (for example: represent internal object components). For more information on coordinate transformations, see [pdf here].

RAS system

In our specific case we will not be working with abstract elements such as spheres, cubes or squares; we will be working with volumetric data collected with different scanners and medical devices.

Figure 4: RAS basis

The coordinate systems used, when applied to human bodies, are the so-called "SARs". This term is an acronym for the three-coordinate axis name, with unit vectors pointing in the following directions:

  • Right-Left: corresponds to the sagittal plane, perpendicular to the ground and separating the right R from the left L (shown in blue at Figure 4)
  • Anterior-Posterior: corresponds to the coronal plane, perpendicular to the ground and separating the front A from the back P (shown in red at Figure 4)
  • Superior-inferior: corresponds to the axial plane, parallel to the ground and separates the head S from the feet I (shown in green in Figure 4)

This system is common, scanner-independent and patient-centered, enabling consistent integration and visualization of multiple images and data types in 2D and 3D viewfinders. The global 3D Slicer baseline corresponds to the patient-specific RAS and any data must be transformed into this system.

IJK system

The volumetric data of the image is acquired and provided in the rasterized scan reference system " IJK, also called column, row and section (i and j are the coordinates of the column and row, and k is the section number). For integration into 3D Slicer as objects or actors in the scene, it is necessary to provide the IJKtoRAS transformation matrix for each data set. See Figure 5.

Figure 5: IJK coordinates

Sytem XYZ

This is the coordinate system of the scanner. In MRI and CT devices, the coordinate system is fixed with respect to the surface on which the patient is placed, the table. See Figure 6.

Figure 6: Scanner coordinates

View coordinates

Figure 7: view coordinates system

The view coordinate system represents what is visible to the camera. It consists of a pair of x and y values, ranging from (-1.1) to a depth coordinate z; see Figure 7. The x, y values specify the location in the image plane, while the z coordinate represents the distance or range from the camera.

Display coordinates

The display coordinate system uses the same frame as the view coordinate system, but instead of using one by one negative as a range, the coordinates are x-locations, and real pixels in the image plane. Factors such as window size on the screen determine how the range of view coordinates (-1,1) is mapped in pixel locations. This is also where the view view comes into effect, so that different views can be integrated in the same window (see Chapter 3 and Fig. 3-14 of the VTK textbook).



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