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Copy file name to clipboardExpand all lines: basics/volumetric-data.md
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Now open the script editor by first clicking on the ImageJ toolbar then pressing "\[". Download and open this script in the sceipt editor to generate a 3D image volume that we can use
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Now open the script editor by first clicking on the ImageJ toolbar then pressing "\[". Download and open this script in the script editor to generate a 3D image volume that we can use.
You can close the script editor, then "Add volume" in sciview.
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Then you will get a dialog, where you can change the resolution of your volume's voxels \(for example, if you are using confocal microscopy data your z-resolution will be much larger\)
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Then you will get a dialog where you can change the resolution of your volume's voxels (for example, if you are using confocal microscopy data, your z-resolution will be much larger)
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After some time, stop recording the videos
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After some time, stop recording the video
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This demo begins with a demo image. The details of how this image is generated aren't important, but it creates a tuneable number of spheres in random positions within a `(100,100,100)` image \(aka RandomAccessibleInterval\).
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This demo begins with a demo image. The details of how this image is generated aren't important, but it creates a tuneable number of spheres in random positions within a `(100,100,100)` image (aka RandomAccessibleInterval).
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Now comes a key step, we perform what is called a "Connected Components Analysis" \(aka CCA\), which assigns all connected pixels to a specific label. Each of these labels represents a segmentation.
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Now comes a key step, we perform what is called a "Connected Components Analysis" (aka CCA), which assigns all connected pixels to a specific label. Each of these labels represents a segmentation.
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Note one nuance of this is that if 2 of our randomly generated spheres overlap, they will be treated as being connected.
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Note: one nuance of this is that if 2 of our randomly generated spheres overlap, they will be treated as being connected.
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An alternative would have been to use the pixel values of the image to create each `LabelRegion`. However, in practice that is not a luxury that an image analyst has.
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Copy file name to clipboardExpand all lines: vr-and-ar/vr-and-ar.md
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* Oculus Rift S
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* HTC Vive, HTC Vive Pro, HTC Vive Pro Eye
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* Valve Index
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* Windows Mixed Reality headsets \(such as the Samsung Odyssey\)
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* Windows Mixed Reality headsets (such as the Samsung Odyssey)
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In addition, we have alpha-quality support for the Microsoft Hololens. Support for this AR headset will be extended in the future. For the moment and in the remainder of this article here, we concentrate on VR headsets.
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In order to be able to use VR headsets for rendering in sciview, especially when rendering volumetric data, a relatively powerful computer is recommended. Our recommendation there would be to have at least 16-32 GB of RAM, and a GPU capable of fast VR rendering at high resolutions, such as a Geforce RTX 2080 or a AMD Radeon RX5700.
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In order to be able to use VR headsets for rendering in sciview, especially when rendering volumetric data, a relatively powerful computer is recommended. Our recommendation there would be to have at least 16-32 GB of RAM, and a GPU capable of fast VR rendering at high resolutions, such as a Geforce RTX 2080 or an AMD Radeon RX5700.
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sciview relies on [SteamVR/OpenVR](https://store.steampowered.com/app/250820/SteamVR/) for rendering to your VR headset. You can follow the [setup guide for the HTC Vive](https://support.steampowered.com/steamvr/HTC_Vive/) for setting it up, or use the one for your specific headset. Note that if you use a Windows Mixed Reality headset, you need to have [Windows Mixed Reality for SteamVR](https://store.steampowered.com/app/719950/Windows_Mixed_Reality_for_SteamVR/) installed in addition to SteamVR itself.
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sciview relies on [SteamVR/OpenVR](https://store.steampowered.com/app/250820/SteamVR/) for rendering to your VR headset. You can follow the [setup guide for the HTC Vive](https://support.steampowered.com/steamvr/HTC\_Vive/) for setting it up, or use the one for your specific headset. Note that if you use a Windows Mixed Reality headset, you need to have [Windows Mixed Reality for SteamVR](https://store.steampowered.com/app/719950/Windows\_Mixed\_Reality\_for\_SteamVR/) installed in addition to SteamVR itself.
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## Rendering to your VR headset in sciview
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To activate rendering to an attached VR headset, choose `View`>`Render to OpenVR HMD` in sciview's menu bar. If not already open, SteamVR will start and the current scene will appear in your VR headset.
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To activate rendering to an attached VR headset, choose `View`> `Render to OpenVR HMD` in sciview's menu bar. If not already open, SteamVR will start and the current scene will appear in your VR headset.
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