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Databases and Systems

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data <strong>and</strong> we define two viewing schemes termed the “up-is-up” <strong>and</strong> “statue” modes.<br />

For “up-is-up” the user defines an up-vector within the 3D reconstruction so that the<br />

projection of that vector onto the selected plane will be parallel to the displayed yaxis.<br />

By default this vector is defined to point up through the head so that a coronal<br />

or sagittal view will be displayed with the head neural tissue at the top of the image.<br />

For this mode the third Eulerian angle zeta is calculated by finding the component of<br />

the up vector u that is perpendicular to the viewing direction v, i.e.<br />

<strong>and</strong> R is the rotation matrix for = 0). This vector is in the original<br />

coordinate frame <strong>and</strong> the required angle is determined by transforming w to the<br />

viewing coordinates <strong>and</strong> calculating the angle with respect to the y’ axis:<br />

The “statue” mode can be understood by considering the voxel image to be a statue<br />

with the user walking around on a horizontal plane i.e. the x-y plane of the image.<br />

The section seen by the user is rotated about its axis of intersection with the<br />

horizontal for display on the screen. For the user the effect is that rotating a section<br />

view around a vertical axis will result in a gradual rotation of the displayed image.<br />

The Euler angles for this viewing mode are = –<br />

Navigation<br />

Locating a specific section within a 3D volume can be quite difficult so, in addition<br />

to the option of panning though to a recognizable position which can then be defined<br />

as the fixed point, a number other navigational aids are provided. The first is the<br />

option of interactively defining a second fixed point which then reduces the number<br />

of degrees of freedom to one, namely rotation around the line joining the two points.<br />

This is termed the torsion, denoted <strong>and</strong> uniquely defines the viewing direction<br />

n = cos( ) n2 + sin( ) n3,<br />

where the orthonormal vectors n 1 <strong>and</strong> n 2 are defined by rotating the coordinate frame<br />

so that the z-axis is parallel to the vector joining the two fixed points, namely the<br />

vector

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