# VTK笔记——医学图像配准（Landmark）

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## vtkLandmarkTransform

vtkLandmarkTransform是一种比较经典的匹配算法，基于标记点，两个点集在配准后的平均距离最小，要求输入两个点数必须相等，序号一致的点集，做线性变换。它常用于粗略匹配，效率高。

1.源标记点集

  vtkSmartPointer<vtkPoints> sourcePoints =
vtkSmartPointer<vtkPoints>::New();
double sourcePoint1[3] = {1.0, 0.0, 0.0};
sourcePoints->InsertNextPoint(sourcePoint1);
double sourcePoint2[3] = {0.0, 1.0, 0.0};
sourcePoints->InsertNextPoint(sourcePoint2);
double sourcePoint3[3] = {0.0, 0.0, 1.0};
sourcePoints->InsertNextPoint(sourcePoint3);


2.目标标记点集

  vtkSmartPointer<vtkPoints> targetPoints =
vtkSmartPointer<vtkPoints>::New();
double targetPoint1[3] = {0.0, 0.0, 1.1};
targetPoints->InsertNextPoint(targetPoint1);
double targetPoint2[3] = {0.0, 1.02, 0.0};
targetPoints->InsertNextPoint(targetPoint2);
double targetPoint3[3] = {-1.11, 0.0, 0.0};
targetPoints->InsertNextPoint(targetPoint3);


3.设置Landmark

  vtkSmartPointer<vtkLandmarkTransform> landmarkTransform =
vtkSmartPointer<vtkLandmarkTransform>::New();
landmarkTransform->SetSourceLandmarks(sourcePoints);
landmarkTransform->SetTargetLandmarks(targetPoints);
landmarkTransform->SetModeToRigidBody();
landmarkTransform->Update();


4.获取线性变换

  vtkMatrix4x4* mat = landmarkTransform->GetMatrix();


## LandmarkTransform.cxx

#include <vtkPoints.h>
#include <vtkSmartPointer.h>
#include <vtkLandmarkTransform.h>
#include <vtkMatrix4x4.h>
#include <vtkPolyDataMapper.h>
#include <vtkActor.h>
#include <vtkRenderWindow.h>
#include <vtkRenderer.h>
#include <vtkRenderWindowInteractor.h>
#include <vtkProperty.h>
#include <vtkTransformPolyDataFilter.h>
#include <vtkVertexGlyphFilter.h>

int main(int, char *[])
{
/*
This demo creates a coordinate frame (+x, +y, +z) of vectors and a rotated,
peturbed frame (+z, +y, -x) and aligns the rotated frame to the original as best as possible.
*/

vtkSmartPointer<vtkPoints> sourcePoints =
vtkSmartPointer<vtkPoints>::New();
double sourcePoint1[3] = {1.0, 0.0, 0.0};
sourcePoints->InsertNextPoint(sourcePoint1);
double sourcePoint2[3] = {0.0, 1.0, 0.0};
sourcePoints->InsertNextPoint(sourcePoint2);
double sourcePoint3[3] = {0.0, 0.0, 1.0};
sourcePoints->InsertNextPoint(sourcePoint3);

vtkSmartPointer<vtkPoints> targetPoints =
vtkSmartPointer<vtkPoints>::New();
double targetPoint1[3] = {0.0, 0.0, 1.1};
targetPoints->InsertNextPoint(targetPoint1);
double targetPoint2[3] = {0.0, 1.02, 0.0};
targetPoints->InsertNextPoint(targetPoint2);
double targetPoint3[3] = {-1.11, 0.0, 0.0};
targetPoints->InsertNextPoint(targetPoint3);

// Setup the transform
vtkSmartPointer<vtkLandmarkTransform> landmarkTransform =
vtkSmartPointer<vtkLandmarkTransform>::New();
landmarkTransform->SetSourceLandmarks(sourcePoints);
landmarkTransform->SetTargetLandmarks(targetPoints);
landmarkTransform->SetModeToRigidBody();
landmarkTransform->Update(); //should this be here?

vtkSmartPointer<vtkPolyData> source =
vtkSmartPointer<vtkPolyData>::New();
source->SetPoints(sourcePoints);

vtkSmartPointer<vtkPolyData> target =
vtkSmartPointer<vtkPolyData>::New();
target->SetPoints(targetPoints);

vtkSmartPointer<vtkVertexGlyphFilter> sourceGlyphFilter =
vtkSmartPointer<vtkVertexGlyphFilter>::New();
sourceGlyphFilter->SetInputData(source);
sourceGlyphFilter->Update();

vtkSmartPointer<vtkVertexGlyphFilter> targetGlyphFilter =
vtkSmartPointer<vtkVertexGlyphFilter>::New();
targetGlyphFilter->SetInputData(target);
targetGlyphFilter->Update();

vtkSmartPointer<vtkTransformPolyDataFilter> transformFilter =
vtkSmartPointer<vtkTransformPolyDataFilter>::New();
transformFilter->SetInputConnection(sourceGlyphFilter->GetOutputPort());
transformFilter->SetTransform(landmarkTransform);
transformFilter->Update();

// Display the transformation matrix that was computed
vtkMatrix4x4* mat = landmarkTransform->GetMatrix();
std::cout << "Matrix: " << *mat << std::endl;

// Visualize
vtkSmartPointer<vtkPolyDataMapper> sourceMapper =
vtkSmartPointer<vtkPolyDataMapper>::New();
sourceMapper->SetInputConnection(sourceGlyphFilter->GetOutputPort());

vtkSmartPointer<vtkActor> sourceActor =
vtkSmartPointer<vtkActor>::New();
sourceActor->SetMapper(sourceMapper);
sourceActor->GetProperty()->SetColor(0,1,0);
sourceActor->GetProperty()->SetPointSize(4);

vtkSmartPointer<vtkPolyDataMapper> targetMapper =
vtkSmartPointer<vtkPolyDataMapper>::New();
targetMapper->SetInputConnection(targetGlyphFilter->GetOutputPort());

vtkSmartPointer<vtkActor> targetActor =
vtkSmartPointer<vtkActor>::New();
targetActor->SetMapper(targetMapper);
targetActor->GetProperty()->SetColor(1,0,0);
targetActor->GetProperty()->SetPointSize(4);

vtkSmartPointer<vtkPolyDataMapper> solutionMapper =
vtkSmartPointer<vtkPolyDataMapper>::New();
solutionMapper->SetInputConnection(transformFilter->GetOutputPort());

vtkSmartPointer<vtkActor> solutionActor =
vtkSmartPointer<vtkActor>::New();
solutionActor->SetMapper(solutionMapper);
solutionActor->GetProperty()->SetColor(0,0,1);
solutionActor->GetProperty()->SetPointSize(3);

// Create a renderer, render window, and interactor
vtkSmartPointer<vtkRenderer> renderer =
vtkSmartPointer<vtkRenderer>::New();
vtkSmartPointer<vtkRenderWindow> renderWindow =
vtkSmartPointer<vtkRenderWindow>::New();
vtkSmartPointer<vtkRenderWindowInteractor> renderWindowInteractor =
vtkSmartPointer<vtkRenderWindowInteractor>::New();
renderWindowInteractor->SetRenderWindow(renderWindow);

// Add the actor to the scene
renderer->SetBackground(.3, .6, .3); // Background color green

// Render and interact
renderWindow->Render();
renderWindowInteractor->Start();

return EXIT_SUCCESS;
}


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