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Viewer3D

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Viewer3D

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04 Nov 2008 (Updated )

MIP, Color, Slice and Shaded 3D (shearwarp) Volume Rendering, interactive 3D view/measurement GUI

[Nx,Ny,Nz]=PatchNormalsDouble(Fa,Fb,Fc,Vx,Vy,Vz)
function [Nx,Ny,Nz]=PatchNormalsDouble(Fa,Fb,Fc,Vx,Vy,Vz)
%
%  [Nx,Ny,Nz]=PatchNormalsDouble(Fa,Fb,Fc,Vx,Vy,Vz)
%

FV.vertices=zeros(length(Vx),3);
FV.vertices(:,1)=Vx;
FV.vertices(:,2)=Vy;
FV.vertices(:,3)=Vz;

% Get all edge vectors
e1=FV.vertices(Fa,:)-FV.vertices(Fb,:);
e2=FV.vertices(Fb,:)-FV.vertices(Fc,:);
e3=FV.vertices(Fc,:)-FV.vertices(Fa,:);

% Normalize edge vectors
e1_norm=e1./repmat(sqrt(e1(:,1).^2+e1(:,2).^2+e1(:,3).^2),1,3); 
e2_norm=e2./repmat(sqrt(e2(:,1).^2+e2(:,2).^2+e2(:,3).^2),1,3); 
e3_norm=e3./repmat(sqrt(e3(:,1).^2+e3(:,2).^2+e3(:,3).^2),1,3);

% Calculate Angle of face seen from vertices
Angle =  [acos(dot(e1_norm',-e3_norm'));acos(dot(e2_norm',-e1_norm'));acos(dot(e3_norm',-e2_norm'))]';

% Calculate normal of face
 Normal=cross(e1,e3);

% Calculate Vertice Normals 
VerticeNormals=zeros([size(FV.vertices,1) 3]);
for i=1:size(Fa,1),
    VerticeNormals(Fa(i),:)=VerticeNormals(Fa(i),:)+Normal(i,:)*Angle(i,1);
    VerticeNormals(Fb(i),:)=VerticeNormals(Fb(i),:)+Normal(i,:)*Angle(i,2);
    VerticeNormals(Fc(i),:)=VerticeNormals(Fc(i),:)+Normal(i,:)*Angle(i,3);
end

V_norm=sqrt(VerticeNormals(:,1).^2+VerticeNormals(:,2).^2+VerticeNormals(:,3).^2)+eps;
VerticeNormals=VerticeNormals./repmat(V_norm,1,3);
Nx=VerticeNormals(:,1);
Ny=VerticeNormals(:,2);
Nz=VerticeNormals(:,3);

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