TY - GEN
T1 - Immersive environment for creating, proofreading, and exploring skeletons of nanometric scale neural structures
AU - Boges, Daniya
AU - Cali, Corrado
AU - Magistretti, Pierre J.
AU - Hadwiger, Markus
AU - Sicat, Ronell Barrera
AU - Agus, Marco
N1 - KAUST Repository Item: Exported on 2020-10-01
Acknowledgements: This work is supported by KAUST King Abdullah University of Science and Technology KAUST-EPFL Alliance for Integrative Modeling of Brain Energy Metabolism https://www.kaust.edu.sa/en under KAUST CRG6 Grant No. 2313.
PY - 2019/1/1
Y1 - 2019/1/1
N2 - We present a novel immersive environment for the exploratory analysis of nanoscale cellular reconstructions of rodent brain samples acquired through electron microscopy. The system is focused on medial axis representations (skeletons) of branched and tubular structures of brain cells, and it is specifically designed for: i) effective semi-automatic creation of skeletons from surface-based representations of cells and structures, ii) fast proofreading, i.e., correcting and editing of semi-automatically constructed skeleton representations, and iii) useful exploration, i.e., measuring, comparing, and analyzing geometric features related to cellular structures based on medial axis representations. The application runs in a standard PC-tethered virtual reality (VR) setup with a head mounted display (HMD), controllers, and tracking sensors. The system is currently used by neuroscientists for performing morphology studies on sparse reconstructions of glial cells and neurons extracted from a sample of the somatosensory cortex of a juvenile rat.
AB - We present a novel immersive environment for the exploratory analysis of nanoscale cellular reconstructions of rodent brain samples acquired through electron microscopy. The system is focused on medial axis representations (skeletons) of branched and tubular structures of brain cells, and it is specifically designed for: i) effective semi-automatic creation of skeletons from surface-based representations of cells and structures, ii) fast proofreading, i.e., correcting and editing of semi-automatically constructed skeleton representations, and iii) useful exploration, i.e., measuring, comparing, and analyzing geometric features related to cellular structures based on medial axis representations. The application runs in a standard PC-tethered virtual reality (VR) setup with a head mounted display (HMD), controllers, and tracking sensors. The system is currently used by neuroscientists for performing morphology studies on sparse reconstructions of glial cells and neurons extracted from a sample of the somatosensory cortex of a juvenile rat.
UR - http://hdl.handle.net/10754/663943
UR - https://diglib.eg.org/handle/10.2312/stag20191360
UR - http://www.scopus.com/inward/record.url?scp=85086745359&partnerID=8YFLogxK
U2 - 10.2312/stag.20191360
DO - 10.2312/stag.20191360
M3 - Conference contribution
SN - 9783038681007
SP - 21
EP - 30
BT - 2019 Italian Chapter Conference - Smart Tools and Apps in Computer Graphics, STAG 2019
PB - Eurographics Association
ER -