Assorted screenshots

Volume rendering (2000). Shaded (bottom), unshaded (top). Various opacity functions (left, right). Unshaded representations are displayed in less than a second thanks to stacked 2D texture maps. A low-res sub-sampled volume is used during real-time camera interaction. Shaded representations are a bit rough at the moment for various reasons: unsegmented data, noise and poorly chosen transfer functions :)

Landmarks setting on patient A (left) and B (center-right).

3D warping / deformation from patient A (left) to the patient B (center). Displacement vectors are shown (blue). Resulting surface A' (right), and previous surface A displayed as transparent.

Sébastien Barré