2001
DOI: 10.1002/hbm.1037
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A system for the generation of curves on 3D brain images

Abstract: In this study, a computational optimal system for the generation of curves on triangulated surfaces representing 3D brains is described. The algorithm is based on optimally computing geodesics on the triangulated surfaces following Kimmel and Sethian ([1998]: Proc Natl Acad Sci 95:15). The system can be used to compute geodesic curves for accurate distance measurements as well as to detect sulci and gyri. These curves are defined based on local surface curvatures that are computed following a novel approach pr… Show more

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Cited by 49 publications
(40 citation statements)
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“…Both curvature [31], [32], [35] and depth features [37], [38] were used in previous works on sulci detection. In this work, we use the mean curvature as the feature function f because it is easy to compute and very effective in summarizing the geometric characteristics of the cortical surface.…”
Section: Graph-cut Segmentationmentioning
confidence: 99%
“…Both curvature [31], [32], [35] and depth features [37], [38] were used in previous works on sulci detection. In this work, we use the mean curvature as the feature function f because it is easy to compute and very effective in summarizing the geometric characteristics of the cortical surface.…”
Section: Graph-cut Segmentationmentioning
confidence: 99%
“…In particular, curves representing anatomical features can be used to match brain surfaces [1,2,3]. The curves of sulcal fundi can be viewed as crestlines [5], sulcal roots [4], or as weighted geodesic curves [3,6], where the weight is usually computed from the local properties (e.g., mean curvature) of the surface [3,6,7,8].…”
Section: Introductionmentioning
confidence: 99%
“…The resulting curve is restricted to travel along the edges of the surface, therefore depends on the parameterization of the surface and suffers from metric distortion. More recently, an algorithm based on the FMM has been reported to extract curves of sulcal fundi [3,6]. In the algorithm, the weight is set to be a function of local "valley-ness".…”
Section: Introductionmentioning
confidence: 99%
“…As a result, several algorithms for computing approximate shortest paths have been proposed [6], [14], [15], [16], [17], [18], [19], [20], [21], [22], [23], [24]. These methods are appropriate for applications such as interactive visualization and texture mapping, where extremely rapid solutions are desired and some loss of accuracy can be tolerated.…”
Section: Introductionmentioning
confidence: 99%