CIVET seminar Presentation day: 2015. 04. 03 Presenter : Park, GilSoon.

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Presentation transcript:

CIVET seminar Presentation day: Presenter : Park, GilSoon

Index

Introduction Review Materials and Methods Results

Index Introduction Review Materials and Methods Results

Introduction Non-brain Brain segmentation Many applications 1. functional MRI  structural MRI (registration) 2. first stage in cortical flattening procedures 3. brain atrophy estimation 4. removal of strong ghosting effect

Index Introduction Review Materials and Methods Results

Review There have been three main methods proposed for achieving brain/non-brain segmentation 1. manual Accurate - cannot improve on the numerical accuracy and objectivity of a computational approach. time cost, requirement for sufficient training, and care during segmentation 2. thresholding-with-morphology simple - semi-automated, very hard to produce a general algorithm  more sophisticated version 3. surface-model-based two main constraints  smoothness, fitting In general this kind of approach seems to be more robust, and easier to successfully automate, than the thresholding-with-morphology methods.

Index Introduction Review Materials and Methods Results

Materials and Methods Overview of the brain extraction method

Materials and Methods Estimation of basic image and brain parameters First, the robust image intensity minimum and maximum are found. These are calculated by looking at the intensity histogram, and ignoring long low tails at each end. Thus, the intensity “minimum”, referred to as t2 is the intensity below which lies 2% of the cumulative histogram. Similarly, t98 is found. Finally, a roughly chosen threshold is calculated that attempts to distinguish between brain matter and background This t is simply set to lie 10% of the way between t2 and t98. The brain/background threshold t is used to roughly estimate the position of the centre of gravity (COG)

Materials and Methods Estimation of basic image and brain parameters For all voxels with intensity greater than t, their intensity (“mass”) is used in a standard weighted sum of positions. Next, the mean “radius” of the brain/head in the image is estimated. All voxels with intensity greater than t are counted, and a radius is found, taking into account voxel volume, assuming a spherical brain. Finally, the median intensity of all points within a sphere of the estimated radius and centered on the estimated COG is found(tm).  t2, t98, t, tm

Materials and Methods Surface model and initialization The brain surface is modeled by a surface tessellation using connected triangles. The initial model is a tessellated sphere, generated by starting with an icosahedron and iteratively subdividing each triangle into four smaller triangles. Each vertex has five or six neighbors, according to its position relative to the icosahedron. its radius set to half of the estimated brain/head radius The vertex positions are in real (floating point) space

Materials and Methods Main iterated loop Each vertex in the tessellated surface is updated by estimating where best that vertex should move to, to improve the surface. To find an optimal solution, each individual movement is small small relative to the mean distance between neighboring vertices. For each vertex, a small update movement vector u is calculated, using the following steps.

Materials and Methods Local surface normal First, the local unit vector surface normal n^ is found. Next, The vector sum of these vectors is scaled to unit length to create n^.

Materials and Methods Mean position of neighbors and difference vector The next step is the calculation of the mean position of all vertices neighboring the vertex This is used to find a difference vector s s is decomposed into orthogonal components, normal and tangential to the local surface These components will be combined, with relative weightings, to create an update vector u for every vertex in the surface.

Materials and Methods Update component 1. within-surface vertex spacing (u1) 2. surface smoothness control (u2) 3. brain surface selection term (u3)  final update equation

Materials and Methods Update component 1: within-surface vertex spacing The simplest component of the update movement vector u is u1 Its sole role is to keep all vertices in the surface equally spaced, moving them only within the surface. u1 is not set equal to st, but to st/2

Materials and Methods Update component 2: surface smoothness control The remaining two components of u act parallel to the local surface normal. The first, u2, is derived directly from sn, and acts to move the current vertex into line with its neighbors, thus increasing the smoothness of the surface. f2 is the fractional update constant  nonlinear function The primary aim is to smooth high curvature in the surface model more heavily than low curvature

Materials and Methods Update component 2: surface smoothness control A nonlinear function is used, starting by finding the local radius of curvature, r l is the mean distance from vertex to neighboring vertex across the whole surface Now, a sigmoid function of r is applied, to find the update fraction: * A sigmoid function is a bounded differentiable real function that is defined for all real input values and has a positive derivative at each point

Materials and Methods Update component 2: surface smoothness control, E and F control the scale and offset of the sigmoid. These are derived from a minimum and maximum radius of curvature below the minimum r, heavy smoothing takes place, whereas above the maximum r, little surface smoothing is carried out The empirically optimized values for rmin and rmax are suited for typical geometries found in the human brain. f2 r

Materials and Methods Update component 3: brain surface selection term The final update component, u3, is also parallel to sn, and is the term that actually interacts with the image, attempting to force the surface model to fit to the real brain surface. First, along a line pointing inward from the current vertex, minimum and maximum intensities are found: where d1 determines how far into the brain the minimum intensity is searched for, and d2 determines how far into the brain the maximum intensity is searched for. Typically, d1 = 20 mm and d2 = d1/2 tm, t2, and t are used to limit the effect of very dark or very bright voxels

Materials and Methods Update component 3: brain surface selection term Now, Imax is used to create tl, a locally appropriate intensity threshold that distinguishes between brain and background: fractional constant bt  The default value of 0.5 has been found to give excellent results update “fraction” is then given by: the factor of 2 causing a range in values of f3 of roughly -1 to 1. If Imin is lower than local threshold tl, f3 is negative, causing the surface to move inward at the current point. If it is higher, then the surface moves outward. Final update equation Second pass: increased smoothing The algorithm already described rarely (around 5% of images) results in self-intersection. If the surface is found to self-intersect, the algorithm is re-run, with much higher smoothness constraint for the first 75% of the iterations (the mean inter-vertex distance, l)

Index Introduction Review Materials and Methods Results

End Q&A