This article is a brief translation of http://www.grahamwideman.com/gw/brain/fs/surfacefileformats.htm, because I am not translating word by word, but Translate some sentences that I think are more useful.
Overview: Volumes and Surfaces
Generally speaking, the FreeSurfer program mainly deals with two kinds of data. One is volume data based on voxels; the other is surface data from volume.
Surface data consists of a series of vertices (including the position of the vertices in space) and faces (usually triangles, sometimes quadrilaterals).
Vertex and Patch
The vertices of surface data are usually subjected to various transformations. Therefore, their positions are constantly changing. In order to track these vertices, FreeSurfer assigns an ID or “vertex number” to each vertex. After that, the data from other data items is mapped to the corresponding vertices through the vertex number. Therefore, no matter how the coordinate position of the vertex changes, the position of the vertex can be tracked by the vertex number.
The patch is a part of the surface and only contains a part of the vertices, but the vertex numbers are the same.
Motivation of this page
To manipulate and process data, you need a clear understanding of the conceptual framework and storage structure of the data. A rough model is formed in the mind.
In order to obtain this clear model, this page strives to explain the data format of various files used by FreeSurfer.
I think it’s enough for general purpose to understand what I’ve translated earlier; I’ve been busy recently, so I’ve translated to this point. If you want to know the specific content for different file data formats, you can go to the beginning. Take a look at the original website.
This article is a brief translation of http://www.grahamwideman.com/gw/brain/fs/surfacefileformats.htm, because I am not writing word by word Translation, but take some sentences that I think are more useful for free translation.
Overview: Volumes and Surfaces
Generally speaking, the FreeSurfer program mainly deals with two kinds of data. One is volume data based on voxels; the other is surface data from volume.
Surface data consists of a series of vertices (including the position of the vertices in space) and faces (usually triangles, sometimes quadrilaterals).
Vertex and Patch
The vertices of surface data are usually subjected to various transformations. Therefore, their positions are constantly changing. In order to track these vertices, FreeSurfer assigns an ID or “vertex number” to each vertex. After that, the data from other data items is mapped to the corresponding vertices through the vertex number. Therefore, no matter how the coordinate position of the vertex changes, the position of the vertex can be tracked by the vertex number.
The patch is a part of the surface and only contains a part of the vertices, but the vertex numbers are the same.
Motivation of this page
To manipulate and process data, you need a clear understanding of the conceptual framework and storage structure of the data. A rough model is formed in the mind.
In order to obtain this clear model, this page strives to explain the data format of various files used by FreeSurfer.
I think it’s enough for general purpose to understand what I’ve translated earlier; I’ve been busy recently, so I’ve translated to this point. If you want to know the specific content for different file data formats, you can go to the beginning. Take a look at the original website.