Comments (4)
Looks like the rotation is on the model axis, and not the worldspace; hence why this has not been encountered before.
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Current approach is using gvxr.rotateScene()
to rotate all meshes during capture setup.
And projections are generated by rotating "root";
Probably a likely assumption that rotateScene causes root to rotate, resulting in the projections' rotation to be incorrect compared to the fixed detector and source
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One fix is to rotate each sample mesh, however:
- Requires keeping track of all mesh nodes
- What happens when meshes are added / removed before and after a translation
- e.g, rotate meshes, mesh deleted, reset rotation breaks due to missing node...
- rotate meshes, add mesh, un-rotate meshes, but new mesh is now in an incorrect position
Is there a better way to rotate all scene nodes, and rotate the scene separately? Will have to find out
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Use computeCTAcquisition
with None
for path
https://sourceforge.net/p/gvirtualxray/gitroot/ci/master/tree/SimpleGVXR/include/acquisition.h#l258
And then getLastProjectionSet
to get projections
https://sourceforge.net/p/gvirtualxray/gitroot/ci/master/tree/SimpleGVXR/include/acquisition.h#l458
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