Differences between revisions 9 and 11 (spanning 2 versions)
Revision 9 as of 2006-01-18 17:31:50
Size: 972
Editor: brainiac
Comment:
Revision 11 as of 2008-04-29 11:45:32
Size: 976
Editor: localhost
Comment: converted to 1.6 markup
Deletions are marked like this. Additions are marked like this.
Line 7: Line 7:
attachment:surface_normal1.jpg {{attachment:surface_normal1.jpg}}
Line 12: Line 12:
(V0, V1, and V2), which are ordered in such a way that the normalized cross-product of vector --''V0''``''V1''--
and vector --''V0''``''V2''-- gives the outward normal of the face.
(V0, V1, and V2), which are ordered in such a way that the normalized cross-product of vector __''V0''``''V1''__
and vector __''V0''``''V2''__ gives the outward normal of the face.

A surface normal is by definition a three-dimensional vector which is perpendicular to that surface.

The surfaces (white or pial) generated by FreeSurfer are represented in the form of triangular meshes. In this case, a normal vector can be computed for each face or triangle of a given surface mesh, using the vector cross-product of two edges of the face triangle.

surface_normal1.jpg

In addition, the surfaces generated by FreeSurfer are considered to be oriented, and the direction of the surface normal follows the right-hand rule. In particular, each triangle face has three vertices (V0, V1, and V2), which are ordered in such a way that the normalized cross-product of vector V0V1 and vector V0V2 gives the outward normal of the face.

By convention, FreeSurfer defines the normal vector at a surface vertex as the normalized average of the normal vectors at all faces sharing this vertex.

FreeSurferWiki/SurfaceNormal (last edited 2021-09-22 11:49:38 by DevaniCordero)