Image size of MRI T2-weighted scans - resolution

I have MRI T2-weighted scans of the human brain. However, the size of them is only 128x128 pixels each of 1.71875/1.71875 mm size. I use these scans to find the perfusion parameters: CBV, CBF and MTT. However, some people confused me saying that the quality of images is not enough for the analysis - even though the images are gathered from a medical institution.
I also heard some rumors that since the paramagnetic tracer is used during the scans the quality is sufficient, because we need to capture a flow of the tracer. If we increase the resolution, the time between scans will also increase and we won't capture a flow of the tracer correctly.
Are there any specialists in this area who could explain the situation of the images quality? Is it reasonably enough or it should be better?

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Color management - what exactly does the monitor ICC profile do, and where does it sit in the color conversion chain?

I'm reading/watching anything I can about color management/color science and something that's not making sense to me is the scene-referred and display-referred workflows. Isn't everything display-referred, because your monitor is converting everything you see into something it can display?
While reading this article, I came across this image:
So, if I understand this right to follow a linear workflow, I should apply an inverse power function to any imported jpg/png/etc files that contain color data, to get it's gamma to be linear. I then work on the image, and when I'm ready to export, say to sRGB and save it as a png, it'll bake in the original transfer function.
But, even while it's linear, and I'm working on it, is't my monitor converting everything I see to what I can display? Isn't it basically applying it's own LUT? Isn't there already a gamma curve that the monitor itself is applying?
Also, from input to output, how many color space conversions take place, say if I'm working in the ACEScg color space. If I import a jpg texture, I linearize it and bring it into the ACEScg color space. I work on it, and when I render it out, the renderer applies a view transform to convert it from ACEScg to sRGB, and then also what I'm seeing is my monitor converting then from sRGB to my monitor's own ICC profile, right (which is always happening since everything I'm seeing is through my monitor's ICC profile)?
Finally, if I add a tone-mapping s curve, where does that conversion sit on that image?
I'm not sure your question is about programming, and the question has not much relevance to the title.
In any case:
light (photons) behave linearly. The intensity of two lights is the sum of the intensity of each light. For this reason a lot of image mangling is done in linear space. Note: camera sensors have often a near linear response.
eyes see nearly as with a gamma exponent of 2. So for compression (less noise with less bit information) gamma is useful. By accident also the CRT phosphors had a similar response (else the engineers would have found some other methods: in past such fields were done with a lot of experiments: feed back from users, on many settings).
Screens expects images with a standardized gamma correction (now it depends on the port, setting, image format). Some may be able to cope with many different colour spaces. Note: now we have no more CRT, so the screen will convert data from expected gamma to the monitor gamma (and possibly different value for each channel). So a sort of a LUT (it may just be electronically done, so without the T (table)). Screens are setup so that with a standard signal you get expected light. (There are standards (images and methods) to measure the expected bahavious, but so ... there is some implicit gamma correction of the gamma corrected values. It was always so: on old electronic monitor/TV technicians may get an internal knob to regulate single colours, general settings, etc.)
Note: Professionals outside computer graphic will use often opto-electronic transfer function (OETF) from camera (so light to signal) and the inverse electro-optical transfer function (EOTF) when you convert a signal (electric) to light, e.g. in the screen. I find this way to call the "gamma" show quickly what it is inside gamma: it is just a conversion between analogue electrical signal and light intensity.
The input image has own colour space. You now assume a JPEG, but often you have much more information (RAW or log, S-log, ...). So now you convert to your working colour space (it may be linear, as our example). If you show the working image, you will have distorted colours. But you may not able to show it, because you will use probably more then 8-bit per channel (colour). Common is 16 or 32bits, and often with half-float or single float).
And I lost some part of my answer (after last autosave). The rest was also complex, but the answer is already too long. In short. You can calibrate the monitor: two way: the best way (if you have a monitor that can be "hardware calibrated"), you just modify the tables in monitor. So it is nearly all transparent (it is just that the internal gamma function is adapted to get better colours). You still get the ICC, but for other reasons. Or you get the easy calibration, where the bytes of an image are transformed on your computer to get better colours (in a program, or now often by operating system, either directly by OS, or by telling the video card to do it). You should careful check that only one component will do colour correction.
Note: in your program, you may save the image as sRGB (or AdobeRGB), so with standard ICC profiles, and practically never as your screen ICC, just for consistency with other images. Then it is OS, or soft-preview, etc. which convert for your screen, but if the image as your screen ICC, just the OS colour management will see that ICC-image to ICC-output will be a trivial conversion (just copying the value).
So, take into account that at every step, there is an expected colour space and gamma. All programs expect it, and later it may be changed. So there may be unnecessary calculation, but it make things simpler: you should not track expectations.
And there are many more details. ICC is also use to characterize your monitor (so the capable gamut), which can be used for some colour management things. The intensions are just the method the colour correction are done, if the image has out-of-gamut colours (just keep the nearest colour, so you lose shade, but gain accuracy, or you scale all colours (and you expect your eyes will adapt: they do if you have just one image at a time). The evil is in such details.

How can audio data be abstracted for comparison purposes?

I am working on a project involving machine learning and data comparison.
For the purpose of this project, I am feeding abstracted video data to a neuronal network.
Now, abstracting image data is quite simple. I can take still-frames at certain points in the video, scale them down into 5 by 5 pixels (or any other manageable resolution) and get the pixel values for analysis.
The resulting data gives a unique, small and somewhat data-rich sample (even 5 samples of 5x5 px are enough to distinguish a drama from a nature documentary, etc).
However, I am stuck on the audio part. Since audio consists of samples and each sample by itself has no inherent meaning, I can't find a way to abstract audio down into processable blocks.
Are there common techniques for this process? If not, what metrics can audio data be quantified and abstracted in?
The process you require is audio feature extraction. A large number of feature detection algorithms exist, usually specialising in signals that are music or speech.
For music, chromacity, rhythm, harmonic distribution are all features you might extract - along with many more.
Typically, audio feature extraction algorithms work at a fairly macro level - that is to say thousands of samples at a time.
A good place to get started is Sonic visualiser which is a plug-in host for audio visualisation algorithms - many of which are feature extractors.
YAAFE may also have some useful stuff in it.

image processing / computer vision - body part recognition - posture ( standing/ sitting) - supervised learning

I'm after advice from the image processing / computer vision experts here. Trying to develop a robust, scaled algorithm to extract dimensions of a person's body. For example, his upper-body width.
problems:
images without faces
person sitting
multiple faces
person is holding something , thus covering part of his body
ways of doing this:
* haar - unsupervised , a lot of training date of different body parts and hope for the best.
* HOG - 1. face detection -> afterwards using HOG and assumptions along the way with different filters
Note: all images will be scaled to the same size.
Obviously computation time for the second approach MIGHT be more demanding (doubtful though)
but for the 1st method, training is almost impossible and would take much more time..
P.S.
I know there's a paper about using pedestrian data.. but that would work for full body + standing, not for sitting.
I'm open to hearing all your ideas..ask away if you have anything to add.
Implementation would be done, hopefully via node.js
Thank you
DPM is widely used in computer vision for object detection and it tends to work in the case of occlusion and also when only part of an object is present in the image. The grammar model for humans is very good and has state of the art results on standard datasets. It takes around a second to perform detection on a single image, its matlab code, so its expected to be slow.
http://www.cs.berkeley.edu/~rbg/latent/

Best practice for creating 2d graphics assets

As a brief background, I have been slowly chugging away at the core framework of a game I've been wanting to make for some time now. It has gotten to the point where I want to start really fleshing it out with some graphics assets other than colored boxes. And this brings me to the heart of my question:
What is the best method for creating graphics assets that appear the same quality independent of the device they are drawn on?
My game is styled after Pokemon, so I want to capture the 16-bit feel while still remaining crisp regardless of the device resolution. Does this mean I just create a ton of duplicate sprite sheets? i.e. a 16x16 32x32 48x48 64x64 version of each asset? Or should I be making vector art and rendering it out specifically for each device? Or is there some other alternative I haven't considered?
Thanks!
If by 16-bit feel you mean a classic old-school "pixelated" style (but with crisp edges). Then you can just draw them in the minimal dimension and upscale by whatever factor you need using a Pixel Art Scaling Algorithm, the simplest being nearest neighbour. There are of course many algos that produce much nicer results than NN like the 2xSaI and hqx family of algorithms, and RotSprite if you need rotation.
If you want clean antialiased edges you might want to check out this Microsoft Research paper: Depixelizing Pixel Art
You can then use these algos as a loading pre-pass for your game.
Alternatively, you could shift them "earlier" into your art pipeline to help speed up generation of multiple (resolution/transform) variants, which you could further touch up. This choice largely depends on your level of labor resources and perfectionism. Note also that this loses the "purity" of the solution since it violates DRY because updates will require changes in all variants of a sprite.
I would suggest to first try out some of these upscaling filters and see if you are happy with the results. If you are, you can get away with a loading prepass, which is by far the most desirable outcome because it reduces work and maintenance by a large factor.

Obstacle avoidance using 2 fixed cameras on a robot

I will be start working on a robotics project which involves a mobile robot that has mounted 2 cameras (1.3 MP) fixed at a distance of 0.5m in between.I also have a few ultrasonic sensors, but they have only a 10 metter range and my enviroment is rather large (as an example, take a large warehouse with many pillars, boxes, walls .etc) .My main task is to identify obstacles and also find a roughly "best" route that the robot must take in order to navigate in a "rough" enviroment (the ground floor is not smooth at all). All the image processing is not made on the robot, but on a computer with NVIDIA GT425 2Gb Ram.
My questions are :
Should I mount the cameras on a rotative suport, so that they take pictures on a wider angle?
It is posible creating a reasonable 3D reconstruction based on only 2 views at such a small distance in between? If so, to what degree I can use this for obstacle avoidance and a best route construction?
If a roughly accurate 3D representation of the enviroment can be made, how can it be used as creating a map of the enviroment? (Consider the following example: the robot must sweep an fairly large area and it would be energy efficient if it would not go through the same place (or course) twice;however when a 3D reconstruction is made from one direction, how can it tell if it has already been there if it comes from the opposite direction )
I have found this response on a similar question , but I am still concerned with the accuracy of 3D reconstruction (for example a couple of boxes situated at 100m considering the small resolution and distance between the cameras).
I am just starting gathering information for this project, so if you haved worked on something similar please give me some guidelines (and some links:D) on how should I approach this specific task.
Thanks in advance,
Tamash
If you want to do obstacle avoidance, it is probably easiest to use the ultrasonic sensors. If the robot is moving at speeds suitable for a human environment then their range of 10m gives you ample time to stop the robot. Keep in mind that no system will guarantee that you don't accidentally hit something.
(2) It is posible creating a reasonable 3D reconstruction based on only 2 views at such a small distance in between? If so, to what degree I can use this for obstacle avoidance and a best route construction?
Yes, this is possible. Have a look at ROS and their vSLAM. http://www.ros.org/wiki/vslam and http://www.ros.org/wiki/slam_gmapping would be two of many possible resources.
however when a 3D reconstruction is made from one direction, how can it tell if it has already been there if it comes from the opposite direction
Well, you are trying to find your position given a measurement and a map. That should be possible, and it wouldn't matter from which direction the map was created. However, there is the loop closure problem. Because you are creating a 3D map at the same time as you are trying to find your way around, you don't know whether you are at a new place or at a place you have seen before.
CONCLUSION
This is a difficult task!
Actually, it's more than one. First you have simple obstacle avoidance (i.e. Don't drive into things.). Then you want to do simultaneous localisation and mapping (SLAM, read Wikipedia on that) and finally you want to do path planning (i.e. sweeping the floor without covering area twice).
I hope that helps?
I'd say no if you mean each eye rotating independently. You won't get the accuracy you need to do the stereo correspondence and make calibration a nightmare. But if you want the whole "head" of the robot to pivot, then that may be doable. But you should have some good encoders on the joints.
If you use ROS, there are some tools which help you turn the two stereo images into a 3d point cloud. http://www.ros.org/wiki/stereo_image_proc. There is a tradeoff between your baseline (the distance between the cameras) and your resolution at different ranges. large baseline = greater resolution at large distances, but it also has a large minimum distance. I don't think i would expect more than a few centimeters of accuracy from a static stereo rig. and this accuracy only gets worse when you compound there robot's location uncertainty.
2.5. for mapping and obstacle avoidance the first thing i would try to do is segment out the ground plane. the ground plane goes to mapping, and everything above is an obstacle. check out PCL for some point cloud operating functions: http://pointclouds.org/
if you can't simply put a planar laser on the robot like a SICK or Hokuyo, then i might try to convert the 3d point cloud into a pseudo-laser-scan then use some off the shelf SLAM instead of trying to do visual slam. i think you'll have better results.
Other thoughts:
now that the Microsoft Kinect has been released, it is usually easier (and cheaper) to simply use that to get a 3d point cloud instead of doing actual stereo.
This project sounds a lot like the DARPA LAGR program. (learning applied to ground robots). That program is over, but you may be able to track down papers published from it.

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