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node-independent means of visualization for specific voxels

Open orenshatz opened this issue 9 years ago • 6 comments

Nodes are specifically dedicated entities to the annotation of neurites, in the context of trees. Do we want to have different "kinds" of trees for simply choosing certain voxels in the datasets? Or another kind of entity which isn't a node, because it definitely isn't necessarily part of a tree?

orenshatz avatar Oct 27 '15 19:10 orenshatz

Trees are only agglomerates (things in the annotation.xml) of nodes. Nodes are only representations of voxels with some additional properties like radius and connectivity (which actually isn’t a node property in the file) I’d still use nodes, with properties indicating their purpose. In the end you want to iterate over everything you want to render and not over different collections.

Optiligence avatar Oct 27 '15 19:10 Optiligence

The difficulty is that any existing neurite-associated code iterating on nodes would have to be adjusted to ignore nodes of non-neurite property.

orenshatz avatar Oct 27 '15 20:10 orenshatz

I guess such a tree would be in another skeletonizer, not in the "neurite" skeleton.

my-tien avatar Oct 28 '15 12:10 my-tien

But if there is currently a code that traverses all nodes/trees, then this code is unaware of the fact that a node might not belong to a "neurite" skeleton. Because so far all nodes were part of an annotated neurite.

orenshatz avatar Oct 28 '15 12:10 orenshatz

No, what I mean is a new skeletonizer instance. It would be a "meta" skeletonizer with its own first tree and first node.

my-tien avatar Oct 28 '15 12:10 my-tien

Okay, that's reasonable. The question is whether there is currently a hardcoded reference from node-related code to a singleton skeletonizer, or we can simply create as many meta skeletonizers as we wish. Mind you, we're currently discussing the runtime environment, while Norbert answered above on the implementation of persistency.

orenshatz avatar Oct 28 '15 12:10 orenshatz