other:dsx:orient3d:local_coordinate_system_algorithms
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other:dsx:orient3d:local_coordinate_system_algorithms [2024/07/17 15:43] – removed sgranger | other:dsx:orient3d:local_coordinate_system_algorithms [2025/05/07 16:53] (current) – Cleaned up and added See Also section. wikisysop | ||
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+ | ====== Local Coordinate System Algorithms ====== | ||
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+ | The LCS algorithms are implemented in a dll plugin framework, so it is possible to write your own and plug it into Orient3D. The currently implemented algorithms are: | ||
+ | - Vertebra [Anderst] | ||
+ | - Distal Femur [Miranda] | ||
+ | - Proximal Tibia [Miranda] | ||
+ | |||
+ | ==== Vertebra [Anderst] ==== | ||
+ | |||
+ | **Anderst, W., personal communication** | ||
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+ | This algorithm is designed for vertebral disks, and puts the LCS in the middle of the disk with Y pointing superiorly and Z anteriorly. It requires placement of eight landmarks, four around the perimeter of the superior surface of the disk, and four around the perimeter of the inferior surface of the disk. | ||
+ | |||
+ | ==== Distal Femur [Miranda] ==== | ||
+ | |||
+ | **Miranda, D., et al. J Biomech 43(8), pp. 1623–26, 2010** [[https:// | ||
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+ | This algorithm does not require any landmarks, but supports the use of four optional ones. If // | ||
+ | |||
+ | ==== Proximal Tibia [Miranda] ==== | ||
+ | |||
+ | **Miranda, D., et al. J Biomech 43(8), pp. 1623–26, 2010** [[https:// | ||
+ | |||
+ | This algorithm does not require any landmarks, but supports the use of four optional ones. If // | ||
+ | |||
+ | ===== See Also ===== | ||
+ | |||
+ | Go back to the [[other: | ||
other/dsx/orient3d/local_coordinate_system_algorithms.1721230980.txt.gz · Last modified: 2024/07/17 15:43 by sgranger