Difficulty counting cells due to clustering and pixel value cut off - image-processing

EDIT:
I have continued working on my problem among other things and have made significant process. Using one Dr. Ashby's macro provided on ImageJwiki, and using some of my own makeshift code I can now do batch processing of images taken of Hoescht, Calcein AM, and Ethidium Homodimer stains and get decent recognition of objects. Reducing exposure time and levels of stain used (specifically calcein AM) has helped with the pixel value cut offs I was dealing with earlier. The macro still has problems with distinguishing clumped cells from one another though. To address this issue I want to implement a command in my macro that divides clusters of cells that it identifies as one cell based on the average size of our cells. The only problem is that in all my reading I haven't seen anything that mentions this. Does anyone have any thoughts on how I could implement this code? I have copied the macro below.
//get appropriate directories from user
dir1 = getDirectory("Choose Source Directory ");
dir2 = getDirectory("Choose Destination directory");
list = getFileList(dir1);
//give user an opportunity to adjust default parameters to better fit their application
Dialog.create("Adjust for objective magnification");
Dialog.addNumber("Objective Magnification (use 10 if unknown)", 10);
Dialog.addMessage("\tIf needed particle size limits can be adjusted below \nLeave mag. at 10 if customizing particle size limits\n");
Dialog.addNumber("Minimum particle size (pixels^2)",420);
Dialog.addNumber("Maximum particle size (pixels^2)",1600);
Dialog.addMessage("\tIn the following dialogs select \n first the Source Directory, \nthen a Destinaion directory for Results");
Dialog.show();
//Assigning the entered values to variables
magnification=Dialog.getNumber();
userMin=Dialog.getNumber();
userMax=Dialog.getNumber();
sMin=magnification*magnification/100*userMin;
sMax=magnification*magnification/100*userMax;
setBatchMode(true);
for (i=0; i<list.length; i++){
//print (list[i]);
open(dir1+list[i]);
name=File.nameWithoutExtension;
//Prepare the image by removing any scale and making 8-bit
run("Set Scale...", "distance=0 known=0 pixel=1 unit=pixel");
run("8-bit");
saveAs("Tiff", dir2+i+" Original "+name);//Saving with this naming scheme is required for the MeLast macro to function
//run("Brightness/Contrast...");
setMinAndMax(50, 255);
setOption("BlackBackground", false);
run("Make Binary", "method=Yen background=Light calculate black");
run("Watershed", "stack");
//Analyze particles
run("Analyze Particles...", "size="+sMin+"-"+sMax+" circularity=0.50-1.00 show=[Count Masks] display exclude include summarize");
//Save the masks file
saveAs("Tiff", dir2+i+" CountMask "+name);//Saving with this naming scheme is required for the MeLast macro to function
close();
//Save the thresholded image
saveAs("Tiff", dir2+i+" Thresholded "+name);//Saving with this naming scheme is required for the MeLast macro to function
}
//Save the results
selectWindow("Results");
saveAs("Results", dir2+"ZZ Results.xls");
//Save the summary
selectWindow("Summary");
saveAs("Text", dir2+"Z Summary.txt");

You need to find those clusters and analyze each to guess how many cells might belong to that cluster, using spatial information of the cells and other specific information in your problem domain. I believe that's an usual image analysis task.
As for cut-off pixel values, I guess you can consider the cut-off pixels as censored data. But I am not sure how meaningful it would be for 8 bit depth images.

There is another free, open-source program called CellProfiler (http://www.cellprofiler.org) that has some more specialized methods for separating cells -- more advanced than the standard watershed. See, for example, part of the manual here: http://www.cellprofiler.org/CPmanual/IdentifyPrimaryObjects.html.
Perhaps CellProfiler can do the job, or point you to the right algorithms to bring into the ImageJ macro.

Related

How to hit the texel cache in WebGL?

What i'm doing is GPGPU on WebGL and I don't know the access pattern which I'd be talking about applies to general graphics and gaming programs. In our code, frequently, we come across data which needs to be summarized or reduced per output texel. A very simple example is matrix multiplication during which, for every output texel, your return a value which is a dot product of a row of one input and a column of the other input.
This has been the sore point of our performance because of not so much the computation but multiplied data access. So I've been trying to find a pattern of reads or data layouts which would expedite this operation and I have been completely unsuccessful.
I will be describing some assumptions and some schemes below. The sample code for all these are under https://github.com/jeffsaremi/webgl-experiments
Unfortunately due to size I wasn't able to use the 'snippet' feature of StackOverflow. NOTE: All examples write to console not the html page.
Base matmul implementation: Example: [2,3]x[3,4]->[2,4] . This produces in a simplistic form 2 textures of (w:3,h:2) and (w:4,h:3). For each output texel I will be reading along the X axis of the left texture but going along the Y axis of the right texture. (see webgl-matmul.html)
Assuming that GPU accesses data similar to CPU -- that is block by block -- if I read along the width of the texture I should be hitting the cache pretty often.
For this, I'd layout both textures in a way that I'd be doing dot products of corresponding rows (along texture width) only. Example: [2,3]x[4,3]->[2,4] . Note that the data for the right texture is now transposed so that for each output texel I'd be doing a dot product of one row from the left and one row from the right. (see webgl-matmul-shared-alongX.html)
To ensure that the above assumption is indeed working, I created a negative test also. In this test I'd be reading along the Y axis of both left and right textures which should have the worst performance ever. Data is pre-transposed so that the results make sense. Example: [3,2]x[3,4]->[2,4]. (see webgl-matmul-shared-alongY.html).
So I ran these -- and I hope you could do as well to see -- and I found no evidence to support existence or non-existence of such caching behavior. You need to run each example a few times to get consistent results for comparison.
Then I came along this paper http://fileadmin.cs.lth.se/cs/Personal/Michael_Doggett/pubs/doggett12-tc.pdf which in short claims that the GPU caches data in blocks (or tiles as I call them).
Based on this promising lead I created a version of matmul (or dot product) which uses blocks of 2x2 to do its calculation. Prior to using this of course I had to rearrange my inputs into such layout. The cost of that re-arrangement is not included in my comparison. Let's say I could do that once and run my matmul many times after. Even this scheme did not contribute anything to the performance if not taking something away. (see webgl-dotprod-tiled.html).
A this point I am completely out of ideas and any hints would be appreciated.
thanks

setting threshold and batch processing in ImageJ (FIJI) macro

I know this has been posted elsewhere and that this is no means a difficult problem but I'm very new to writing macros in FIJI and am having a hard time even understanding the solutions described in various online resources.
I have a series of images all in the same folder and want to apply the same operations to them all and save the resultant excel files and images in an output folder. Specifically, I'd like to open, smooth the image, do a Max intensity Z projection, then threshold the images to the same relative value.
This thresholding is one step causing a problem. By relative value I mean that I would like to set the threshold so that the same % of the intensity histogram is included. Currently, in FIJI if you go to image>adjust>threshold you can move the sliders such that a certain percentage of the image is thresholded and it will display that value for you in the open window. In my case 98% is what I am trying to achieve, eg thresholding all but the top 2% of the data.
Once the threshold is applied to the MIP, I convert it to binary and do particle analysis and save the results (summary table, results, image overlay.
My approach has been to try and automate all the steps/ do batch processing but I have been having a hard time adapting what I have written to work based on instructions found online. Instead I've been just opening every image in the directory one by one and applying the macro that I wrote, then saving the results manually. Obviously this is a tedious approach so any help would be much appreciated!
What I have been using for my simple macro:
run("Smooth", "stack");
run("Z Project...", "projection=[Max Intensity]");
setAutoThreshold("Default");
//run("Threshold...");
run("Convert to Mask");
run("Make Binary");
run("Analyze Particles...", " show=[Overlay Masks] display exclude clear include summarize in_situ");
You can use the Process ▶ Batch ▶ Macro... command for this.
For further details, see the Batch Processing page of the ImageJ wiki.

Mathematical Operations on an Image Stack in ImageJ (Fiji)

I am writing an imageJ/Fiji plugin in Jython using the pydev plugin in eclipse.The plugin will be the ImageJ version of an already existing denoising software called CANDLE written as a matlab program. Changing the value of every pixel(voxel) of an image in matlab is trivial:
InputImage = 2 * sqrt(InputImage + (3/8));
Median3DFilteredImage = 2 * sqrt(Median3DFiltered + (3/8));
Here "InputImage" and "Median3DFilteredImage" are 3D Matrices, with the last dimension being time (slices). To reproduced the following operation on an ImageJ image, I had to employ two for loops, one to iterate through the image slices (3rd dimension) and the other loop to iterate over all the pixels in a particular slice:
medFiltStack = medianFilteredImage.getStack()
newMedFiltStack = ImageStack(medianFilteredImage.width, medianFilteredImage.height)
InputStack = InputImage.getStack()
newInputStack = ImageStack(InputImage.width, InputImage.height)
for i in xrange(1 , medianFilteredImage.getNSlices() + 1):
ip = medFiltStack.getProcessor(i).convertToFloat()
ip2 = InputStack.getProcessor(i).convertToFloat()
pixels = ip.getPixels()
pixels2 = ip2.getPixels()
for j in xrange (len(pixels)):
pixels[j] = 2 * javaMath.sqrt(pixels[j] + (3.0/8.0) )
pixels2[j] = 2 * javaMath.sqrt(pixels2[j] + (3.0/8.0) )
newMedFiltStack.addSlice(ip)
newInputStack.addSlice(ip2)
medianFilteredImage = ImagePlus("MedianFiltered-Image", newMedFiltStack)
InputImage = ImagePlus("Input-Image", newInputStack)
My question is as follows: Is there a way to perform mathematical operations on an image Stack, i.e. on every pixel (voxel) in the image stack, without having to write code that explicitly visits every pixel in every slice of the image, i.e. for loops. It just seems to be a very primitive way of going about it and I am wondering if there isn't an optimal way of doing this operation. I also had to work with copies and then gave the new images the same names as before as opposed to working with the original images and editing them directly. So is there a way to edit the pixel values of the original images rather than copies of the images? Any help would be appreciated as there are plenty of more math operations that I have to perform. It would be super useful to find a way to do mathematical operations on images in an optimal way both in terms of the amount of code and if possible, in terms of speed.
In pure ImageJ 1.x, the answer is: no, there's no other way than to visit every slice and get its ImageProcessor. That's the way how ImageJ1 deals with its limited number of dimensions (z, time, channel), you always have a (Hyper-)Stack of 2D planes.
There is however a more powerful way of dealing with n-dimensional images called ImgLib, which is included into Fiji together with ImageJ2.
To avoid re-inventing the wheel, you should have a look a Jean-Yves Tinevez's great plugin Image Expression Parser. Use it headlessly with Fiji, or just have look at its source code (it uses a previous version though, ImgLib1, but the idea is the same: you avoid hard-coding the dimensions by using Java generics), see e.g. for the sqrt function:
public final <R extends RealType<R>> float evaluate(final R alpha) {
return (float) Math.sqrt(alpha.getRealDouble());
}

ImageJ: Analyze particles in different ROI at the same time

I am measuring vessel area in different annual rings (trees; dendrochronology). I captured high quality pictures with approximatelly 20 annual rings. Each annual ring is my ROI.
I croped my image into 20 smaller images, each annual ring is one image. I open each image, I treshold it and use function: analyze particles.
However, it would be much less time consuming, if I could use my original image with 20 rings; I would separate each annual ring by defining ROI and I would label each ROI by 2012, 2011, 2010... After I would treshold the image and use function analyze particles. In my result table I would get area of vessel lumen for each vessel, separately for each annual ring.
The question is: is it possible to use ROI Manager and to set more ROIs and to analyze particles in them.
Thank you very much for your time.
Jernej
Use the ROI Manager to store your ROIs. Then use the ImageJ macro language and its built-in roiManager functions to loop over all ROIs. Record your analysis via Plugins > Macros > Record... to get the relevant macro commands.
Here's an example:
id = getImageID();
setAutoThreshold("Default");
for (i=0 ; i<roiManager("count"); i++) {
selectImage(id);
roiManager("select", i);
run("Analyze Particles...", "size=0-Infinity circularity=0.00-1.00 show=Masks clear");
}
To answer the additional questions you posted in another answer:
You get the name of the current ROI using Roi.getName() that you can use to name the results file:
current = Roi.getName();
saveAs("Results", "/path/to/results/Results_" + current + ".txt");
Alternatively, you can include the current ROI name in each line of your results by checking Display label in the Analyze > Set Measurements... dialog, resulting in a macro command similar to this:
run("Set Measurements...", "area display redirect=None decimal=3");
Please see the macro language documentation and the ImageJ mailing list archives before posting any new questions related to ImageJ macros.

.VTX File Format?

I've recently taken the plunge into DirectX and have been messing around a little with Anim8or, and have discovered several file types that models can be exported to that are text based. I've particularly taken to VTX files. I've learned how to parse some basics out of it, but I'm obviously missing a few things.
It starts with a .Faceset with is immediately (on the same line) followed by the number of meshes in the file.
For each mesh, there is one .Vertex section and one .Index section in that order and the first pair of .Vertex/.Index sections are the first mesh, the second set are the second mesh and so on as you'd expect.
In a .Vertex section of the file, there's 8 numbers per line and an undefined number of lines (unless you want to trust the comments Anim8or has put just before the section, but that doesn't seem to be part of the specs of the file, just Anim8or being kind). The first 3 numbers correspond to X, Y, and Z coordinates for a particular point that'll later be used as a vertex, the other 5 I have no idea. A majority of the time, the last 2 numbers are both 0, but I've noticed that's not ALWAYS true, just usually true.
Next comes the matching .Index section. This section has 4 numbers. The first 3 are reference numbers to the Vertexes previously stated and the 3 points mark a triangle in the model. 0 meaning the first mentioned Vertex, 1 meaning the next one, and so on, like a zero-based array. The 4th number appears to always be -1, I can't figure out what importance it has and I can't promise it's ALWAYS -1. In case you can't tell, I'm not too certain about anything in this file type.
There's also other information in the file that I'm choosing to ignore right now because I'm new and don't want to overcomplicate things too much. Such as after every .Index section is:
.Brdf
// Ambient color
0.431 0.431 0.431
// Diffuse color
0.431 0.431 0.431
// Specular color and exponent
1 1 1 2
// Kspecular = 0.5
// end of .Brdf
It appears to me this is about the surface of the mesh just described. But it's not needed for placement of meshes so I moved past it for now.
Moving on to the real problem... I can load a VTX file when there's only one mesh in the VTX file (meaning the .FaceSet is 1). I can almost successfully load a VTX file that has multiple meshes, each mesh is successfully structured, but not properly placed in relation to the other meshes. I downloaded an AT-AT model from an Anim8or thread in a forum and it's made up of 344 meshes, when I load the file just using the specs I've mentioned so far, it looks like the AT-AT is exploded out as if it were a diagram of how to make it (when loaded in Anim8or, all pieces are close and resemble a fully assembled AT-AT). All the pieces are oriented correctly and have the same up direction, but there's plenty of extra space between the pieces.
Does somebody know how to properly read a VTX file? Or know of a website that'll explain what those other numbers mean?
Edit:
The file extension .VTX is used for a lot of different things and has a lot of different structures depending on what the expected use is. Valve, Visio, Anim8or, and several others use VTX, I'm only interested in the VTX file that Anim8or exports and the structure that it uses.
I have been working on a 3D Modeling program myself and wanted a simple format to be able to bring objects in to the editor to be able to test the speed of my drawing routines with large sets of vertices and faces. I was looking for an easy one where I could get models quickly and found the .vtx format. I googled it and found your question. When I was unable to find the format on the internet, I played around and compared .OBJ exports with .vtx ones. (Maybe it was created just for Anim8or?) Here is what I found:
1) Yes, the vertices have eight numbers on each line. The first three are, as you guessed, the x, y, and z coordinates. The next three are the vertex normals, nx, ny, and nz. You may notice that each vertex appears multiple times with different normals for each face that contains it. The last two numbers are texture coordinates.
2) As for the faces, I reached the same conclusions as you did. The first three numbers are indices into the vertex list above. The last number does appear to always be -1. I am going to assume that it has something to do with the facing of the face. (e.g. facing in or out.) Since most models are created with the faces all facing appropriately, it stands to reason that this would be the same number for all of them.
3) One additional note: When comparing the .obj with the .vtx, I did notice that the positions of the vertices changed. This was also true when comparing with the .an8 file. This should not be a "HUGE" problem as long as they are all offset by the same amount in each vertex and every file. At least then it could be compensated for.
Have you considered using the .obj file format? It is text-based and is not extremely difficult to parse or understand. There is quite a bit of information about it online.
I am going to add that, after a few hours inspection, the vtx export in Anim8or seems to be broken. I experienced the same problem as you did that the pieces were not located properly. My assumption would be that anim8or exports these objects using the local coordinates for each mesh and not accounting for transformations that have been applied. I do also note that it will not IMPORT the vtx file...
Based on some googling, it seems you're at the wrong end of the pipeline. As I understand it: A VTX file is a Valve Proprietary File Format that is the result of a set of steps.
The final output of Studiomdl for each
Half-Life model is a group of files in
the gamedirectory/models folder ready
to be used by the Game Engine:
an .MDL
file which defines the structure of
the model along with animation,
bounding box, hit box, material, mesh
and LOD information,
a .VVD file which
stores position independent flat data
for the bone weights, normals,
vertices, tangents and texture
coordinates used by the MDL, currently
three separate types of VTX file:
.sw.vtx (Software),
.dx80.vtx (DirectX
8.0) and
.dx90.vtx (DirectX 9.0) which store hardware optimized material,
skinning and triangle strip/fan
information for each LOD of each mesh
in the MDL,
often a .PHY file
containing a rigid or jointed
(ragdoll) collision model, and
sometimes
a .ANI file for To do:
something to do with model animations
Valve
Now the Valve Source SDK may have some utilities in it to read VTX's (it seems to have the ability to make them anyway). Some people may have made 3rd party tools or have code to read them, but it's likely to not work on all files just cause it's a 3rd party format. I also found this post which might help if you haven't seen it before.

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