3D View
The 3D View section of the View tab provides controls for rendering volumetric data, masks, surfaces, and meshes in the three-dimensional display. Adjust visualization modes, enable helper widgets, and configure shading for different analysis and presentation needs.
Mask 3D Preview
Masks are stored as voxel label maps and do not have inherent 3D geometry. The Mask 3D Preview feature generates surface representations from visible masks for display in the 3D view.
Generating Previews
Click Mask 3D Preview to generate surfaces for all currently visible masks. The generation uses the selected quality level.
Quality Levels
Use the dropdown menu to select a quality setting before generating:
| Quality | Description | Use Case |
|---|---|---|
| Optimal | Full resolution; accurate geometry | Measurements, final visualization |
| High | Slight downsampling | General review with good detail |
| Medium | Moderate downsampling | Performance-sensitive workflows |
| Low | Significant downsampling | Quick previews, large datasets |
High, Medium, and Low quality modes downsample mask data before surface generation. This may introduce slight geometric shifts and reduced detail. Use Optimal quality when accurate measurements or precise geometry are required.
Removing Previews
Select Remove All Previews from the dropdown to clear generated surfaces. This does not affect the underlying mask data.
Automatic Regeneration
If enabled in Preferences, mask previews regenerate automatically when:
- A visible mask is modified
- Mask visibility changes
- The project is reopened
Object Widgets
Object widgets are visual helpers that display spatial information about objects in the 3D view.
Widget Types
Click Object Widgets to access the dropdown:
| Widget | Description |
|---|---|
| Toggle Outline | Display a full bounding box around the object |
| Toggle Corner Outline | Display corner markers only (less visually intrusive) |
Object Categories
Widgets are organized by object type:
| Category | Applies To |
|---|---|
| Volume | Volume images and rendered volumes |
| Surface | Surface models, mask previews |
| Volume Mesh | Finite element and volumetric meshes |
Select the appropriate submenu to toggle widgets for that object type.
Use Cases
- Visualize object extents without obscuring content
- Compare relative sizes and positions of multiple objects
- Verify alignment between different data types
Slice Planes
Slice Planes displays representations of the current slice positions in the 3D view. Each slice plane appears as a semi-transparent rectangle showing where the corresponding 2D view cuts through the volume.
Behavior
- Planes update as you scroll through slices in 2D views
- Color-coded to match slice view colors (Right/Sagittal, Front/Coronal, Top/Axial)
- Click to toggle visibility for all slice planes
Use Cases
- Correlate 3D structures with their 2D appearance
- Navigate by adjusting slice planes in 3D space
- Present the relationship between 2D slices and 3D anatomy
Axes Planes
Axes Planes displays reference planes along the three principal axes. These fixed planes intersect at the volume origin and provide spatial orientation.
Unlike slice planes, axes planes do not move with slice navigation—they remain fixed at the coordinate system origin.
Volume Shading
Volume Shading toggles lighting calculations for volume-rendered data. When enabled, the renderer simulates how light interacts with the volume, creating depth and surface definition.
Shading Enabled
- Surfaces within the volume show highlights and shadows
- Depth perception is enhanced
- Rendering may be slightly slower
Shading Disabled
- Flat, uniform appearance based solely on transfer function colors
- Faster rendering
- Useful for certain transfer functions designed without lighting
Enable volume shading when using opacity transfer functions that define surfaces within the volume. Disable for maximum intensity projection or when color is the primary differentiator.
Surface Representation
Set how surfaces (including mask previews and volume meshes) are rendered. The selected mode applies to all surface-type objects.
Available Modes
| Mode | Description | Keyboard Shortcut |
|---|---|---|
| Solid | Filled surfaces with no visible edges | S |
| Solid Edges | Filled surfaces with edge lines visible | E |
| Wireframe | Only edge lines displayed | W |
| Points | Only vertices displayed as points | Q |
Behavior
- The active mode is indicated by a pressed button state
- Newly added objects adopt the current representation mode
- Mode changes apply to all objects immediately
Use Cases
| Mode | Best For |
|---|---|
| Solid | General visualization, presentations |
| Solid Edges | Mesh inspection, polygon structure visibility |
| Wireframe | See-through views, overlapping structures |
| Points | Point cloud data, vertex analysis |
Vertex Colors
Colors toggles per-vertex color display on surfaces. When enabled, surfaces render using color data stored at each vertex.
When Vertex Colors Are Available
- Point clouds with imported color attributes (e.g., from scanned data)
- Surfaces with scalar field mappings
- Analysis results mapped to surface geometry
When No Vertex Colors Exist
Surfaces render using their assigned solid color. Enabling this option has no effect if the surface lacks per-vertex color data.
Surface Shading
Select the shading algorithm for surface rendering. Shading controls how lighting creates the appearance of depth and material properties.
Available Algorithms
| Algorithm | Description |
|---|---|
| None | No lighting; surfaces show flat, unshaded colors |
| Flat | Per-polygon shading; faceted appearance |
| Gouraud | Smooth shading interpolated across vertices |
| Phong | Per-pixel lighting with smoother highlights |
| Physically Based Rendering (PBR) | Realistic material simulation |
Comparison
| Algorithm | Smoothness | Performance | Realism |
|---|---|---|---|
| None | N/A | Fastest | Lowest |
| Flat | Low | Fast | Low |
| Gouraud | Medium | Fast | Medium |
| Phong | High | Moderate | High |
| PBR | High | Slowest | Highest |
Selecting an Algorithm
Choose from the Shading dropdown menu. The selection applies to all surfaces, mask previews, and volume meshes.
PBR (Physically Based Rendering) produces realistic materials with metallic, roughness, and reflectance properties. It requires more GPU resources but provides accurate light interaction for presentation-quality rendering.
Common Workflows
Workflow: Creating a 3D Preview of a Segmented Mask
- Ensure the mask you want to preview is visible (check the Object Browser)
- Open the View tab in the ribbon
- In the 3D View section, click the dropdown arrow on Mask 3D Preview
- Select Optimal for full-resolution geometry (or High/Medium for faster generation)
- Click Mask 3D Preview to generate the surface
- The 3D preview appears in the 3D view
Use Optimal quality when you need accurate geometry for measurements. Use lower quality settings for quick previews of large datasets.
Workflow: Inspecting Mesh Structure
- Import or generate a surface model
- In the 3D View section, click Solid Edges to display the mesh with visible edges
- Alternatively, click Wireframe to see only the edge lines
- Use the Shading dropdown to select Flat shading to emphasize individual faces
- Zoom in to inspect mesh density and quality
Workflow: Visualizing Point Cloud Data
- Import point cloud data as a surface
- In the 3D View section, click Points representation
- Enable Colors if the point cloud has per-vertex color data
- Adjust lighting using the Lighting Inspector for better visibility
- Use Shading → None for unlit point display
Workflow: Setting Up a Multi-Object Scene
- Load or generate multiple objects (volumes, surfaces, masks)
- Click Object Widgets → Volume → Toggle Outline to show bounding boxes
- Repeat for surfaces and volume meshes as needed
- Enable Slice Planes to visualize where 2D views intersect the volume
- Enable Axes Planes for coordinate system reference
Keyboard Shortcuts
The 3D view supports keyboard shortcuts for quick access to common operations:
| Key | Action |
|---|---|
| S | Solid representation |
| E | Solid Edges representation |
| W | Wireframe representation |
| Q | Points representation |
| C | Set center of rotation under mouse cursor |
| V | Toggle perspective/parallel projection |
| R | Reset 3D view |
Press the key while the 3D view has focus.
Related Topics
- View Tab Overview – Complete View tab reference
- 3D Clipping – Limit visible regions with clipping
- Camera – Lighting and camera controls