Skip to content
Closed
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
8 changes: 4 additions & 4 deletions Examples/DataRepresentation/Image/Image1.cxx
Original file line number Diff line number Diff line change
Expand Up @@ -20,12 +20,12 @@
//
// This example illustrates how to manually construct an \doxygen{Image}
// class. The following is the minimal code needed to instantiate, declare
// and create the image class.
// and create the \code{Image} class.
//
// \index{itk::Image!Instantiation}
// \index{itk::Image!Header}
//
// First, the header file of the Image class must be included.
// First, the header file of the \code{Image} class must be included.
//
// Software Guide : EndLatex

Expand All @@ -39,7 +39,7 @@ int main(int, char *[])
//
// Then we must decide with what type to represent the pixels
// and what the dimension of the image will be. With these two
// parameters we can instantiate the image class. Here we create
// parameters we can instantiate the \code{Image} class. Here we create
// a 3D image with \code{unsigned short} pixel data.
//
// Software Guide : EndLatex
Expand Down Expand Up @@ -110,7 +110,7 @@ int main(int, char *[])

// Software Guide : BeginLatex
//
// The region size is represented by an array of the same dimension of the
// The region size is represented by an array of the same dimension as the
// image (using the \doxygen{Size} class). The components of the array are
// unsigned integers indicating the extent in pixels of the image along
// every dimension.
Expand Down
2 changes: 1 addition & 1 deletion Examples/DataRepresentation/Image/Image3.cxx
Original file line number Diff line number Diff line change
Expand Up @@ -65,7 +65,7 @@ int main(int, char *[])
//
// The following code illustrates the declaration of an index variable and
// the assignment of values to each of its components. Please note that
// no SmartPointer is used to access the \code{Index}. This is because
// no \code{SmartPointer} is used to access the \code{Index}. This is because
// \code{Index} is a lightweight object that is not intended to be shared
// between objects. It is more efficient to produce multiple copies of
// these small objects than to share them using the SmartPointer
Expand Down
2 changes: 1 addition & 1 deletion Examples/DataRepresentation/Image/Image4.cxx
Original file line number Diff line number Diff line change
Expand Up @@ -26,7 +26,7 @@
// position of the image in space with respect to some world coordinate
// system are extremely important.
//
// Image origin, image voxel directions (i.e. orientation) and spacing are fundamental to many
// Image origin, voxel directions (i.e. orientation), and spacing are fundamental to many
// applications. Registration, for example, is performed in physical
// coordinates. Improperly defined spacing, direction, and origins will result in
// inconsistent results in such processes. Medical images with no spatial
Expand Down
27 changes: 12 additions & 15 deletions Examples/DataRepresentation/Mesh/Mesh1.cxx
Original file line number Diff line number Diff line change
Expand Up @@ -21,20 +21,19 @@
// The \doxygen{Mesh} class is intended to represent shapes in space. It
// derives from the \doxygen{PointSet} class and hence inherits all the
// functionality related to points and access to the pixel-data associated
// with the points. The mesh class is also n-dimensional which
// allows a great flexibility in its use.
// with the points. The mesh class is also n-dimensional, allowing great
// flexibility in its use.
//
// In practice a Mesh class can be seen as a PointSet to
// In practice, a \code{Mesh} class can be seen as a \class{PointSet} to
// which cells (also known as elements) of many different dimensions and
// shapes have been added. Cells in the mesh are defined in terms of the
// existing points using their point-identifiers.
//
// In the same way as for the PointSet, two basic styles of
// Meshes are available in ITK. They are referred to as \emph{static}
// and \emph{dynamic}. The first one is used when the number of
// points in the set can be known in advance and it is not expected
// Analogous to the \code{PointSet}, \emph{static} and \emph{dynamic}
// Meshes are available in ITK. A static Mesh is used when the number of
// points in the set is known in advance and is not expected
// to change as a consequence of the manipulations performed on the
// set. The dynamic style, on the other hand, is intended to support
// set. A dynamic Mesh, on the other hand, is intended to support
// insertion and removal of points in an efficient manner. The reason
// for making the distinction between the two styles is to facilitate
// fine tuning its behavior with the aim of optimizing
Expand Down Expand Up @@ -73,8 +72,8 @@ int main(int, char *[])
//
// The Mesh type extensively uses the capabilities provided by
// \href{http://www.boost.org/more/generic_programming.html}{Generic
// Programming}. In particular the Mesh class is parameterized over the
// PixelType and the dimension of the space. PixelType is the type of the
// Programming}. In particular, the Mesh class is parameterized over
// PixelType and spatial dimension. PixelType is the type of the
// value associated with every point just as is done with the
// PointSet. The following line illustrates a typical
// instantiation of the Mesh.
Expand All @@ -88,7 +87,6 @@ int main(int, char *[])
typedef itk::Mesh< PixelType, Dimension > MeshType;
// Software Guide : EndCodeSnippet


// Software Guide : BeginLatex
//
// Meshes are expected to take large amounts of memory. For this reason they
Expand All @@ -106,11 +104,10 @@ int main(int, char *[])
MeshType::Pointer mesh = MeshType::New();
// Software Guide : EndCodeSnippet


// Software Guide : BeginLatex
//
// The management of points in the Mesh is exactly the same as in
// the PointSet. The type point associated with the mesh can be
// the PointSet. The type of point associated with the mesh can be
// obtained through the \code{PointType} trait. The following code shows the
// creation of points compatible with the mesh type defined above and the
// assignment of values to its coordinates.
Expand Down Expand Up @@ -168,7 +165,7 @@ int main(int, char *[])
// Software Guide : BeginLatex
//
// The points can now be efficiently accessed using the Iterator to the
// PointsContainer as it was done in the previous section for the
// PointsContainer as was done in the previous section for the
// PointSet. First, the point iterator type is extracted through
// the mesh traits.
//
Expand Down Expand Up @@ -199,7 +196,7 @@ int main(int, char *[])

// Software Guide : BeginLatex
//
// The \code{++} operator on the iterator is now used to advance from one
// The \code{++} operator is used to advance the iterator from one
// point to the next. The actual value of the Point to which the iterator is
// pointing can be obtained with the \code{Value()} method. The loop for
// walking through all the points is controlled by comparing the current
Expand Down
13 changes: 6 additions & 7 deletions Examples/DataRepresentation/Mesh/PointSet1.cxx
Original file line number Diff line number Diff line change
Expand Up @@ -23,7 +23,7 @@
// class for the \code{itk::Mesh} providing the methods necessary to
// manipulate sets of point. Points can have values associated with
// them. The type of such values is defined by a template parameter of the
// \code{itk::PointSet} class (i.e., \code{TPixelType}. Two basic
// \code{itk::PointSet} class (i.e., \code{TPixelType}). Two basic
// interaction styles of PointSets are available in ITK. These styles are
// referred to as \emph{static} and \emph{dynamic}. The first style is used
// when the number of points in the set is known in advance and is not
Expand Down Expand Up @@ -92,12 +92,11 @@ int main(int, char *[])
//
// Following the principles of Generic Programming, the \code{PointSet} class has a
// set of associated defined types to ensure that interacting objects can be
// declared with compatible types. This set of type definitions is
// commonly known as a set of \emph{traits}. Among them we can find the
// \code{PointType} type, for example. This is the type used by the point set to
// represent points in space. The following declaration takes the point
// type as defined in the \code{PointSet} traits and renames it to be conveniently
// used in the global namespace.
// declared with compatible types. This set of type definitions is commonly known
// as a set of \emph{traits}. Among the traits of the \code{PointSet} class is
// \code{PointType}, which is used by the point set to represent points in space.
// The following declaration takes the point type as defined in the \code{PointSet}
// traits and renames it to be conveniently used in the global namespace.
//
// \index{itk::PointSet!PointType}
//
Expand Down
4 changes: 2 additions & 2 deletions Examples/DataRepresentation/Mesh/PointSet2.cxx
Original file line number Diff line number Diff line change
Expand Up @@ -60,8 +60,8 @@ int main(int, char *[])
// type of point container is an VectorContainer. Both the map
// and vector container are templated over the type of the elements they
// contain. In this case they are templated over PointType.
// Containers are reference counted object. They are then created with the
// \code{New()} method and assigned to a \doxygen{SmartPointer} after
// Containers are reference counted objects, and are therefore created with
// the \code{New()} method and assigned to a \doxygen{SmartPointer} after
// creation. The following line creates a point container compatible with
// the type of the PointSet from which the trait has been taken.
//
Expand Down
4 changes: 2 additions & 2 deletions Examples/DataRepresentation/Mesh/PointSet3.cxx
Original file line number Diff line number Diff line change
Expand Up @@ -18,14 +18,14 @@

// Software Guide : BeginLatex
//
// The \doxygen{PointSet} class was designed to interact with the Image class.
// The \doxygen{PointSet} class was designed to interact with the \code{Image} class.
// For this reason it was found convenient to allow the points in the set to
// hold values that could be computed from images. The value associated with
// the point is referred as \code{PixelType} in order to make it consistent
// with image terminology. Users can define the type as they please thanks to
// the flexibility offered by the Generic Programming approach used in the
// toolkit. The \code{PixelType} is the first template parameter of the
// PointSet.
// \code{PointSet}.
//
// \index{itk::PointSet!PixelType}
//
Expand Down
19 changes: 10 additions & 9 deletions Examples/DataRepresentation/Mesh/PointSetWithCovariantVectors.cxx
Original file line number Diff line number Diff line change
Expand Up @@ -18,13 +18,13 @@

// Software Guide : BeginLatex
//
// It is common to represent geometric object by using points on their surfaces
// It is common to represent geometric objects by using points on their surfaces
// and normals associated with those points. This structure can be easily
// instantiated with the \doxygen{PointSet} class.
//
// The natural class for representing normals to surfaces and
// gradients of functions is the \doxygen{CovariantVector}. A
// covariant vector differs from a vector in the way they behave
// covariant vector differs from a vector in the way it behaves
// under affine transforms, in particular under anisotropic
// scaling. If a covariant vector represents the gradient of a
// function, the transformed covariant vector will still be the valid
Expand All @@ -34,13 +34,14 @@
// \index{itk::PointSet!itk::CovariantVector}
// \index{itk::CovariantVector!itk::PointSet}
//
// The following code shows how vector values can be used as pixel type on the
// PointSet class. The CovariantVector class is used here as the
// pixel type. The example illustrates how a deformable model could move under
// the influence of the gradient of potential function.
// The following example demonstrates how a \code{CovariantVector} can
// be used as the \code{PixelType} for the \code{PointSet} class. The
// example illustrates how a deformable model could move under
// the influence of the gradient of a potential function.
//
// In order to use the CovariantVector class it is necessary to
// include its header file along with the header of the point set.
// In order to use the \code{CovariantVector} class it is necessary to
// include its header file. We additionally include the header file
// for the \code{PointSet} class.
//
// \index{itk::CovariantVector!Header}
//
Expand Down Expand Up @@ -88,7 +89,7 @@ int main(int, char *[])

// Software Guide : BeginLatex
//
// The following code generates a sphere and assigns gradient values to
// The following code generates a circle and assigns gradient values to
// the points. The components of the CovariantVectors in this example are
// computed to represent the normals to the circle.
//
Expand Down
4 changes: 2 additions & 2 deletions Examples/DataRepresentation/Mesh/PointSetWithVectors.cxx
Original file line number Diff line number Diff line change
Expand Up @@ -49,9 +49,9 @@ int main(int, char *[])
// \caption[PointSet with Vectors as PixelType]{Vectors as PixelType.\label{fig:PointSetWithVectors}}
// \end{floatingfigure}
//
// The Vector class is templated over the type used to represent
// The \code{Vector} class is templated over the type used to represent
// the spatial coordinates and over the space dimension. Since the
// PixelType is independent of the PointType, we are free to select any
// \code{PixelType} is independent of the PointType, we are free to select any
// dimension for the vectors to be used as pixel type. However, for the
// sake of producing an interesting example, we will use vectors that
// represent displacements of the points in the PointSet. Those vectors
Expand Down
2 changes: 1 addition & 1 deletion Examples/DataRepresentation/Mesh/RGBPointSet.cxx
Original file line number Diff line number Diff line change
Expand Up @@ -64,7 +64,7 @@ int main(int, char *[])

// Software Guide : BeginLatex
//
// The following code is generating a sphere and assigning RGB values to
// The following code generates a circle and assigns RGB values to
// the points. The components of the RGB values in this example are
// computed to represent the position of the points.
//
Expand Down