Tutorial
Softwares: 3D Slicer, MeshLab
Objective: Obtaining .obj file of brain model to use in Unity scene development.
The goal is to use 3DSlicer to get a 3D object of the brain in .stl format built from an MRI scan.
Note: Look at the pictures as they indicate the menu item to click to get to the shown page.
Choose your data! Either upload your DICOM file (I didn’t have much luck working with NiFtl) or as I did, I chose from the pre-loaded data sets.
2. Add swissSkullStripper extension
https://github.com/lassoan/SlicerSwissSkullStripper
Now, we need to make sure we are stipping away the skull and other tissue that is not part of brain tissue, isolating the brain.
Open Swiss Skull Stripper, choose the input and outputs.
Skull stripper applied
We go to the segment editor
Choose threshold (I did it automatically using the moments algorithm)
Click Apply
Click show 3D and you’ll see the model
Pre Islands
(remove small islands, min. Size 2500 voxels)
Post islands
Go In with the scissors
Smoothing!
Pre (3mm kernel size)
Opening (removing extrusions)
Median (overall smoothing)
Smoothing post
Exporting as .stl file
Now that we have the model of the brain, we need to prepare it to be used in a AR/VR environment.
The first step for that is to import the .stl file we just created into MeshLab by selecting "import mesh".
2. We want to make sure the file size + the polygon count (the number of triangles (or faces) that make up a 3D model) are what we want.
Reduce the polygon count to 250,000 to avoid lagging in AR/VR.
3. Scale
Next, we need to check that the scale of the model is appropriate to then be used in VR (considering Meta Quest 3 uses real-life scale)
I made my brain model a meter long, this ended up being quite big.
4. Lastly, we are ready to export our model in .obj format to then use in Unity development!