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<!DOCTYPE HTML>
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<html>
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<p>Multidisciplinary Neuroscientist </p>
<p>specializing in Brain Signal Analysis & Neural Engineering,</p>
<p>focuses on understanding the brain's rhythms.</p>
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<!-- Scripts -->
<script type="module">
import * as THREE from 'three';
import { OBJLoader } from 'three/addons/loaders/OBJLoader.js';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
import { UnrealBloomPass } from 'three/addons/postprocessing/UnrealBloomPass.js';
// import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
// import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
// import { ShaderPass } from 'three/addons/postprocessing/ShaderPass.js';
let W = window,
D = document;
let effect;
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(110, window.innerWidth / window.innerHeight, 0.1, 1000);
// const renderer = new THREE.WebGLRenderer({ alpha: true });
// renderer.setPixelRatio( window.devicePixelRatio )
const renderer = new THREE.WebGLRenderer( { antialias: true, alpha: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.toneMapping = THREE.ReinhardToneMapping;
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap; // Soft shadows
// document.body.appendChild(renderer.domElement);
W.document.getElementById("renderMain").appendChild(renderer.domElement);
const controls = new OrbitControls(camera, renderer.domElement);
// Optional: Configure controls
controls.enableDamping = true;
controls.dampingFactor = 0.25;
controls.screenSpacePanning = false;
// disable controls for now
controls.enableZoom = false;
controls.enablePan = false;
controls.enableRotate = false;
// auto-rotation
controls.autoRotate = false;
controls.autoRotateSpeed = 0.05;
// Directional light
const directionalLight = new THREE.DirectionalLight(0xffffff, 1);
directionalLight.position.set(3, 4, 1.5);
directionalLight.castShadow = true; // Enable shadow casting
directionalLight.shadow.mapSize.width = 2048; // Shadow map width
directionalLight.shadow.mapSize.height = 2048; // Shadow map height
directionalLight.shadow.camera.near = 0.1; // Near shadow distance
directionalLight.shadow.camera.far = 500; // Far shadow distance
directionalLight.shadow.camera.left = -200; // Shadow camera left boundary
directionalLight.shadow.camera.right = 200; // Shadow camera right boundary
directionalLight.shadow.camera.top = 200; // Shadow camera top boundary
directionalLight.shadow.camera.bottom = -200; // Shadow camera bottom boundary
scene.add(directionalLight);
scene.fog = new THREE.FogExp2(0xCBAC88, 0.0015);
// Set the shadow bias to reduce self-shadowing
// directionalLight.shadow.bias = -0.001;
// Hemisphere light
const hemisphereLight = new THREE.HemisphereLight(0xffffff, 0x444444, 0.6);
scene.add(hemisphereLight);
const brainColor = 0xE2B4BD;
// const nodeColor = 0xF2B880;
const nodeColor = 0xFFBF69;
const connectionColor = 0xFFFFFF;
// Ambient light
const ambientLight = new THREE.AmbientLight(0xffffff, 0.35);
scene.add(ambientLight);
// Create a floor
const floorGeometry = new THREE.PlaneGeometry(1000, 1000);
const floorMaterial = new THREE.MeshStandardMaterial({ color: 0xFFF4EC, metalness: .7, roughness: 1.9, opacity: .25, transparent: true })
// const floorMaterial = new THREE.MeshPhongMaterial({ color: 0x424B54 });
const floorMesh = new THREE.Mesh(floorGeometry, floorMaterial);
// Rotate the floor to lie flat
floorMesh.rotation.x = -Math.PI / 2;
floorMesh.position.y = -300; // Adjust the position so it's below the brain
// Enable shadow casting for the floor
floorMesh.receiveShadow = true;
floorMesh.castShadow = false;
// Add the floor to the scene
scene.add(floorMesh);
// Create a wall behind the brain
const wallGeometry = new THREE.PlaneGeometry(1000, 1000);
const wallMaterial = new THREE.MeshStandardMaterial({ color: 0xFFF4EC, metalness: .7, roughness: 1.9, opacity: .25, transparent: true })
// const wallMaterial = new THREE.MeshPhongMaterial({ color: 0x424B54 });
const wallMesh = new THREE.Mesh(wallGeometry, wallMaterial);
// Rotate the wall to lie flat
// wallMesh.rotation.x = -Math.PI / 2;
// wallMesh.position.y = 0; // Adjust the position so it's below the brain
wallMesh.position.z = -50; // Adjust the position so it's behind the brain
// Enable shadow casting for the wall
wallMesh.receiveShadow = true;
wallMesh.castShadow = false;
// Add the wall to the scene
scene.add(wallMesh);
// Create a placeholder for nodes and connections
const nodes = {};
const connections = [];
const brainGroup = new THREE.Group();
scene.add(brainGroup);
// Lorenz Attractor parameters
let sigma = 10.0;
let rho = 28.0;
let beta = 8.0 / 3.0;
let x = 0.01, y = 0, z = 0; // Initial conditions
// Time step for the simulation
const dt = 0.01;
// Define parameters object
const parameters = {
sigma: 16.0,
rho: 44.0,
beta: 3.2,
cascadeDelay: 900
};
var params = {
exposure: 1.6,
bloomStrength: 1.2,
bloomThreshold: 0.23,
bloomRadius: 1.2
};
var renderScene = new RenderPass( scene, camera );
var bloomPass = new UnrealBloomPass( new THREE.Vector2( window.innerWidth, window.innerHeight ), .5, 0.4, 0.85 );
bloomPass.threshold = params.bloomThreshold;
bloomPass.strength = params.bloomStrength;
bloomPass.radius = params.bloomRadius;
var composer = new EffectComposer( renderer );
composer.addPass( renderScene );
composer.addPass( bloomPass )
// Function to update Lorenz attractor parameters
function updateParameters() {
// Update Lorenz attractor parameters
sigma = parameters.sigma;
rho = parameters.rho;
beta = parameters.beta;
}
// Create a new dat.GUI instance
const gui = new dat.GUI();
gui.close();
// Add sigma control
gui.add(parameters, 'sigma', 0, 30).name('Sigma').onChange(updateParameters);
// Add rho control
gui.add(parameters, 'rho', 0, 50).name('Rho').onChange(updateParameters);
// Add beta control
gui.add(parameters, 'beta', 0, 5).name('Beta').onChange(updateParameters);
// Add cascade delay control
gui.add(parameters, 'cascadeDelay', 0, 3000).name('Cascade Delay').onChange(value => {
parameters.cascadeDelay = value;
});
function loadAdditionalOBJ(filePath, color = 0x00ff00) {
const loader = new OBJLoader();
loader.load(filePath, function (object) {
object.traverse(function (child) {
if (child.type === 'Mesh') {
const material = new THREE.MeshStandardMaterial({ color: color, metalness: 0.2, roughness: 0.6, opacity: 1.0, transparent: true });
child.material = material;
child.castShadow = true;
// scene.add(child); // Add the mesh to the scene directly
brainGroup.add(child);
}
});
});
}
function loadCSVData() {
fetch('con_epochs_matrix.csv')
.then(response => response.text())
.then(csvText => {
const data = parseCSV(csvText);
adjustNodeSizesBasedOnMaxWeight(data);
data.forEach(row => {
const sourceNode = nodes[row.source];
const targetNode = nodes[row.target];
if (!sourceNode || !targetNode) {
console.error(`Nodes not found for connection: ${row.source} to ${row.target}`);
return;
}
const weight = parseFloat(row.weight);
const opacity = Math.min(Math.max(weight / 10, 0.1), 1);
const material = new THREE.MeshStandardMaterial({
color: connectionColor,
metalness: 0.2,
roughness: 0.5,
transparent: true,
opacity: opacity * 5
});
const distance = sourceNode.position.distanceTo(targetNode.position);
const geometry = new THREE.CylinderGeometry(weight*0.9, weight*0.9, distance, 8);
const connection = new THREE.Mesh(geometry, material);
// Calculate midpoint for the position
const midpoint = new THREE.Vector3().addVectors(sourceNode.position, targetNode.position).multiplyScalar(0.5);
connection.position.copy(midpoint);
// Orient the connection to face the target node
connection.lookAt(targetNode.position);
connection.rotateX(Math.PI / 2);
// Add the connection to the scene and store it
// scene.add(connection);
brainGroup.add(connection);
connections.push({ mesh: connection, weight: weight });
// cast shadow
connection.castShadow = true;
});
});
}
function parseCSV(csvText) {
// Trim the text to remove leading/trailing whitespace and split into lines
const lines = csvText.trim().split('\n');
// Process lines, skipping the header
const data = lines.slice(1).map(line => {
console.log("CSV Text:", csvText);
// Trim the line to ensure we don't process empty lines or lines with only whitespace
line = line.trim();
if (!line) return null;
const parts = line.split(',').map(part => part ? part.trim() : '');
if (parts.length === 3) {
const [source, target, weight] = parts;
return { source, target, weight: parseFloat(weight) };
} else {
console.warn('Invalid line format:', line);
return null;
}
}).filter(row => row !== null);
return data;
}
// Update function for the Lorenz attractor
function updateLorenzAttractor() {
const dx = sigma * (y - x) * dt;
const dy = (x * (rho - z) - y) * dt;
const dz = (x * y - beta * z) * dt;
x += dx;
y += dy;
z += dz;
// Return a value based on one of the attractor's variables to control the node size
return Math.abs(x % 3);
}
function adjustNodeSizes() {
const lorenzValue = updateLorenzAttractor();
const currentTime = Date.now();
Object.keys(nodes).forEach(index => {
const node = nodes[index];
if (node) {
const maxWeight = node.maxWeight || 1;
const delay = parameters.cascadeDelay * node.phase;
const timeSinceStart = (currentTime % 10000) - delay;
if (timeSinceStart > 0) {
const dynamicSize = Math.abs(Math.sin(timeSinceStart / 1000) * lorenzValue);
const newSize = Math.max(.1, dynamicSize + (maxWeight * 0.1)) + 2.5;
node.scale.set(newSize, newSize, newSize);
// cast shadow
node.castShadow = true;
// if (newSize > 2.5) {
// node.material.setValues({emissive: new THREE.Color(newSize*0.01, newSize*0.01, newSize*0.01) });
// node.material.setValues({color: new THREE.Color(nodeColor) });
// } else {
// node.material.setValues({emissive: new THREE.Color(0x000000) });
// node.material.setValues({color: new THREE.Color(nodeColor) });
// }
}
}
});
}
function adjustNodeSizesBasedOnMaxWeight(csvData) {
const maxWeights = {};
// Iterate through each row to find the maximum weight for each node
csvData.forEach(row => {
const source = parseInt(row.source, 10);
const target = parseInt(row.target, 10);
const weight = parseFloat(row.weight);
// Update the max weight for involved nodes
maxWeights[source] = Math.max(maxWeights[source] || 0, weight);
maxWeights[target] = Math.max(maxWeights[target] || 0, weight);
});
// Adjust each node's size based on the maximum weight it's involved in
Object.keys(nodes).forEach(index => {
const node = nodes[index];
const maxWeight = maxWeights[index];
if (node && maxWeight !== undefined) {
// Calculate new size; this formula can be adjusted as needed
const newSize = Math.max(0, maxWeight * 2.7);
node.scale.set(newSize, newSize, newSize);
// cast shadow
node.castShadow = true;
}
});
}
// Add a node phase property for the cascade effect
function initializeNodePhases() {
let phase = 0;
Object.keys(nodes).forEach(index => {
nodes[index].phase = phase;
console.log(`Node ${index} phase initialized to ${phase}`);
phase++;
});
}
function loadOBJAndCreateNodes() {
return new Promise((resolve, reject) => {
const loader = new OBJLoader();
loader.load('rois4.obj', function (object) {
object.traverse(function (child) {
if (child.type === 'Points') { // Check if the child is a Points object
const vertices = child.geometry.attributes.position.array; // Access vertex positions
// Create a material to use for the spheres
const material = new THREE.MeshStandardMaterial({ color: nodeColor, metalness: 0.1, roughness: 0.5 , opacity: 1.0, transparent: true });
// const material = new THREE.MeshBasicMaterial({ color: 0xff0000 });
for (let i = 0; i < vertices.length; i += 3) {
// For each vertex, create a sphere
const geometry = new THREE.SphereGeometry(1, 32, 32);
const sphere = new THREE.Mesh(geometry, material);
// Set sphere position to the vertex position
sphere.position.set(vertices[i], vertices[i + 1], vertices[i + 2]);
sphere.castShadow = true;
// Add sphere to the scene
// scene.add(sphere);
brainGroup.add(sphere);
// Store reference to this node
nodes[i / 3] = sphere;
}
}
})
resolve();
}, undefined, function (error) {
reject(error);
});
});
}
function animate() {
requestAnimationFrame(animate);
// brainGroup.rotation.x = -(Math.PI / 2);
// minus 15 degrees on x axis
// brainGroup.rotation.x = (Math.PI / 12);
// move up brainGroup
brainGroup.position.y = -(Math.PI / 2);
// Rotate the brain group
// brainGroup.rotation.z += 0.001;
adjustNodeSizes();
controls.update();
composer.render(scene, camera );
// effect.render( scene, camera );
// effect_cb.render( scene, camera );
// renderer.render(scene, camera);
}
loadOBJAndCreateNodes().then(() => {
return loadAdditionalOBJ('brain_lh_low.obj', brainColor);
}).then(() => {
loadCSVData();
initializeNodePhases();
brainGroup.scale.set(2, 2, 2);
brainGroup.position.set(0, 0, -10);
// brainGroup.position.y = 500;
animate();
});
function lerp(a, b, t) {
return (1 - t) * a + t * b;
}
camera.position.z = 250;
camera.position.y = 20;
// Define variables to track mouse position
let mouseX = 0;
let mouseY = 0;
// Function to handle mouse movement
function handleMouseMove(event) {
// Update mouseX and mouseY with the current mouse position relative to the window
mouseX = event.clientX / window.innerWidth * 2 - 1;
mouseY = -(event.clientY / window.innerHeight) * 2 + 1;
// Update camera position based on mouse position
// camera.position.x = mouseX * 50;
// camera.position.y = mouseY * 50;
// rotate abrain from -30 to 30 degrees based on mouse position x
let rotationX = mouseX * Math.PI ;
brainGroup.rotation.y = lerp(brainGroup.rotation.z, rotationX, 0.04);
// brainGroup.rotation.x = -(mouseY * Math.PI / 6);
// brainGroup.rotation.y = (mouseX * Math.PI / 6);
// Update camera lookAt position to center
// camera.lookAt(0, 0, 0);
}
// Add event listener for mousemove event
window.addEventListener('mousemove', handleMouseMove);
</script>
<script>
// Function to load proverbs and display a daily proverb
function loadDailyProverb() {
fetch('proverbs.json')
.then(response => response.json())
.then(proverbs => {
// Use current date to seed the random selection
const today = new Date();
const index = (today.getFullYear() + today.getMonth() + today.getDate()) % proverbs.length;
// Select a proverb
const dailyProverb = proverbs[index];
// Display the proverb
document.getElementById('daily-proverb').innerText = dailyProverb;
})
.catch(error => console.error('Error loading proverbs:', error));
}
// Call the function on page load
window.onload = loadDailyProverb;
</script>
<script src="assets/js/jquery.min.js"></script>
<script src="assets/js/jquery.scrollex.min.js"></script>
<script src="assets/js/jquery.scrolly.min.js"></script>
<script src="assets/js/browser.min.js"></script>
<script src="assets/js/breakpoints.min.js"></script>
<script src="assets/js/util.js"></script>
<script src="assets/js/main.js"></script>
</body>
</html>