# These are the directions from Lutti, but pulling out the first 7 directions # that are collected with b650, b1000, and b2000, and then adding a b300. # Note that the bvalue is encoded in the vector length, i.e. bval=B*(length^2). # B should be 2000, so Vector[1] is b=300, Vector[2] is b=650, Vector[3] is b=1000, Vector[4] is b=2000, # and then that pattern repeats. [directions=30] CoordinateSystem = xyz Normalisation = none Vector[0] = ( 0.0000, 0.0000, 0.0000 ) Vector[1] = ( 0.3769, 0.0737, 0.0527 ) Vector[2] = ( 0.5543, 0.1084, 0.0776 ) Vector[3] = ( 0.6875, 0.1344, 0.0962 ) Vector[4] = ( 0.9723, 0.1901, 0.1360 ) Vector[5] = ( 0.0097, -0.2576, 0.2894 ) Vector[6] = ( 0.0142, -0.3789, 0.4257 ) Vector[7] = ( 0.0177, -0.4700, 0.5280 ) Vector[8] = ( 0.0250, -0.6647, 0.7467 ) Vector[9] = ( 0.0853, -0.2809, -0.2531 ) Vector[10] = ( 0.1254, -0.4132, -0.3722 ) Vector[11] = ( 0.1555, -0.5125, -0.4616 ) Vector[12] = ( 0.2200, -0.7248, -0.6529 ) Vector[13] = ( -0.2642, -0.0256, 0.2824 ) Vector[14] = ( -0.3886, -0.0376, 0.4154 ) Vector[15] = ( -0.4820, -0.0466, 0.5152 ) Vector[16] = ( -0.6817, -0.0660, 0.7287 ) Vector[17] = ( 0.1407, 0.3598, 0.0314 ) Vector[18] = ( 0.2070, 0.5292, 0.0462 ) Vector[19] = ( 0.2567, 0.6564, 0.0573 ) Vector[20] = ( 0.3631, 0.9282, 0.0810 ) Vector[21] = ( -0.2085, 0.0035, -0.3267 ) Vector[22] = ( -0.3067, 0.0051, -0.4805 ) Vector[23] = ( -0.3804, 0.0064, -0.5960 ) Vector[24] = ( -0.5380, 0.0090, -0.8429 ) Vector[25] = ( 0.2737, -0.2737, 0.0198 ) Vector[26] = ( 0.4026, -0.4026, 0.0291 ) Vector[27] = ( 0.4994, -0.4994, 0.0361 ) Vector[28] = ( 0.7062, -0.7062, 0.0510 ) Vector[29] = ( 0.0000, 0.0000, 0.0000 ) # These are the directions from Lutti, but pulling out the 15 directions # that are collected with b650, b1000, and b2000. This is the second half # of those directions. Note that the bvalue is encoded in the vector # length, i.e. bval=B*(length^2). B should be 2000, so Vector[1] is b=650, # Vector[2] is b=1000, Vector[3] is b=2000, and then that pattern repeats. [directions=26] CoordinateSystem = xyz Normalisation = none Vector[0] = ( 0.0000, 0.0000, 0.0000 ) Vector[1] = ( -0.0302, 0.1066, 0.5592 ) Vector[2] = ( -0.0375, 0.1322, 0.6936 ) Vector[3] = ( -0.0530, 0.1870, 0.9809 ) Vector[4] = ( 0.3985, 0.3558, -0.1990 ) Vector[5] = ( 0.4943, 0.4413, -0.2468 ) Vector[6] = ( 0.6991, 0.6241, -0.3490 ) Vector[7] = ( -0.1328, 0.5387, -0.1311 ) Vector[8] = ( -0.1647, 0.6681, -0.1626 ) Vector[9] = ( -0.2330, 0.9449, -0.2300 ) Vector[10] = ( 0.3181, 0.3244, 0.3443 ) Vector[11] = ( 0.3946, 0.4024, 0.4271 ) Vector[12] = ( 0.5580, 0.5690, 0.6040 ) Vector[13] = ( 0.5220, -0.1618, -0.1624 ) Vector[14] = ( 0.6474, -0.2007, -0.2014 ) Vector[15] = ( 0.9156, -0.2839, -0.2849 ) Vector[16] = ( 0.4116, -0.2394, 0.3135 ) Vector[17] = ( 0.5105, -0.2970, 0.3889 ) Vector[18] = ( 0.7219, -0.4200, 0.5500 ) Vector[19] = ( 0.2092, 0.2360, -0.4749 ) Vector[20] = ( 0.2595, 0.2927, -0.5890 ) Vector[21] = ( 0.3670, 0.4140, -0.8330 ) Vector[22] = ( 0.0747, -0.5420, -0.1602 ) Vector[23] = ( 0.0926, -0.6723, -0.1986 ) Vector[24] = ( 0.1310, -0.9508, -0.2809 ) Vector[25] = ( 0.0000, 0.0000, 0.0000 ) # These are the directions from Lutti, but pulling out the 15 directions # that are collected with b1000 and b2000, and not b650. # Note that the bvalue is encoded in the vector length, i.e. bval=B*(length^2). # If B=2000, Vector[1] is b=1000, Vector[2] is b=2000, Vector[3] is b=1000, etc. [directions=32] CoordinateSystem = xyz Normalisation = none Vector[0] = ( 0.0000, 0.0000, 0.0000 ) Vector[1] = ( -0.4251, 0.3141, 0.4697 ) Vector[2] = ( -0.6012, 0.4442, 0.6643 ) Vector[3] = ( -0.5494, -0.4285, -0.1209 ) Vector[4] = ( -0.7769, -0.6059, -0.171 ) Vector[5] = ( 0.1422, -0.1988, 0.6635 ) Vector[6] = ( 0.2011, -0.2811, 0.9384 ) Vector[7] = ( 0.6661, -0.174, 0.1612 ) Vector[8] = ( 0.9421, -0.246, 0.228 ) Vector[9] = ( 0.1895, 0.6151, -0.2927 ) Vector[10] = ( 0.268, 0.87, -0.414 ) Vector[11] = ( 0.1337, 0.3904, 0.5742 ) Vector[12] = ( 0.189, 0.5521, 0.8121 ) Vector[13] = ( 0.6448, 0.1435, -0.2524 ) Vector[14] = ( 0.9118, 0.203, -0.3569 ) Vector[15] = ( -0.3075, 0.4884, -0.4085 ) Vector[16] = ( -0.4348, 0.6907, -0.5778 ) Vector[17] = ( -0.4003, 0.5347, 0.232 ) Vector[18] = ( -0.5662, 0.7562, 0.3281 ) Vector[19] = ( -0.5649, -0.1315, -0.4044 ) Vector[20] = ( -0.7989, -0.186, -0.572 ) Vector[21] = ( 0.2525, -0.0042, -0.6605 ) Vector[22] = ( 0.357, -0.006, -0.9341 ) Vector[23] = ( -0.1754, -0.6047, -0.3218 ) Vector[24] = ( -0.2481, -0.8552, -0.4551 ) Vector[25] = ( 0.3436, 0.4398, -0.4341 ) Vector[26] = ( 0.486, 0.622, -0.614 ) Vector[27] = ( -0.2256, -0.1612, -0.6505 ) Vector[28] = ( -0.319, -0.228, -0.9199 ) Vector[29] = ( 0.0382, 0.7032, -0.0636 ) Vector[30] = ( 0.054, 0.9945, -0.09 ) Vector[31] = ( 0.0000, 0.0000, 0.0000 ) # These are the directions from Lutti, but pulling out the 30 directions # that are collected with only b2000. # Note that the bvalue is encoded in the vector length, i.e. bval=B*(length^2). # These are all length 1, and B should be 2000. [directions=33] CoordinateSystem = xyz Normalisation = none Vector[0] = ( 0.0000, 0.0000, 0.0000 ) Vector[1] = ( 0.9906, 0.0161, -0.1356 ) Vector[2] = ( 0.0171, 0.8163, 0.5773 ) Vector[3] = ( 0.2142, 0.7093, -0.6716 ) Vector[4] = ( 0.8633, -0.5026, -0.0452 ) Vector[5] = ( 0.5613, 0.7722, 0.2977 ) Vector[6] = ( 0.8124, 0.4212, 0.4033 ) Vector[7] = ( 0.808, -0.1647, -0.5657 ) Vector[8] = ( -0.0095, -0.9317, 0.3632 ) Vector[9] = ( -0.902, -0.4184, 0.1061 ) Vector[10] = ( 0.3496, -0.8361, -0.4227 ) Vector[11] = ( -0.6126, -0.3465, 0.7104 ) Vector[12] = ( -0.4755, -0.4013, -0.7829 ) Vector[13] = ( -0.2795, 0.5255, -0.8036 ) Vector[14] = ( -0.9713, 0.2371, 0.0171 ) Vector[15] = ( 0.0000, 0.0000, 0.0000 ) Vector[16] = ( 0.7443, -0.5314, -0.4044 ) Vector[17] = ( 0.638, -0.6811, 0.3594 ) Vector[18] = ( -0.1536, 0.0182, -0.988 ) Vector[19] = ( -0.4755, -0.8484, 0.2325 ) Vector[20] = ( -0.1407, -0.2361, 0.9615 ) Vector[21] = ( 0.658, 0.7521, -0.0374 ) Vector[22] = ( 0.4184, -0.908, -0.0215 ) Vector[23] = ( -0.092, 0.4949, 0.8641 ) Vector[24] = ( -0.781, -0.4015, 0.4783 ) Vector[25] = ( 0.3624, -0.4352, -0.8242 ) Vector[26] = ( -0.3962, -0.7202, -0.5695 ) Vector[27] = ( 0.7524, -0.1133, 0.6489 ) Vector[28] = ( 0.5242, -0.3393, 0.7811 ) Vector[29] = ( 0.9174, -0.0179, 0.3977 ) Vector[30] = ( -0.5383, 0.1895, 0.8212 ) Vector[31] = ( 0.2173, -0.8247, 0.5222 ) Vector[32] = ( 0.0000, 0.0000, 0.0000 )