Using Workbench Command

Workbench Command is a set of command-line tools that can be used to perform simple and complex operations within Connectome Workbench.

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   wb_command -volume-label-to-surface-mapping
      <volume> - the volume to map data from
      <surface> - the surface to map the data onto
      <label-out> - output - the output gifti label file

      [-ribbon-constrained] - use ribbon constrained mapping algorithm
         <inner-surf> - the inner surface of the ribbon
         <outer-surf> - the outer surface of the ribbon

         [-volume-roi] - use a volume roi
            <roi-volume> - the volume file

         [-voxel-subdiv] - voxel divisions while estimating voxel weights
            <subdiv-num> - number of subdivisions, default 3

         [-thin-columns] - use non-overlapping polyhedra

      [-subvol-select] - select a single subvolume to map
         <subvol> - the subvolume number or name

      Map label volume data to a surface.  If -ribbon-constrained is not
      specified, uses the enclosing voxel method.  The ribbon mapping method
      constructs a polyhedron from the vertex's neighbors on each surface, and
      estimates the amount of this polyhedron's volume that falls inside any
      nearby voxels, to use as the weights for a popularity comparison.  If
      -thin-columns is specified, the polyhedron uses the edge midpoints and
      triangle centroids, so that neighboring vertices do not have overlapping
      polyhedra.  This may require increasing -voxel-subdiv to get enough
      samples in each voxel to reliably land inside these smaller polyhedra.
      The volume ROI is useful to exclude partial volume effects of voxels the
      surfaces pass through, and will cause the mapping to ignore voxels that
      don't have a positive value in the mask.  The subdivision number
      specifies how it approximates the amount of the volume the polyhedron
      intersects, by splitting each voxel into NxNxN pieces, and checking
      whether the center of each piece is inside the polyhedron.  If you have
      very large voxels, consider increasing this if you get unexpected
      unlabeled vertices in your output.