09 Chapter4
09 Chapter4
09 Chapter4
CHAPTER 4
4.1 INTRODUCTION
Spatial features
Transform features
Colour features
Shape features
Texture features
Intensity
-1 0 +1 +1 +2 +1
-2 0 +2 0 0 0
-1 0 +1 -1 -2 -1
Gx Gy
+1 0 0 +1
0 -1 -1 0
Gx Gy
-1 0 +1 +1 0 -1
-1 0 +1 +1 0 -1
-1 0 +1 +1 0 -1
Gx Gy
Colour is a visual attribute of object things that results from the light
emitted or transmitted or reflected. From a mathematical viewpoint, the
colour signal is an extension from scalar-signals to vector-signals. Colour
features can be derived from a histogram of the image. The weakness of
colour histogram is that the colour histogram of two different things with the
same colour can be equal. Platt and Goetz (2004) discussed colour features
are still useful for many biomedical image processing applications such as
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Pre-processing
Feature extraction
Segmentation, Classification,
Synthesis, Shape from texture
Post-processing
The three different types of statistical based features are first order
statistics, second order statistics and higher order statistics as shown in Figure 4.8.
h(i ) = the number of pixels in I with the intensity value I for all
h( i ) cardinality ( x, y ) | I ( x, y ) i (4.1)
( I ( x , y ) m) 2
(4.2)
N
( I ( x , y ) m) 3
skewness (4.3)
N 3
GLCM has fourteen features but between them most useful features
are: angular second moment (ASM), contrast, correlation, inverse difference
moment, sum entropy and information measures of correlation. These features
are thoroughly promising.
length j . GLRLM can be computed for any direction. Mostly five features are
derived from the GLRLM. These features are: Short Runs Emphasis (SRE),
Long Runs Emphasis (LRE), Gray Level Non-Uniformity (GLNU), Run
Length Non-Uniformity (RLNU), and Run Percentage (RPERC). These are
quite improved in representing binary textures.
N N
I (u , v) I (u x, v y)
u 0 v 0
P ( x, y ) N N
(4.4)
2
I (u , v)
u 0v 0
comparable to the texture size, then the gray levels of points separated by
distance d should often be quite different, so that the values in the SGLD
matrix should be spread out relatively uniformly.
Hence, one of the ways to analyze texture coarseness would be, for
various values of distance d , some measure of scatter of the SGLD matrix
around the main diagonal. Similarly, if the texture has some direction, i.e., is
coarser in one direction than another, then the degree of spread of the values
about the main diagonal in the SGLD matrix should vary with the direction .
Thus texture directionality can be analyzed by comparing spread measures of
SGLD matrices constructed at various distances of d . From SGLD matrices, a
variety of features may be extracted.
L Nr
B ( a, r ) (4.6)
a 1 r 1
Then, the Equations (4.6) – (4.10) define the five features of image
texture.
L Nr
1 B ( a, r )
Short primitive emphasis = (4.7)
K a 1 r 1 r2
L Nr
1
Long primitive emphasis = B ( a, r ) 2 (4.8)
K a 1 r 1
Nr 2
L
1 2
Gray level uniformity = B ( a, r ) r (4.9)
K a 1 r 1
Nr 2
L
1
Primitive length uniformity = B ( a, r ) (4.10)
K a 1 r 1
K K
Primitive percentage = L Nr
(4.11)
MN
rB (a, r )
a 1 r 1
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Level L5 [ 1 4 6 4 1 ]
Edge E 5 [ 1 2 0 2 1 ]
Spot S5 [ 1 0 2 0 1 ]
Wave W 5 [ 1 2 0 2 1 ]
Ripple R 5 [ 1 4 6 4 1 ]
For all feature extraction methods, the most appropriate features are
selected for classification using a linear stepwise discriminant analysis.
many useful textural properties can be calculated to expose details about the
image. However, the calculation of GLCM is very computationally intensive
and time consuming.
Each element (i, j ) in GLCM specifies the number of times that the
pixel with value i occurred horizontally adjacent to a pixel with value j . In
Figure 4.8, computation has been made in the manner where, element (1, 1) in
the GLCM contains the value 1 because there is only one instance in the
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image where two, horizontally adjacent pixels have the values 1 and 1.
Element (1, 2) in the GLCM contains the value 2 because there are two
instances in the image where two, horizontally adjacent pixels have the values
1 and 2.
Element (1, 2) in the GLCM contains the value 2 because there are
two instances in the image where two, horizontally adjacent pixels have the
values 1 and 2. The GLCM matrix has been extracted for input dataset
imagery. Once after the GLCM is computed, texture features of the image are
being extracted successively.
4.6.1 Energy
Energy (E) can be defined as the measure of the extent of pixel pair
repetitions. It measures the uniformity of an image. When pixels are very
similar, the energy value will be large. It is defined in Equation (4.12) as
N 1 N 1
E M 2 i, j (4.12)
i 0 j o
4.6.2 Entropy
N 1 N 1
Ent M i, j ( ln(M (i, j ))) (4.13)
i 0 j o
4.6.3 Contrast
of the real world, contrast is determined by the difference in the colour and
brightness of the object and other objects within the same field of view.
N 1 N 1
2
Con i j M i, j (4.14)
i 0 j o
N 1 N 1
1
IDM 2
M i, j (4.15)
i 0 j o 1 i j
N 1 N 1
DM M i, j i j (4.16)
i 0 j o
The Table 4.1 shows some of the texture features extracted using
GLCM, to classify an image into water body and non-water body region.
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4.8 SUMMARY