Descriptions - PowerPoint PPT Presentation

About This Presentation
Title:

Descriptions

Description:

A shape is usually well described by a small amount of lower order Xk terms. ... intensity variations which we can describe using a statistical model. ... – PowerPoint PPT presentation

Number of Views:28
Avg rating:3.0/5.0
Slides: 21
Provided by: csRu
Category:

less

Transcript and Presenter's Notes

Title: Descriptions


1
Descriptions
After the segmentation of an image, its regions
or edges are represented and described in a
manner appropriate for further processing. "Shape
" is an intrinsic characteristic of 3-D objects
or projections thereof. Many other properties,
such as edges and surfaces, can be derived from
an image. Objects and the naming thereof are
primarily defined by shape (and by the function
of the object), and not by properties such as
color, reflection, surface texture, etc. We are
conscious of shape by both outline, which are
mainly 2-D data, and by surfaces, which are
mainly 3-D structures. To be useful for further
processing the shapes must somehow be
represented. This is a tricky but a very
interesting problem that becomes more complicated
by several factors
2
problems
-Shapes are often complex. Color, motion and
intensity can be quantified by a small number of
well-understood parameters. Shape can often only
be explicitly represented using hundreds of
parameters. It is not clear which aspects or
features of shape are important for recognition
and which can decrease the complexity. -Introspect
ion does not help. A large amount of the human
brains seems to work on shape recognition.
However, this activity occurs primarily
subconsciously. Why is shape recognition (think
of faces for example) so easy for a human and
shape description so difficult? We do not have a
precise language for shapes (we speak of
egg-shaped or ellipse-shaped). - There is little
mathematical guidance. Math has traditionally not
used "computational geometry". For example, just
recently a mathematical definition of a solid
object" has been given which coincides with our
intuition of set operations on solid objects. -
This field of expertise is young, only recently
it is useful to represent complex shapes in a
manner that a computer can read, edit and
graphically represent them. There are no
generally accepted representation schemas for all
types of shapes there are several with each
their own advantages and disadvantages for
certain applications. Algorithms for the
manipulation of shapes (for example, how to carry
a couch up the stairs) are extremely complex, and
still in a rudimentary stage.
3
Chain codes, signatures
4
Polygonal approximations
An edge can each be approximated to any desired
precision by a polyline. Finding a polyline
approximation for a certain edge is a
segmentation problem finding the corner points
or breakpoints that yield a good or a best
polyline approximation (according to a certain
criterion). Just as with regional segmentation,
methods can also be characterized by the concepts
"merging" and "splitting".
This tolerance band method usually does not find
the most economical set of segments. This is a
general problem of these "one-pass" algorithms, a
new break point is only taken when something went
wrong, but it is often desired to take a new
break point at an earlier stage. Afterwards one
can try to find a better solution by shifting
certain break points.
Split method
5
Spatial Occupation-Matrix
The y-axis representation is a run-length coding
in the y-direction of the spatial
occupation-matrix. There are several
possibilities to do this (2,2,3), (4,4,4,6,6),
(5,4,6), (6,6,6)   (starty, startx, stopx)
(8), (1,2,5), (8), (3,1,1,1,2), (3,3,2), (5,1,2),
(8), (8) for each y the length of 0,1,0,...
rows Union and intersection can be implemented as
sorting and joining operations on the RLE rows,
with a timescale initially proportional to the
number of y rows. This representation is more
compact than the occupation-matrix, except when
there are long structures in the y-direction.
Quad trees are another manner of coding the
spatial occupation-matrix. The image is
recursively divided into four parts until every
region is composed solely out of a 1 or 0. They
can easily be constructed from an intermediate
pyramid structure and stored as a linear
structure.
6
Skeleton of a region
The medial-axis of an area A is a set of
pairsx,ds(x,B) with ds(x,B) min d(x,z), z
in B the boundary of the regionsuch that the
union of the circles with center x and radius
ds(x,B) is equal to that of region A. This
skeleton is very sensitive to noise on the
boundary, which can be prevented by smoothing the
edge.
Distance transformations Medial-axis is set of
local maxima
Original image 4-neighbor DT
8-neighbor DT
7
DTs
  • Many DT algorithms for different distance
    measures are possible
  • 4 neighbor the minimum number of steps required
    to reach a 0 via 4-neighbors- 8 neighbor via 8
    neighbors, always smaller or equal to the
    4-neighbor distance- approximations of euclidian
    (chamfer distances Borgefors, 1986 )
  • Euclidian the real Euclidian distance
  • There are parallel and serial versions.

Thinning algorithms, of which there are many,
shrink a (binary) region until there is a sort of
median left over, which is then used for further
processing and editing. The distance information
is not stored, therefore the original image
cannot be reconstructed.
8
Shape numbers
Shape numbers of order n, related to their chain
code of length n, can be given to edges. The
derivative of the chain code with length n is
rotated such that the smallest value is attained.
This shape number is independent of the position
and orientation of the object.
It is also independent of the scaling of the
object, only dependent on the relative
proportions between scale and size of the
digitization grid. By changing the size of this
grid, "shape numbers" of different orders can be
attained. The lower the order, the coarser the
digitalization, and the smaller the differences
between the shapes become.
9
Comparing shapes
The highest order, at which two shapes still have
the same shape number, is an indication of
equality of the shapes .
10
Fourier descriptors
The curve  ? (s) ? (s) - 2? s/P is used as a
basis for the shape description by Fourier
transformation. Some shape parameters are
determined by using the amplitudes of the lower
order Fourier components. These parameters give
an indication of the "pointiness" of the shape. A
Fourier description can also be determined
directly from the shape, using (x,y) as a complex
number xjy.
A shape is usually well described by a small
amount of lower order Xk terms. These are not
invariant under rotation, translation and
scaling, but combinations can be determined that
do have those properties.
11
Region characteristics
The are several measures for the eccentricity.
For example, if A is a piece of string of the
maximum length, B the string perpendicular to A
and also of maximal length, then ?  A / B
A unit for the compactness is the ratio
circumference2 / surface area. This is minimal
for a circle (4?). This can easily be calculated
from the chain-code. This method is not
appropriate for smaller discrete objects.
Other eccentricity units are based on moments
Mij   ? R (x0-x)i(y0-y)j  with   x0 (1/n)  ?
R x and y0 (1/n)  ? R y The orientation of a
region ? (the angle between the main axis of the
region to the x-axis) and ? are given by   tan
2? 2 M11 / ( M20 - M02 ) ? ( (
M20 - M02 ) 2 4 M11) / surface area
12
Moments
Moments for a gray imageµpq    ? x  ? y
(x-x0)p (y-y0)q fx,y A uniqueness theorem
states that if f(x,y) is continuous and only
unequal to 0 in a restricted area, then the
series µpq is uniquely determined by f(x,y) and
vice versa. From the second and third order
moments a set of seven invariant moments can be
calculated, which do not change during
translation, scaling and rotation of a region.In
practice it is very difficult to use these
moments for the recognition of objects.
13
Textures
A possible description of texture is "an image
is built up of many interweaved elements". The
idea of interweaved elements is closely related
to the idea of texture resolution, something like
the average number of pixels needed to describe
each texture element. If this is large enough,
one can try to describe the individual elements
with some detail and especially their positions.
When this number comes close to 1, it is more
difficult to characterize individual elements.
Statistical methods are then used to describe the
distribution of the gray levels in the image.
14
hierarchical, gradient
Textures can be hierarchical, different levels
correspond to different recording resolutions.
When we look at a brick wall closely, we see that
each brick has color or intensity variations
which we can describe using a statistical model.
If we look at the wall at a larger distance, then
we can recognize half or whole bricks and
describe the location and orientation of those
bricks relative to each other. At an even larger
distance each individual brick will only be
several pixels large and is not suitable for
geometric descriptions, we must then migrate to a
more suitable statistical model.
Texture is almost always a characteristic bound
to a region. It can therefore be used to
determine the properties of the region, such as
the orientation with respect to the viewing
direction, or the distance, to the camera the so
called texture gradient techniques.
15
Statistical pattern recognition
Statistical pattern recognition occupies itself
with the classification of (individual
occurrences) patterns. It is a separate field of
expertise and has many application
possibilities. A basic notation in pattern
recognition is the "feature vector", v
(v1,...,vn), with which the relevant properties
of a pattern are represented in a small
n-dimensional Euclidian space. The feature vector
is calculated out of available measurement data.
With effective features the different classes can
be divided into well-defined sub-spaces. The
vectors of instances of a certain class lie close
to each other and are well separated from vectors
in other classes.
  • Suitable features and a good partition of the
    feature space can be achieved by
  • analytical methods when parametric models of
    textures are available.
  • training use several texture instances of each
    class. Think up features and vary these to
    minimize distances within the classes and to
    maximize the inter-class distances.
  • learning take several textures, calculate
    possible feature spaces and in that try to find
    spatial clusters. Try to identify the texture
    classes using those clusters.

16
Classification methods
The "nearest mean" or "minimum distance" method.
Every texture class i has a center point ci in
the n-dimensional feature space. It is determined
by training, for example by averaging the
training samples of each class. A new point, for
which the Euclidian distance v - ci2 is
minimal, to class i.
- "nearest neighbour" classifier take the
training sample which lie closest to the new
point, take that class as the class of the new
point. - With the "condensed nearest neighbor"
classification we are only interested in the
training samples that lie on the edge of each
class subspace. - With the "k-Nearest Neighbour"
(kNN) classifier we are interested in the k
training samples that are the closest to the new
point. We take the most occuring class.
17
Fourier features
Vr1,r2   ??   F(u,v)2 dudv r12  ?  (u2
v2) lt r22 V ?1,? 2   ??   F(u,v)2 dudvwith
??     over   ?1  ? tan-1(v/u) lt  ? 2
18
Laws method
  • We can also apply a similar sort of energy
    approximation to the spatial image itself. The
    advantage is that the basis is not the Fourier
    basis (cos and sin waves) but rather a more
    suitable set of basic texture patterns. An
    example of  Laws (1980)
  • first flatten the gray level histogram by
    transforming the gray levels, this eliminates the
    influence of the lighting.
  • decompose the image (as with Frei-Chen) into m
    55 or 33 basic texture patterns. This results
    in m images f'k f  ?  hk
  • determine the "energy" by averaging with the 15
    15 surrounding environment (texture is a regional
    characteristic)     f"k (x,y) (1/225)  ?   
    f'k (x',y') with x-x' lt 7 and y-y' lt7
  • this f"k defines a m-dimensional feature vector
    for each pixel (x,y)     v(x,y) f"1 (x,y),
    f"2 (x,y),..., f"m (x,y)

19
Construction kernels
An alternative, that which Laws used, is to
construct about 25 55 convolution kernels from 5
one-dimensional kernels. This is done by the
convolution of one horizontal 1-D kernel with one
vertical 1-D kernel L5      1   4   6   4  
1    (Level)E5    -1  -2   0   2   1   
(Edge)S5    -1   0   2   0  -1    (Spot)W5 
  -1   2   0  -2   1    (Wave)R5      1 
-4   6  -4   1    (Ripple) If the direction of
the texture is not of importance, the features
can be averaged to a set of 14 features that
remain invariant under the rotation of the
texture.
20
SGLD
Spatial Gray Level Dependence (SGLD) matrices
(sometimes also referred to as co-occurrence
matrices) are one of the most popular sources of
texture features. The definition of the SGLD
matrix is    S(i,j,d, ?) the number of
locations (x,y) in the image f with f(x,y)
i and f(x d cos ? , y d sin? ) j    i
and j are gray values, usually in bins minI,
minI ? I,...., maxI   d the distance, smaller
than the texel size (a small number of pixels)
 usually restricts itself to a small number of
angles (steps of 45) For many textures the
reversal of the direction is not relevant 
S'(d, ? ) 1/2 ( S(d, ? ) S(d, ?  ?  )
) Some features which can be derived from the
SGLD matrix are E(d, ?)    ? i ? j 
S(i,j,d, ? )2  (Energy) H(d, ? )   ? i ?
j  S(i,j,d, ?) ln S(i,j,d, ?)  (Entropy)
I(d, ?)     ? i ? j  (i-j)2 S(i,j,d, ?)
(Inertia, contrast) These features have no
relationship with "rough" or "smooth" which
people typically use to describe textures.
Write a Comment
User Comments (0)
About PowerShow.com