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Demo: GLCM matrix #215
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Demo: GLCM matrix #215
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# --- | ||
# cover: assets/glcm.gif | ||
# title: Gray Level Co-occurrence Matrix | ||
# description: This demo shows GLCM(Gray Level Co-occurrence Matrix) | ||
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# author: Ashwani Rathee | ||
# date: 2021-08-9 | ||
# --- | ||
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# Gray Level Co-occurrence Matrix (GLCM) is used for texture analysis. | ||
# We consider two pixels at a time, called the reference and the neighbour pixel. | ||
# We define a particular spatial relationship between the reference and neighbour | ||
# pixel before calculating the GLCM. For eg, we may define the neighbour to be 1 | ||
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# pixel to the right of the current pixel, or it can be 3 pixels above, or 2 pixels | ||
# diagonally (one of NE, NW, SE, SW) from the reference. | ||
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# Once a spatial relationship is defined, we create a GLCM of size (Range of | ||
# Intensities x Range of Intensities) all initialised to 0. For eg, a 8 bit single | ||
# channel Image will have a 256x256 GLCM. We then traverse through the image and for | ||
# every pair of intensities we find for the defined spatial relationship, we increment | ||
# that cell of the matrix. | ||
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# ## Gray Level Co-occurence Matrix | ||
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# Each entry of the GLCM[i,j] holds the count of the number of times that pair of | ||
# intensities appears in the image with the defined spatial relationship. | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Hmmm, I actually still don't quite understand the contents of There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Maybe also add this and explain the arguments to X = [0 1 0 2;
0 2 1 1;
3 1 0 0;
0 0 2 3]
glcm(X, 1, 0, 4) |
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#  | ||
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# The matrix may be made symmetrical by adding it to its transpose and normalised to | ||
# that each cell expresses the probability of that pair of intensities occurring in the image. | ||
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# Once the GLCM is calculated, we can find texture properties from the matrix to represent | ||
# the textures in the image. | ||
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# ## GLCM Properties | ||
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# The properties can be calculated over the entire matrix or by considering a window | ||
# which is moved along the matrix. | ||
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# - Mean | ||
# - Variance | ||
# - Correlation | ||
# - Contrast | ||
# - IDM (Inverse Difference Moment) | ||
# - ASM (Angular Second Moment) | ||
# - Entropy | ||
# - Max Probability | ||
# - Energy | ||
# - Dissimilarity | ||
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# ImageFeatures.jl provide methods for GLCM matrix calculation(with symmetric and normalized versions) | ||
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using Images, TestImages | ||
using ImageFeatures | ||
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img_src = testimage("coffee") | ||
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# In this section, we will see how glcm could be calculated and how results are | ||
# different for different types of textures. We will be using 4 `10x10` pixels | ||
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# patches as shown below. | ||
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img_patch1 = img_src[170:180, 20:30] # Patch 1 & Patch 2 are from table with unidirectional texture | ||
img_patch2 = img_src[190:200, 20:30] | ||
img_patch3 = img_src[40:50, 310:320] # Patch 3 & Patch 4 are from coffe inside cup | ||
img_patch4 = img_src[60:70, 320:330] | ||
img_patches = [img_patch1, img_patch2, img_patch3, img_patch4] | ||
mosaicview(img_patches; nrow=1, npad=1, fillvalue=1) | ||
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# As we can already take a guess, patch 1 and patch 2 are very similiar(unidirectional texture) and | ||
# that's also true for patch 3 and patch 4 which are very similiar(smooth texture). | ||
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glcm_results = []; | ||
glcm_sym_results = []; | ||
glcm_norm_results = []; | ||
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# The `distances` and `angles` arguments may be a single integer or a vector of | ||
# integers if multiple GLCMs need to be calculated. The `mat_size` argument is used | ||
# to define the granularity of the GLCM. | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. It would be nice to have a more specific explanation of what the numbers in |
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distance = 5 | ||
angle = 0 | ||
mat_size = 4 | ||
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for patch in img_patches | ||
glcm_output = glcm(patch, distance, angle, mat_size) | ||
glcm_sym_output = glcm_symmetric(patch, distance, angle, mat_size) | ||
glcm_norm_output = glcm_norm(patch, distance, angle, mat_size) | ||
push!(glcm_results, glcm_output) | ||
push!(glcm_sym_results, glcm_sym_output) | ||
push!(glcm_norm_results, glcm_norm_output) | ||
end | ||
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glcm_results # GLCM matrix | ||
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# GLCM symmetrical is basically `glcm_output .+ transpose(glcm_output)` | ||
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glcm_sym_results # GLCM Symmetrical matrix | ||
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# GLCM normalised is basically `glcm_output ./ sum(glcm_output)` | ||
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glcm_norm_results # GLCM normalised matrix | ||
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# In next part, we will see how the GLCM matrix calculation can be used to | ||
# differentiate textures based on statistics. `glcm_prop` is used to calculate | ||
# various properties. | ||
# Various properties can be calculated like `mean`, `variance`, `correlation`, | ||
# `contrast`, `IDM` (Inverse Difference Moment),`ASM` (Angular Second Moment), | ||
# `entropy`, `max_prob` (Max Probability), `energy` and `dissimilarity`. | ||
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property = [correlation,dissimilarity] | ||
x = [] | ||
y = [] | ||
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for i in glcm_results | ||
point = [] | ||
for j in property | ||
glcm_pro = glcm_prop(i, j) | ||
push!(point,glcm_pro) | ||
end | ||
push!(x,point[1]) | ||
push!(y,point[2]) | ||
end | ||
x,y | ||
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# These properties can be directly calculated too using syntax `property(glcm_matrix)`. | ||
# For example: To calculate correlation, we can do `correlation(glcm(img_patch1))`` | ||
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# We can create graph between correlation and dissimilarity properties of particular | ||
# GLCM matrices. It's easy to notice that the Patch 1 & Patch 2 are closer in the properties | ||
# and similiarly for Patch 3 and Patch 4. | ||
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#  | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Just curious, is it possible to replace the marker dots with the corresponding patch(image)? That would be the most self-explained way I guess. There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. It can be done in Makie.jl but makie keeps crasing in my system for now |
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# Graph can be made using GLCM symmetric and normalised version, which produces very similiar outputs to give | ||
# us a hint at how similiar textures have similiar properties. | ||
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# References: | ||
# - https://en.wikipedia.org/wiki/Co-occurrence_matrix | ||
# - Scikit GLCM example |
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