Image Representation: External Characteristics: Its Boundary Internal Characteristics: The Pixels Comprising The
Image Representation: External Characteristics: Its Boundary Internal Characteristics: The Pixels Comprising The
Introduction
Representation schemes
Chain codes
Polygonal approximations
The skeleton of a region
Boundary descriptors
Some simple descriptors
Shape numbers
Fourier descriptors
Moments
Region descriptors
Some simple descriptors
Texture descriptors
1. Introduction
The objective is to represent and describe the
resulting aggregate of segmented pixels in a form
suitable for further computer processing after
segmenting an image into regions.
Two choices for representing a region:
External characteristics: its boundary;
Internal characteristics: the pixels comprising the
region.
For example, a region may be represented by (a) its
boundary with the boundary described by features
such as its length, (b) the orientation of the straight
line joining the extreme points, and (c) the number
of concavities in the boundary.
An external representation is chosen when the
primary focus is on shape characteristics.
An internal representation is selected when the
primary focus is on reflectivity properties, such as
color and texture.
In either case, the features selected as descriptors
should be as insensitive as possible to variations
such as change in size, translation and rotation.
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2. Representation schemes
1
2
3
(a)
(b)
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(a) 2 N ( p1 ) 6 , where N ( p1 ) = pi
(c) p2 p4 p6 = 0
(d) p4 p6 p8 = 0
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e.g. Deleting p in 0
0
e.g. Deleting p in 1
0
0 1
p 0 disconnects the
0
skeleton.
e.g. Deleting p in 0
0
skeleton.
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p 1 shortens the skeleton.
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p 1 disconnects the
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3. Boundary descriptors
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Order 4
Chain code: 0 3 2 1
Difference: 3 3 3 3
Shape no.: 3 3 3 3
Order 6
Chain code: 0 0 3 2 2 1
Difference: 3 0 3 3 0 3
Shape no.: 0 3 3 0 3 3
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Transformation
Boundary
Identity
s(k)
Rotation
s(k) e
Translation
s(k)+d
S(u)+d (u )
Scaling
c s(k)
c S(u)
Starting point
s(k-k0)
S(u)
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e j
e j 2k u / N
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3.4 Moments
4. Regional descriptors
n = ( g (i ) m) n
i =1
where m = g (i )
i =1
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Primitives:
1. X=
Texture
Rule: 2. y=swap(x)
3. line1=x+x+x
4. line2=y+y+y
line1
5. texture1=
+
line2
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F
S ( ) = S (r , )
R
r =0
S (r ) = S (r , )
=0
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