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Demo: GLCM matrix #215
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Demo: GLCM matrix #215
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# --- | ||
# cover: assets/glcm.png | ||
# title: Gray Level Co-occurrence Matrix | ||
# description: The first introduction to GLCM(Gray Level Co-occurrence Matrix) | ||
# 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 example, we may define the neighbour to be 1 | ||
# 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 example, 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. | ||
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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 `11x11` pixels | ||
# 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 coffee 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 = []; | ||
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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. | ||
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distance = 5 | ||
angle = 0 | ||
mat_size = 4 | ||
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glcm_results = [glcm(patch, distance, angle, mat_size) for patch in img_patches] | ||
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glcm_results # GLCM matrix | ||
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# GLCM symmetrical is basically `glcm_output .+ transpose(glcm_output)` | ||
# GLCM normalised is basically `glcm_output ./ sum(glcm_output)` | ||
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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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glcm_correlation = [glcm_prop(x, correlation) for x in glcm_results] | ||
glcm_dissimilarity = [glcm_prop(x, dissimilarity) for x in glcm_results] | ||
glcm_correlation, glcm_dissimilarity | ||
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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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#  | ||
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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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save("assets/glcm.png", img_src) #src | ||
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# References: | ||
# - https://en.wikipedia.org/wiki/Co-occurrence_matrix | ||
# - Scikit GLCM example | ||
# - http://www.code.ucsd.edu/pcosman/glcm.pdf |
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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.
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It can be done in Makie.jl but makie keeps crasing in my system for now