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Mryka Hall-Beyer |
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What is texture? The GLCM Texture Calculations More Information and References
Some practical considerations Textures may be calculated using only one channel of data at a time. Many different texture measures can be calculated for each image channel
If attempting it, it is useful to scale all output texture values to the same range of GLs before calculating the eigenvectors, so that one measure will not dominate the first components simply because of having a greater dynamic range. One way to do this is to transform each texture measure to its z score before entering in the principal component calculation. This is called "standardised principal components." Some software will allow you to choose to perform the principal components transformation using the correlation matrix instead of the covariance matrix: this accomplishes the same thing. Texture images are image channels with a value for each pixel.
Example: The texture of a closed-canopy forest is determined by light and shadow among tree crowns. A window covering one tree will not measure the texture of the forest. A window covering the entire forest and the fields next to it will not measure the texture of the forest either.
Image Examples:
To see the edge effect of window size, compare the images linked below. They are all entropy calculations, and use the
same parameters, except to vary window size.
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