An MBIM jointly depicts the partial energies of all clique families
in a texture, from which a characteristic pixel neighbourhood
 can be estimated.
A generic MGRF model allows an arbitrary structure of pairwise pixel
interactions, but the longest interaction to recover depends on the
size of each individual training image in practice. Without loss of
generality, Markov property is assumed such that all the neighbours
of a pixel 
 are limited into a large search window
 centred on the pixel. So, 
. In order to capture the periodicity structure of a
texture, the search window must be large enough to cover at least a
few repetitions. Empirically, the window size is chosen between
 and 
 of the size of the training texture. The empirical
rule accounts for the need of enough samples for each clique family
to reliably collect GLCHs and estimate energies.
Let the width and the height of a search window 
 be
denoted  
 and 
 respectively. A
clique family 
 in a texture has the maximum
displacement of 
 and
 along 
 and 
 axes respectively, so
that,
Formally, an MBIM is a 2D function, 
, which maps a search window 
 onto
real-valued partial energies 
. A two-step procedure is
involved in computing the partial energy for each clique family.
First, a GLCH matrix is collected for the family, by convolving the
displacement vector with the image. Second, the partial energy is
computed by Eq. (6.3.4) from the collected
statistics. A generic MGRF model only counts on the relative
frequency, 
, of
co-occurrence of every two grey levels 
 and 
, 
, so the resulting matrix has a dimensionality of
. To have statistically meaningful
estimates for small training images (e.g., 
) and also due to computational restrictions, a texture is
typically converted into a 16-level gray-scale image before further
processing [38].
Since the relative energy is sufficient for ranking clique families,
the first approximation of relative partial energy
 in
Eq. (6.3.4) is used to approximate the
`real' partial energy 
 in forming an MBIM. The procedure of
computing the MBIM is outlined by Algorithm 5.
An MBIM is symmetric about the origin 
, because a clique
family 
 has the same pixel
interaction as the clique family
. It also should be noted
that there is no such a clique family with a zero displacement
vector 
.
The major computation in constructing an MBIM comes from convolution
operation in collecting the GLCH statistics for each clique family
of the image. The process involves quadratic time complexity of
, which depends on the sizes of
both the searching window and the training image.
An MBIM can be represented graphically either by a 2D bitmap or on a
3D surface, in which each coordinate 
represents a clique family 
,
and the corresponding scalar value represents the partial energy
 of that family. Figure 6.2 shows a few
examples of 2D representation of MBIMs by grey-level images, with
the partial energy encoded by intensity, i.e. dark intensities
correspond to higher-energy clique families, light intensities
correspond to lower-energy clique families. In
Figs 6.3 and 6.4, the
MBIMs are rendered on a 3D surface, where the 
 values represent
real-valued partial energies.
An MBIM reveals several important properties of the clique families in a texture, which helps to recover a characteristic neighbourhood and identify texels from a texture. Experimental comparisons have shown that the more accurate potential estimates in Appendix A produce quite similar MBIMs to those with the potentials of Eq. (6.3.3). For simplicity, below, only the latter estimates are used.