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.