Next: Time Complexity.
Up: Implementation Issues
Previous: Texel Selection.
To date most of texture analysis methods have been limited only to
grey level images. For instance, a generic MGRF model is usually
restricted to 16 grey levels because otherwise model creation and
identification become computationally too expensive. A possible
approach is to process each channel as a grey-image separately and
then to combine the retrieved information [107]. But
integrating different colour channels might require computational
intensive iterative optimisation procedure. The bunch sampling
assumes that texture features are invariant to the colour
distribution in an image, so that it converts a colour texture to a
grey level image for analysis, i.e. the geometric structure and
placement rules of texels are estimated from only the intensity
channel of the image. But, at the synthesis stage, the original
colour texture is used as a source of texels for sampling. In so
doing, colour texels are retrieved and used as construction units to
generate a new colour texture. In this case, the synthesis of a
colour texture has no much difference from the synthesis of a
grey-level one except an extra step needed for converting the
training textures from RGB space into grey levels. Since the
approach neglects all information preserved in colour channels (hue
and saturation), it might fail on certain textures in which texture
features are relevant to the distribution of colours. Nevertheless,
for most of colour textures used in our experiments, this simple
method produces generally good results.
Next: Time Complexity.
Up: Implementation Issues
Previous: Texel Selection.
dzho002
2006-02-22