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2.4.1

MRF Texture Modeling

An MRF model of texture can be specified by the joint probability . The probability determines how likely a texture pattern f is to occur.   Several MRF models, such as auto-binomial   [Cross and Jain 1983], auto-normal (or GMRF) [Chellappa 1985 ; Cohen and Cooper 1987],   and multi-level logistic (MLL) model [Derin et al. 1985 ; Derin and Elliott 1987], have been used for modeling textures. A particular MRF model tends to favor the corresponding class of textures, by associating them with larger probability than others. Here, ``a particular MRF model'' is a particular probability function which is specified by its form and the parameters in it.

In the MLL model, for example, the probability of a texture pattern f is defined based on the MLL clique potential function (1.52). In the second order (8-neighbor) neighborhood system, there are ten types of cliques as illustrated in Fig.1.2, with the parameters associated with them shown in Fig.1.4. When only the pair-wise clique potentials are non-zero, equation (1.52) reduces to (1.54), rewritten below

where and is a set of pair-site cliques, and is a parameter associated with the type-c pair-site cliques. After MLL is chosen, to specify an MRF model is to specify the 's. When the model is anisotropic, i.e. with all , the model tends to generate texture-like patterns; otherwise it generates blob-like regions. The probability can be calculated from 's using the corresponding Gibbs distribution.

A textured pattern corresponding to a realization of a Gibbs distribution can be generated by sampling the distribution. Two often used sampling algorithms are the Metropolis sampler [Metropolis and etal 1953] and the Gibbs sampler [Geman and Geman 1984] ( cf. Section 9.11). Figs.2.7 and 2.8 list two sampling algorithms [Chen 1988]. Algorithm 1 is based on the Metropolis sampler   [Hammersley and Handscomb 1964] whereas Algorithm 2 is based on the Gibbs sampler   of [Geman and Geman 1984]. A sampling algorithm generates a texture f with probability .  

  
Figure 2.7: Generating a texture using Metropolis sampler.

  
Figure 2.8: Generating a texture using Gibbs sampler.

The differences between the two sampling algorithm is in step (2). Algorithm 1 needs only to evaluate one exponential function because the update is based on the ratio in step (2.2). Algorithm 2 needs to compute M exponential functions and when the exponents are very large, this computation can be inaccurate. The following conclusions on the two algorithms are made by [Chen 1988]: (1) N=50 iterations are enough for both algorithms, (2) Algorithm 2 tends to generate a realization with a lower energy than Algorithm 1 if N is fixed and (3) Algorithm 1 is faster than Algorithm 2.

  
Figure 2.9: Textured images () generated by using MLL models. Upper-left: Number of pixel levels M=3 and parameters . Upper-right: M=4, . Lower-left: M=4, . Lower-right: M=4, .

Fig.2.9 shows four texture images generated using the MLL model (1.54) and Algorithm 1. It can be seen that when all the parameters are the same such that the model is isotropic, the formed regions are blob-like; when it is anisotropic, the generated pattern looks textured. So, blob regions are modeled as a special type of textures whose MRF parameters tend to be isotropic.

The above method for modeling a single texture provides the basis for modeling images composed of multiple textured regions. In the so-called hierarchical model     [Derin and Cole 1986 ; Derin and Elliott 1987 ; Won and Derin 1992], blob-like regions are modeled by a high level MRF which is an isotropic MLL; these regions are filled in by patterns generated according to MRFs at the lower level. A filling-in may be either additive noise or a type of texture, characterized by a Gibbs distribution. Let f be a realization of the region process with probability . Let d be the textured image data with probability . A texture label indicates which of the M possible textures in the texture label set that pixel i belongs to.

The MLL model is often used for the higher level region process. Given f, the filling-in's are generated using the following observation model

where is a random function that implements the mechanism of a noise or texture generator. To generate noisy regions, the observation model is simply , where denotes the true grey level for region type , as in (2.2). When the noise is also Gaussian, it follows a special Gibbs distribution, that in the zero-th order neighborhood system (where the radius of the neighborhood is zero). When the noise is an identical, independent and zero-mean distribution, the likelihood potential function is where is the variance.

For textured regions, implements anisotropic MRFs. Because of contextual dependence of textures, the value for depends on the neighboring values . Given and , its conditional probability is where all the sites in are assumed to belong to the same texture type, , and hence some treatment may be needed at and near boundaries. Note that the texture configuration is d rather than f; f is the region configuration. The configuration d for a particular texture can be generated using an appropriate MRF model (such as MLL used before for generating a single texture). That is to say, d is generated according to ; see further discussions in Section 2.4.2. Fig.2.10 shows an image of textured regions generated by using the hierarchical Gibbs model. There, the region process is the same as that for the upper-left of Fig.2.9 and the texture filling-in's correspond to the other three realizations.

  
Figure 2.10: Multiple texture regions generated using the hierarchical Gibbs model of textures.



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