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@@ -3,21 +3,53 @@
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<em>r.texture</em> creates raster maps with textural features from a
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user-specified raster map layer. The module calculates textural features
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based on spatial dependence matrices at 0, 45, 90, and 135
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-degrees for a <em>distance</em> (default = 1).
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+degrees.
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+
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+<p>
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+In order to take into account the scale of the texture to be measured,
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+<em>r.texture</em> allows the user to define the <em>size</em> of the moving
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+window and the <em>distance</em> at which to compare pixel grey values. By
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+default the module averages the results over the 4 orientations, but the user
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+can also request output of the texture variables in 4 different orientations
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+(flag <em>-s</em>). Please note that angles are defined in degrees of east and
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+they increase counterclockwise, so 0 is East - West, 45 is North-East -
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+South-West, 90 is North - South, 135 is North-West - South-East.
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+
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+<p>
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+The user can either chose one or several texture measures (see below for their
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+description) using the <em>method</em> parameter, or can request the creating
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+of maps for all available methods with the <em>-a</em>.
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+
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+<p>
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+<em>r.texture</em> assumes grey levels ranging from 0 to 255 as input. The
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+input is automatically rescaled to 0 to 255 if the input map range is outside of
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+this range. In order to reduce noise in the input data (thus generally
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+reinforcing the textural features), and to speed up processing, it is
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+recommended that the user recode the data using equal-probability quantization.
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+Quantization rules for <em>r.recode</em> can be generated with <em>r.quantile
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+-r</em> using e.g 16 or 32 quantiles (see example below).
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+
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+
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+<h2>NOTES</h2>
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<p>
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Texture is a feature of specific land cover classes in satellite imagery.
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-For example an inland water body will generally have a quite homogeneous
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-texture (unless strong winds create many waves), but mixed forests or urban
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-areas will have more heterogeneity amongst neighboring pixels. Obviously,
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-this is highly dependend on the resolution of satellite imagery (also see the
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-discussion of scale dependency below).
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+It is particularly useful in situations where spectral differences between
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+classes are small, but classes are distinguishable by their organisation on the
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+ground, often opposing natural to human-made spaces: cultivated fields vs meadows
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+or golf courses, palm tree plantations vs natural rain forest, but texture can
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+also be a natural phenomen: dune fields, different canopies due to different
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+tree species. The usefulness and use of texture is highly dependend on the
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+resolution of satellite imagery and on the scale of the human intervention or
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+the phenomenon that created the texture (also see the discussion of scale
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+dependency below). The user should observe the phenomenon visually in order to
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+determine an adequat setting of the <em>size</em> parameter.
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<p>
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-The output of <em>r.texture</em> can thus constitute additional variables
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-usable as input for image classification or image segmentation (object
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-recognition). It can be used in supervised classification algorithms such
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-as <a href="i.maxlik.html">i.maxlik</a> or <a href="i.smap.html">i.smap</a>,
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+The output of <em>r.texture</em> can constitute very useful additional variables
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+as input for image classification or image segmentation (object recognition).
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+It can be used in supervised classification algorithms such as
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+<a href="i.maxlik.html">i.maxlik</a> or <a href="i.smap.html">i.smap</a>,
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or for the identification of objects in <a href="i.segment.html">i.segment</a>,
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and/or for the characterization of these objects and thus, for example, as one
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of the raster inputs of the
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@@ -29,36 +61,19 @@ In general, several variables constitute texture: differences in grey level valu
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coarseness as scale of grey level differences, presence or lack of directionality
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and regular patterns. A texture can be characterized by tone (grey level intensity
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properties) and structure (spatial relationships). Since textures are highly scale
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-dependent, hierarchical textures may occur. <em>r.texture</em> thus allows the user
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-to define the moving window <em>size</em> and the <em>distance</em> at which to
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-compare pixel grey values. The user can also request output of the texture
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-variables in 4 different orientations (flag <em>-s</em>). Please note that angles
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-are defined in degrees of east and they increase counterclockwise, so 0 is
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-East - West, 45 is North-East - South-West, 90 is North - South, 135 is
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-North-West - South-East.
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+dependent, hierarchical textures may occur.
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<p>
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-<em>r.texture</em> assumes grey levels ranging from 0 to 255 as input.
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-The input is automatically rescaled to 0 to 255 if the input map range is outside
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-of this range or within the range [0, 1]. In order to reduce noise in the
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-input data, and to speed up processing, it is recommended that the user
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-recode the data using equal-probability quantization. Quantization rules
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-for <em>r.recode</em> can be generated with <em>r.quantile -r</em>
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-using e.g 16 or 32 quantiles (see example below).
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-
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+<em>r.texture</em> uses the common texture model based on the so-called grey
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+level co-occurrence matrix as described by Haralick et al (1973). This matrix
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+is a two-dimensional histogram of grey levels for a pair of pixels which are
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+separated by a fixed spatial relationship. The matrix approximates the joint
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+probability distribution of a pair of pixels. Several texture measures are
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+directly computed from the grey level co-occurrence matrix.
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-<h2>NOTES</h2>
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-
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-<p>
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-A commonly used texture model is based on the so-called grey level co-occurrence
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-matrix. This matrix is a two-dimensional histogram of grey levels
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-for a pair of pixels which are separated by a fixed spatial relationship.
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-The matrix approximates the joint probability distribution of a pair of pixels.
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-Several texture measures are directly computed from the grey level co-occurrence
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-matrix.
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<p>
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-The following part offers brief explanations of texture measures (after
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-Jensen 1996).
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+The following part offers brief explanations of the Haralick et al texture
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+measures (after Jensen 1996).
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<h3>First-order statistics in the spatial domain</h3>
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<ul>
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