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By John G. Webster (Editor)
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However, the way the world is represented in the computer does have an impact on how the designer must approach the construction of a vision system. Therefore, this section will deal with the basic properties of representation and how they affect image understanding. The reader is referred to the sections in this encyclopedia describing CAD for details on precise implementations of these techniques. There are two basic types of world representation: object centered and view centered. In an object-centered technique, a physical model of the real world is created in the computer, and that model is compared with the current image.
The situation becomes much more complicated for multimodal peaks because aliasing from neighboring distributions may make the peak almost impossible to detect. Texture-Based Thresholding. A texture is simply a repeated pattern of pixels over the surface of an object. Textures can be caused by surface characteristics such as painted polka dots or geometric characteristics such as crystal structure in metals. Texture detection is used where the gray levels are the same, and distinct edges are difficult to locate because the edge detector will be limited by the small high-gradient areas in the image due to the texture itself (3).
It is assumed that the object of interest in the image is much larger than any random error. By performing successive iterations of opening or closing, all pixels corresponding to the error will be eliminated, whereas all pixels corresponding to the object of interest will remain unchanged. Examples of opening and closing operations are shown in Fig. 10. (a) (b) (c) (d) (e) (f) (c) Figure 9. Stelt representations: (a) list of vectors representation; (b) binary image representation (gray relevant pixel, black origin), (c) matrix representation, center pixel is the origin.