Texture GLCM
Class: NodeTextureGLCM
Generates a 2D gray-level co-occurrence matrix for each direction in one slice orientation of the 3D image.
Inputs
Input
An image.
Type: Image4DFloat, Required, Single
Mask
A mask with the same size as the image, which defines the region in which the GLCMs are calculated.
Type: Image4DBool, Optional, Single
Outputs
Horizontal
The resulting GLCM with horizontal neighbors.
Type: Image4DFloat
Vertical
The resulting GLCM with vertical neighbors.
Type: Image4DFloat
Diagonal Left
The resulting GLCM with diagonal left neighbors.
Type: Image4DFloat
Diagonal Right
The resulting GLCM with diagonal right neighbors.
Type: Image4DFloat
Quantized Image
The input image quantized to the number of gray levels.
Type: Image4DFloat
Settings
Node
Orientation Selection
The orientation of the planes on which the GLCMs are created. X,Y,Z are the first, second and third dimensions of the image matrix volume, and not the physical coordinate directions.
Values: XY, XZ, YZ
Quantization
Bins Integer
The number of gray levels in the quantized image, which determines the size of the GLCM.
Slicewise max-min Boolean
Quantize the image slice by slice, using the min and max in each slice.
Use Fixed Window Boolean
Use a global min and max value when quantizing the image.
Ignore Voxels Outside Window Boolean
Ignore Voxels that are smaller or larger than the quantization limits. If this is unchecked, they will be set to the quantization limits.
Fixed Window Min Number
The lower quantization limit.
Fixed Window Max Number
The upper quantization limit.
References
- Haralick, R. M., Shanmugam, K. & Dinstein, I. Textural Features for Image Classification. IEEE Trans. Syst. Man. Cybern. 3, 610–621 (1973).
See also
Keywords:
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