I'm using OTB to compute Haralick texture features locally. <div><br></div><div><a href="http://www.orfeo-toolbox.org/doxygen/classotb_1_1ScalarImageToTexturesFilter.html">http://www.orfeo-toolbox.org/doxygen/classotb_1_1ScalarImageToTexturesFilter.html</a></div>
<div><br></div><div>However, the filter is extremely slow (even in release mode). I've only run it on one GLCM offset at a time, and I will eventually need to run it over several and average the result. I believe the step which computes the GLCM histogram for each voxel is slowing it down. </div>
<div><br></div><div>My question is with the use of a specific ITK filter: MaskedScalarImageToGreyLevelCooccurrenceMatrixGenerator<div><br></div><div><a href="http://www.itk.org/Doxygen318/html/classitk_1_1Statistics_1_1MaskedScalarImageToGreyLevelCooccurrenceMatrixGenerator.html">http://www.itk.org/Doxygen318/html/classitk_1_1Statistics_1_1MaskedScalarImageToGreyLevelCooccurrenceMatrixGenerator.html</a></div>
</div><div><br></div><div>I read a tutorial on texture and GLCM here:</div><div><br></div><div><a href="http://www.fp.ucalgary.ca/mhallbey/properties.htm">http://www.fp.ucalgary.ca/mhallbey/properties.htm</a></div><div><br>
</div><div>which says the GLCM should be compressed first or I risk having too many 0s in my matrix. </div><div><br></div><div>Is this true? Do I need to compress my data? If so, what's the best way of going about it?</div>
<div><br></div><div>How is this related to the SetNumberOfBinsPerAxis() method, i.e. if the number of bins is fixed (default: 256) will the computation be faster if I compress my data?</div><div><br></div><div>Note I also do have to set the input minimum and maximum, which affects the computation...</div>
<div><br></div><div>Thanks in advance!</div><div><br></div><div><br></div><div><br></div><div><div><br><div><br></div><div><br></div></div></div>