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                                   4.6.1  Controlling the Television by Finding Hands by Normalized
                                          Correlation . . . . . ... .. .. ... .. ... .. .. ... . 133
                               4.7  Technique: Scale and Image Pyramids . . . . . . . . . . . . . . . . . 134
                                   4.7.1  The Gaussian Pyramid  . . . . . . .. .. ... .. .. ... . 135
                                   4.7.2  Applications of Scaled Representations . . . . . . . . . . . . . 136
                               4.8  Notes . . . . . . .. .. .. ... .. .. ... .. ... .. .. ... . 137

                            5 Local Image Features                                              141
                               5.1  Computing the Image Gradient . . . . . ... .. ... .. .. ... . 141
                                   5.1.1  Derivative of Gaussian Filters . . . .. .. ... .. .. ... . 142
                               5.2  Representing the Image Gradient .. .. ... .. ... .. .. ... . 144
                                   5.2.1  Gradient-Based Edge Detectors . ... .. ... .. .. ... . 145
                                   5.2.2  Orientations . .. .. ... .. .. ... .. ... .. .. ... . 147
                               5.3  Finding Corners and Building Neighborhoods . . . . . . . . . . . . . 148
                                   5.3.1  Finding Corners . . . .. .. .. ... .. ... .. .. ... . 149
                                   5.3.2  Using Scale and Orientation to Build a Neighborhood . . . . 151
                               5.4  Describing Neighborhoods with SIFT and HOG Features  . . . . . . 155
                                   5.4.1  SIFT Features . .. ... .. .. ... .. ... .. .. ... . 157
                                   5.4.2  HOG Features . . . ... .. .. ... .. ... .. .. ... . 159
                               5.5  Computing Local Features in Practice . ... .. ... .. .. ... . 160
                               5.6  Notes . . . . . . .. .. .. ... .. .. ... .. ... .. .. ... . 160

                            6 Texture                                                           164
                               6.1  Local Texture Representations Using Filters . .. ... .. .. ... . 166
                                   6.1.1  Spots and Bars . . . . .. .. .. ... .. ... .. .. ... . 167
                                   6.1.2  From Filter Outputs to Texture Representation . . . . . . . . 168
                                   6.1.3  Local Texture Representations in Practice . . . . . . . . . . . 170
                               6.2  Pooled Texture Representations by Discovering Textons . . . . . . . 171
                                   6.2.1  Vector Quantization and Textons . . . . . . . . . . . . . . . . 172
                                   6.2.2  K-means Clustering for Vector Quantization . . . . . . . . . . 172
                               6.3  Synthesizing Textures and Filling Holes in Images . . . . . . . . . . 176
                                   6.3.1  Synthesis by Sampling Local Models . . . . . . . . . . . . . . 176
                                   6.3.2  Filling in Holes in Images . . . . . . . . . . . . . . . . . . . . 179
                               6.4  Image Denoising .. .. .. ... .. .. ... .. ... .. .. ... . 182
                                   6.4.1  Non-local Means . . ... .. .. ... .. ... .. .. ... . 183
                                   6.4.2  Block Matching 3D (BM3D) . . . . . . . . . . . . . . . . . . 183
                                   6.4.3  Learned Sparse Coding . . . . . ... .. ... .. .. ... . 184
                                   6.4.4  Results . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 186
                               6.5  Shape from Texture . . . . . .. .. .. ... .. ... .. .. ... . 187
                                   6.5.1  Shape from Texture for Planes . ... .. ... .. .. ... . 187
                                   6.5.2  Shape from Texture for Curved Surfaces . ... .. .. ... . 190
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