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Generalized signal averaging

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is available, and averaging is then realized in a local neighbourhood. Results are acceptable if the noise is smaller in size than the smallest objects of interest in the image, but blurring of edges is a serious disadvantage. In the case of smoothing within a single image, one has to assume that
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there are no changes in the gray levels of the underlying image data. This assumption is clearly violated at locations of image edges, and edge blurring is a direct consequence of violating the assumption.
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https://web.archive.org/web/20060819141930/http://www.gamedev.net/reference/programming/features/imageproc/page2.asp
640: 73: 650: 645: 607: 549:{\displaystyle M={\frac {1}{16}}{\begin{bmatrix}1&2&1\\2&4&2\\1&2&1\\\end{bmatrix}}} 452:{\displaystyle M={\frac {1}{10}}{\begin{bmatrix}1&1&1\\1&2&1\\1&1&1\\\end{bmatrix}}} 566:
https://web.archive.org/web/20061019072001/http://www.gamedev.net/reference/programming/features/imageproc/
348:{\displaystyle M={\frac {1}{9}}{\begin{bmatrix}1&1&1\\1&1&1\\1&1&1\\\end{bmatrix}}} 357:
The significance of the central pixel may be increased, as it approximates the properties of noise with a
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Averaging is a special case of discrete convolution. For a 3 by 3 neighbourhood, the convolution mask
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A suitable page for beginners about matrices is at:
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may be too technical for most readers to understand
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https://web.archive.org/web/20060819141930/http://www.gamedev.net/reference/programming/features/imageproc/page2.asp
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