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Dengliang Gao
cause of the subtlety of amplitude variations and limitation in
data visibility in 3D space, it is difcult for them to extract
quantitative information for automatic feature discrimination,
visualization, and detection. In previous studies, various seismic attributes have been extracted from the amplitude in an
attempt to facilitate seismic feature identication and interpretation. These efforts (e.g., Taner and Sheriff, 1977) have
signicantly enhanced interpreters ability to discriminate and
visualize geological features efciently and objectively. However, very few attributes (e.g., Taner et al., 1994; Bahorich
and Farmer, 1995; M. T. Taner, 1998, personal communication;
Marfurt et al., 1999) have been published to recognize certain
seismic features, for example, those dened by both intratrace
and intertrace relationships of amplitude from a 3D perspective. To overcome these limitations and difculties, I introduce
a new approach to the problem by extracting volume seismic
textures using a point-relational statistical method.
An image texture is a general term that refers to a characteristic pattern dened by the magnitude and variation of neighboring data samples at a given location in a physical space.
Although studies of image texture have been published since
the 1970s, the early concept was primarily applied to twodimensional (2D) image analysis (e.g., Haralick et al., 1973;
Weszka et al., 1976; Reed and Hussong, 1989; Gao et al., 1998).
Little has been published on its application to reection seismic
data visualization and interpretation (e.g., Zhang and Simaan,
1989; Vinther et al., 1996; Gao, 1999a, b, 2001a, b, 2002). In this
paper, I describe a methodology to characterize 3D seismic
textures and investigate its potential geological implications.
Such a methodology represents a new, effective approach to
discriminating and visualizing seismic features that may not be
easily recognizable using visual inspection and conventional
attribute extraction algorithms.
ABSTRACT
INTRODUCTION
Since the early 1980s, three-dimensional (3D) seismic imaging technology has signicantly contributed to subsurface geologic mapping and hydrocarbon exploration in the petroleum
industry. From high-quality 3D seismic data, exploration geologists are able to recognize large-scale seismic features by
visual inspection of seismic reection patterns. However, be-
A seismic texture, as opposed to other image textures, is dened as a reection amplitude pattern that is characterized by
the magnitude and variation of neighboring acoustic samples
at a given location in a seismic volume (Gao, 1999a, b, 2001a, b,
2002). At each of the sample locations, a seismic texture
is evaluated by analyzing an array of neighboring reection
Manuscript received by the Editor December 26, 2001; revised manuscript received February 3, 2003.
Marathon Oil Corporation, Computer-Aided Interpretation, P.O. Box 3128, Houston, Texas 77253-3128. E-mail: dgao@marathonoil.com.
c 2003 Society of Exploration Geophysicists. All rights reserved.
1294
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amplitudes. Such an array of reection amplitudes is here referred to as a seismic texture element (texel) (Figure 1) (e.g.,
Haralick et al., 1973; Reed and Hussong, 1989; Gao et al., 1998;
Gao, 1999a, b, 2001a, b, 2002), which is geometrically equivalent to the analysis window commonly used in various seismic processing and attribute extraction algorithms. In previous
2D image texture analysis, a texel is typically a rectangular or
square that is formed by a nite number of neighboring pixels (picture elements). In the 3D seismic domain, a texel is a
minicube that consists of N x N y Nz voxels (volume picture
elements) in the inline, crossline, and vertical directions, respectively (Figures 1 and 2a). The texel size and aspect ratio
are exible and dependent upon the exploration objectives.
Typically, N x and N y range from 3 to 9, and Nz ranges from
7 to 21 to extract meaningful textural information. In certain
cases, however, the texel size and aspect ratio can be quite different to achieve special objectives. For example, a horizontal
window (N x = N y Nz ), which is equivalent to that commonly
used in horizontal image analysis, can be used to emphasize the
lateral but not vertical variations in amplitude. A vertical window (N y = Nz N x or N x = Nz N y ), which is equivalent to
that used in line-based seismic interpretation, captures lateral
variations in the inline or crossline direction, but not both. A
trace segment (N x = N y Nz ), which is equivalent to that commonly used in trace-based attribute analysis, is typically used
to characterize waveform but not the trace-to-trace variations.
Fundamentally different from other digital images, a 3D reection seismic image consists of vertical traces with alternating positive and negative amplitudes (Figure 1). These amplitudes of opposite polarities are aligned laterally in both inline
1295
E(i, j, 0, 0) =
(|m p| = 1, n q = 0, o r = 0,
g(m, n, o) = i, g( p, q, r ) = j)},
(1)
FIG. 1. Four cubic texel (3D texture element) examples at four different locations in a seismic amplitude volume. A cubic texel,
which consists of a 3D array of spatially associated voxels (volume picture element) at each of the sample locations, is fundamental
for 3D image feature discrimination and visualization. At the shallow structural level, for example, there are differences in internal
textures between the high-amplitude laterally coherent interval (A) and the low-amplitude discontinuous interval (B). At the deep
structural level, the inclined reection pattern (C) on the hanging wall is distinct from the reection pattern on the footwall (D)
of the listric fault. Such different reection patterns can be identied, visualized, and mapped quantitatively using the texture
extraction method (see Figures 5 and 8).
1296
E(i, j, 90, 0) =
Gao
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(m p = 0, |n q| = 1, o r = 0,
g(m, n, o) = i, g( p, q, r ) = j)},
(2)
E(i, j, , 90) =
{((m, n, o), ( p, q, r ) (x, y, z)),
(m p = 0, n q = 0, |o r | = 1,
g(m, n, o) = i, g( p, q, r ) = j)},
(3)
where
denotes the total number of times that the voxel cooccurrence relationship dened in the braces exists in the texel,
(x, y, z) represents the volume extent of the 3D seismic image,
START
Retrieve seismic amplitude data
Select texel size and geometry
Select texture orientation
Select first/next voxel location
Build and requantize texel
Build voxel cooccurrence
matrix (VCM)
Calculate texture attributes
Rescale and store attributes
to attribute volumes
Y
Hussong, 1989):
Homogeneity =
n
[E(i, j, , )/R]2 ,
where E(i, j) represents the element at the ith row and the
jth column of the VCM, and n is the dimension of the
VCM. R is a normalization constant representing the maximum possible times of the co-occurrence. Along the x (inline),
y (crossline), and z (time or depth) directions, for example,
R is dened by Rx = 2(N x 1)N y Nz , R y = 2N x (N y 1)Nz , and
Rz = 2N x N y (Nz 1), respectively.
To demonstrate the procedure, examine a texel (Figure 2a)
consisting of 9 5 9 voxels that are requantized to 16 gray
levels (4-bit precision) from the original 256 gray levels (8-bit
precision). The following matrices (VCMx , VCMy , and VCMz )
are three VCMs that are derived from the texel along the x, y,
and z directions, respectively.
(4)
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i=1
Contrast =
n1
m2
m=0
Randomness =
n
n
n
i=1
E(i, j, a, )/R,
(5)
j=1
|i j|=m
i=1
(6)
0 20
20 0
5 10
5
0
0
0
0
0
0
0
0 0
VCMx =
0 0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
1297
5 5
10 0
0 0
0 0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
80
15
10
15
10
35
10
35
10
5
0
25
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
5
0
0
0
0
0
0
0
0
0
0
0
25
0
0
0
0
0
10 15 10
15 0 30
10 30 0
0
0
5
0
0
5
0
0
0
0
0
5
10
10
10
0
0 0 0
0
0 0 0
5
0 0 0
10 10 5 0
0 20 5 10
20 0 5 0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
5
0
0
5
10
0
5
0
0
0 5
5 0
5 10
5
10
40
24 0
0 0 0
0 24 0 0 0
0
0 16 0 0
0
0
0 8 0
0 0
0
0 96
0 0 0 0 0
0 0 0 0 0
0 0
0 0 0
VCMy =
0 0
0 0 0
0
0
0 0 0
0
0
0 0 0
0
0
0 0 0
0
0
0 0 0
0
0
0 0 0
0
0
0 0 0
0
0
0 0 0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
48
0
0
0
0
0
0
0
0
0
0
80
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
56 0
0
0 48 0
0
0 40
0
0
0
0
0
0
0
0
0
0
0
0
0
0
32
0
0
0
0
0
0
0
0
0
0
48
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
32 0
0
0 24 0
0
0 24
0
0
0
0
0
0
0
0
0
0
0
0
,
0
48
(7)
(8)
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1298
Gao
0
0
0
0
0
0
0
0
0
0
0
0
15 10 10
0
0
0
0
0
0
0 0 0
VCMz =
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0 15 0
0 10 5
0 10 0
0 5
0
5 40 5
0 5
0
0 15 10
0 0 15
0 15 0
0 5
5
0 0
0
0 0
0
0 0
0
0 0
0
0 0
0
0 0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
15 0 15 5
0
0
10 15 0
5
0
0
0 20 15 10 5
0
20 0
0
5 10 15
15 0
0
0
0
5
10 5
0
0
5 10
5 10 0
5
0
0
0 15 5 10 0
0
0
5 15 0
0
0
0
0
5
5
5
5
0
0
5
5
0 10
0
0
0
0 15 15
In matrix (7) (VCMx ), for example, 20 in row 1 and column 2 indicates that there are 20 voxel couples of amplitude
1 neighbored by amplitude 2 along the x direction ( = 0,
= 0) within the texel cube. These three VCMs are then normalized by dividing each entry with Rx = 2 8 5 9 = 720,
R y = 2 9 4 9 = 648, and Rz = 2 9 5 8 = 720, respectively (see Figure 2). Finally, the algorithm reduces the normalized VCM to textural attributes using equations (4), (5),
and (6). Table 1 shows the texture expressions of the example
texel and indicates that VCM textures are quite sensitive to the
direction in which the VCM is evaluated.
Therefore, by calculating the VCM texture attributes at a
voxel location, local features are extracted; spatial feature variations, on the other hand, are evaluated by sequentially and
repeatedly executing the same process from voxel to voxel
throughout the volume. As a result of such a running-texel
processing (Figure 3), the original amplitude volume is transformed into a plurality of texture attribute volumes. These
texture volumes are then visualized and interpreted individually, or they are selected and combined to produce a feature
class volume using a multivariate classication algorithm (e.g.,
Richards, 1993; M. Taner, 1998, personal communication; Gao
et al., 1998; Gao, 1999b, 2001a). To facilitate volume texture
analysis in an interactive manner, I developed the VCM texture
algorithms and interfaced them with a 3D seismic visualization
system. Example results produced from these algorithms are
shown and discussed in Figures 49.
Table 1. Textural expressions of homogeneity, contrast, and
randomness for the texel shown in Figure 2. Each textural attribute is evaluated along the x (intertrace in inline) direction,
y (intertrace in crossline) direction, and z (intratrace in time or
depth) direction. All the textural attributes are normalized to
range from 0 to 1.
Orientation
Texture
Homogeneity
Contrast
Randomness
0.0353
0.0078
0.1597
0.0815
0.0000
0.1141
0.0188
0.0443
0.1791
0
0
0
0
0
0
0
5
15
0
0
0
0
0
0
20
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
5
5
5
5
5
0
5 10
0
0
0
0
0 10
10 0
0
0
0
0
0
0
0
0
0
0
15
15
20
10
0
0
(9)
FIG. 4. A salt canopy detected from a seed in a texture homogeneity cube. Since texture homogeneity of salt is signicantly
higher than that in the surrounding areas, the whole salt body
can be detected, isolated, and mapped effectively by propagating the seed from within the salt. However, it is generally
difcult and time-consuming to dene the 3D geometry of the
salt body directly from the amplitude volume. Because amplitude samples within the salt body are similar to and connected
with those in the surrounding areas, a seed-based propagation may cause bleeding across the salt boundary and thus is
not effective for automatic salt detection. Similar problem exists with mapping and isolating many other geological features
using amplitude data alone. Mapping and isolating these geological features are fundamental for constructing an accurate
subsurface geological model and for exploring hydrocarbons
in the subsurface.
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GEOLOGICAL IMPLICATIONS
1299
FIG. 6. (a) An original amplitude section. (b) A texture homogeneity section. (c) A homogeneity cube with opacity lter
applied. From homogeneity data, interpreters can effectively
isolate the high-homogeneity feature (red) along a channel system by rendering transparent the low-homogeneity features
(blue). It is very difcult to visualize and isolate the same features from the original amplitude volume due to the limitation
of the amplitude in discriminating channels from other geological features.
FIG. 5. Three different texture attributes overlaid with the amplitude on the same section demonstrating how these attributes help
distinguish and isolate intervals of different amplitude patterns. Notice, for example, that low homogeneity (blue), high contrast
(red), and low randomness (blue) correspond to the laterally extensive, high-amplitude pattern A; whereas high homogeneity
(red), low contrast (blue), and high randomness (red) are associated with the acoustically different pattern B (see Figure 1 for
location). (a) Homogeneity (color) evaluated in the trace direction and co-rendered with original amplitude (gray). (b) Contrast
(color) evaluated in the trace direction and co-rendered with original amplitude (gray). (c) Randomness (color) evaluated in the
trace direction and co-rendered with original amplitude (gray).
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1300
Gao
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classication. Thus, a good understanding of geological implications of each textural attribute is fundamental to a robust interpretation and meaningful classication of the subsurface geology from seismic textures in a specic geological
setting.
Like any other seismic-attribute extraction algorithms that
involve multiple wiggle traces in the analysis window, VCM textures are sensitive to the dip and azimuth of reection events
(Table 1). Based on the comparison, I found that texture contrast is more sensitive to the direction than homogeneity and
randomness. Although this sensitivity is favorable in certain
aspects of structural and stratigraphic interpretation, it may
also be unfavorable in interpreting depositional facies if the
dip and azimuth variations are the result of postdepositional
tectonic deformation. The effect can be minimized by reducing the texel size along the inline and/or crossline directions, or
more effectively by searching the instantaneous dip of reection events similar to evaluating the coherence in the presence
of structural dip (Marfurt et al., 1999).
The VCM texture extraction methodology has a major limitation in computational efciency for high-resolution 3D seismic data. For example, for an 8-bit (N g = 256) amplitude volume, the algorithm has to manipulate a 256 256 matrix at each
sample location throughout the volume, and thus the process
is computationally intensive for a large data volume that contains billions of voxels. In an attempt to solve this problem, the
algorithm typically requantizes all the texels to 4-bit (N g = 16),
thereby signicantly improving the computational efciency
(Haralick et al., 1973; Reed and Hussong, 1989; Gao et al.,
1301
1998). Unfortunately, the enhancement in computational efciency is achieved at the expense of sacricing the bit resolution
of the original data set. A practical solution to that problem is
to run the algorithm within the interval and area of interest or
on an interpreted horizon.
CONCLUSIONS
FIG. 8. Three different texture attributes overlaid with the amplitude on the same section demonstrating how these attributes
help enhance the listric normal fault and rollover structures. Notice the differences in textures between the hanging wall (C)
and the footwall (D) (see Figure 1 for location), and the distinctive textures of the rollover monocline. In this specic example,
mapping and delineating both the listric fault and the rollover monocline are important for understanding migration pathways,
reservoir continuity, and trapping geometry of the hydrocarbon system. (a) Homogeneity (color) evaluated in the crossline direction
and co-rendered with original amplitude (gray). (b) Contrast (color) evaluated in the crossline direction and co-rendered with
original amplitude (gray). (c) Randomness (color) evaluated in the crossline direction and co-rendered with original amplitude
(gray).
1302
Gao
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ACKNOWLEDGMENTS
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