# A Segmentation-Based Optimal Seamline Generation Method for SAR Image Mosaic
## 3 Results and Analysis
### Visual Assessments
[25] method did not choose to search for the seamline along the river, but rather searched in a more homogeneous area just below the river, and the result is acceptable, but on the right side of the complex, it still crosses the building. Figure 7(d1-d4) shows the optimal seamlines generated by the SOSG method. In Figure 7(d1), the SOSG method first searches for the seamlines along the farmland in the upper side area, but unlike the [PERSON] et al. [25] method is different in that it searches towards the central farmland area when buildings are about to be encountered, thus effectively avoiding the complexes in the center area, similarly to the [PERSON] et al. [20] method. In the lower side area there is a small lake, and the nearby area is a more desirable homogeneous area, and the SOSG method chooses the seamline near this area, because from the divided consistency-stable parcels this area parcels with lower weight; the SOSG method has the advantage over the other two methods in d1. In Figure 7(d2), the SOSG method makes a different decision than either of the other two methods, searching for a seamline along a very obvious road while fully avoiding the building complexes. In Figure 7(d3), the obvious roads in the left and center areas are clearly ideal locations for the optimal seamline, and the SOSG method accomplishes this, but in the right area the SOSG method traverses directly next to a smaller building because there is a much larger cluster of buildings in the upper area. In Figure 7(d4), there are quite a few buildings in the right area. The [PERSON] et al. [20] method and [PERSON] et al. [25] method did not avoid them, while the SOSG method fully considers the characteristics of consistency-stable parcels and uses the pond in the bottom-right area to search to avoid buildings. In areas with rivers, the optimal seamline can also be selected. In this dataset, it is fully demonstrated that the SOSG method has the advantage over the other two methods, and the generated seamlines have a stronger ability to avoid obvious ground targets compared to the other two seamless. Dataset 2, which is close to Dataset 1 terrain, is dominated by plains, but has some smaller areas of undulating terrain. Figure 8(b1-b6) show the seamless generated by the [PERSON] et al. [20] method. In Figure 8(b1), there is a more obvious river in the upper side area, and there is a small stream on the right side of the road. The [PERSON] et al. [20] method uses the road on the left side as the optimal choice for searching the seamline, but there are more and more buildings on both sides of the road, which is a reflection of the fact that the [PERSON] et al. [20] method cannot accurately identify object-level targets. In Figure 8(b2), there are a large number of buildings, and there are landforms such as rivers and lakes on the right area, and the seamline is unable to avoid the building clusters; the [PERSON] et al. [20] method chooses to traverse it directly. In Figure 8(b3), there is a smaller terrain undulation area, and thus some layover areas are generated; the [PERSON] et al. [20] method generates the cost matrix based on the pixel information and does not treat the layover areas specifically, which results in the generated seamlines not avoiding the layover areas, and at the same time some of the seamlines follow the boundaries of the layover areas and the non-layover areas for search, but when there is a road, the [PERSON] et al. [20] method can still recognize it. In Figure 8(b4), the landscape is dominated by features such as farmland and man-made ponds, and there are a number of very distinct roads; the seamline crosses the buildings on the left area and then proceeds along the homogeneous area such as the farmland, and it does not turn into a road when it encounters one. Figure 8(b5) is a very complex area with a variety of buildings, a challenge for various algorithms; the [PERSON] et al. [20] method traverses a large number of buildings when it is not possible to avoid them.