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Multi-resolution Real-time Stereo on Commodity Graphics Hardware 第 12 組 組員:吳冠璋 家庭自動化實驗室 Author: Ruigang Yang and Marc Pollefeys Publication: IEEE Computer Society Conference on Computer Vision and Pattern Recognition, 2003
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Introduction Real-time stereo vision 2 parallel camera Optimized algorithm with hardware acceleration Correlation-based stereo algorithms Assembly-level optimization MMX Multi-processor PC Graphic Processing Unit
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Method SSD (I’ x,y – I x,y ) 2 I’ x,y and I x,y denote pixels in two images For parallel camera, no more image processing is need.
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SSD on GPU The same as standard SSD, but window size is limited n = support size (2 a * 2 b ) a, b = any GPU supported size x, y = center coordinate of texture p, q = pixel on texture
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SSD on GPU For SSD Large windows the curves mostly only have a single strong minimum Small windows the minima are typically well localized Combine the global characteristics of the large windows with the well-localized minima of the small windows Sum up multi-level mipmap SSD
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Computer Graphic Basic Mipmap Multi-texture Pixel Shader
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Mipmap (1/2) A set of texture that Pre-generated Multiple resolution Linear interpolated Mipmap generation i = Mipmap level u, v = Texture coordinate p, q = support size (2 n * 2 n )
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Mipmap (2/2) Paper said that mipmap generation is fast on GPU, with some ext. supported With mipmap Without mipmap gluBuild2DMipmaps(…) /* Get generated map size at level n */ glGetTexLevelParameteriv(…) malloc(…) /* Copy texture from graphic memory to system memory */ glGetTexImage(…) /* Select a texture stage */ glActiveTextureARB(…) glEnable(GL_TEXTURE_2D) glBindTexture(…) /* Copy texture from system memory to graphic memory */ glTexImage2D(…)
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Multi-texture Apply two or more distinct textures to a single fragment
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Pixel Shader Replace standard multi-texture processing order Programmable ARB_multitexture GL Shading Language OpenGL 2.0 Vertex Shader Pixel Shader Object spaceWindow spaceFramebuffer IN OUT Textures
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Multi-mipmap SSD Compute SSD and sum them up on GPU GPU SSD, pixel-by-pixel Special scoring and the selection method [1] SSD score is computed on CPU, pixel-by-pixel (My impl.)
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My Result (100 steps) CPU: T2500 (1 core) GPU: Intel 940gm graphic 4 sec : 0.25 fps CPU: Althon X2 4200+ GPU: GeForce 6150 1 sec : 1 fps
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Result in Paper 4 MML 0 MML + texture shift
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Reference [1] R. Yang, G. Welch, and G. Bisop. Real-Time Consensus-Based Scene Reconstruction Using Commodity Graphics Hardware. In Proceedings of Pacific Graphics 2002, pages 225– 234, Beijing, China, October 2002.
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End of Slides Thank you
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