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MultiResolution RealTime Stereo on Commodity Graphics Hardware

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Stereo cameras. z0. z1. z2. zi. f. Disparity value, Z=-fb/zi. Object ... So what size n (window) should be used? Large n. Reduces the probability of a mismatch ... – PowerPoint PPT presentation

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Title: MultiResolution RealTime Stereo on Commodity Graphics Hardware


1
Multi-Resolution Real-TimeStereo on
CommodityGraphics Hardware
  • Presented By Narek Manouk

2
Introduction
  • Run stereo algorithm on commodity graphics
    hardware in order to free up CPU for higher level
    analysis of stereo results.
  • Run real-time stereo algorithm for depth
    perception.
  • This stereo algorithm was implemented on an
    NVIDIA GForce4 graphics card.

3
Algorithm Overview
  • Previous methods use global optimization for
    depth. Not practical for real-time applications
    (e.g. visual obstacle avoidance for a robot).
  • Uses correlation-based techniques to provide
    real-time, per-pixel, depth map.
  • Uses sum of square differences (SSD)
    dissimilarity measures, using different sized
    windows.
  • Can run efficiently on todays GPUs.

4
Method
  • Uses plane sweep method to generate
    correspondence map between two images.
  • Compares intensities of pixels at the same
    location on two different images, using square
    difference.
  • (Ix,y Ix,y)2

Larger disparities equates to a denser
correspondence map (i.e. more detail)
f
Object
Stereo cameras
b
z
z0
z1
z2
zi
Disparity value, Z-fb/zi
5
Method
  • Calculate the Sum-of-Square-Differences (SSD),
    for all disparities
  • A low SSD indicates the true depth.
  • n is the window size.

6
Window Size
  • So what size n (window) should be used?
  • Large n
  • Reduces the probability of a mismatch
  • A strong single minimum (low SSD), which
    corresponds to the true depth
  • Loss of accuracy (true depth less accurate).
    Strong SSD minimum within the neighborhood of the
    true depth.
  • Small n
  • Multiple minima exist
  • Minima well localized (more accurate depth)
  • Use both. Combine the robustness of a large
    window with the accuracy of a small one.

7
MML
  • Combination of using different window sizes leads
    to the Multiple Mip-map level (MML). Each level
    corresponds to a window size.
  • A Single Mip-map level (SML) uses only one window
    size.

6-level SSD 6 different window sizes (multi-resolu
tion)
8
Algorithm
  • for (i0 iltsteps i)
  • //the scoring stage, which computes the SSD
  • computeSSD()
  • //the aggregation stage, which sums up SSD
    scores from different mipmap level
  • if (MMLgt0) //MML is the maximum mipmap level
  • sumAllMipLevels(MML)
  • //selection stage, which selects the depth with
    the minimum SSD score
  • selectMinimumSSD()
  • //optional filter to filter disparity map
  • MinFilter()

9
Disparity Map
  • Depth value encoded in the RGB channel
  • SSD score encoded in the alpha channel
  • SML method causes resolution to drop as window
    size increases
  • MML method generates better results.
  • Little gain with MMLgt4

MML
SML
Increased window size
10
Results
  • MML produces more detail but at a lower frame
    rate
  • SML produces less detail but at a higher frame
    rate
  • Algorithm exhibits good linear performance with
    respect to image size

MML 4x4
SML
11
Conclusion
  • Algorithm runs on NVIDIA GForce4 graphics card
    having equivalent performance to the fastest
    commercial CPU implementation.
  • 6 to 8 frames/sec. achieved using 100 disparity
    search range, 256x256 size images, and
    un-optimized C code.
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