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首页> 外文期刊>Opto-electronics review >Real time area-based stereo matching algorithm for multimedia video devices
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Real time area-based stereo matching algorithm for multimedia video devices

机译:基于实时区域的多媒体视频设备立体匹配算法

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In this paper we investigate stereovision algorithms that are suitable for multimedia video devices. The main novel contribution of this article is detailed analysis of modern graphical processing unit (GPU)–based dense local stereovision matching algorithm for real time multimedia applications. We considered two GPU?based implementations and one CPU implementation (as the baseline). The results (in terms of frame per second, fps) were measured twenty times per algorithm configuration and, then averaged (the standard deviation was below 5%). The disparity range was [0,20], [0,40], [0,60], [0,80], [0,100] and [0,120]. We also have used three different matching window sizes (3×3, 5×5 and 7×7) and three stereo pair image resolutions 320×240, 640×480 and 1024×768. We developed our algorithm under assumption that it should process data with the same speed as it arrives from captures’ devices. Because most popular of the shelf video cameras (multimedia video devices) capture data with the frequency of 30Hz, this frequency was threshold to consider implementation of our algorithm to be “real time”. We have proved that our GPU algorithm that uses only global memory can be used successfully in that kind of tasks. It is very important because that kind of implementation is more hardware?independent than algorithms that operate on shared memory. Knowing that we might avoid the algorithms failure while moving the multimedia application between machines operating different hardware. From our knowledge this type of research has not been yet reported.
机译:在本文中,我们研究了适用于多媒体视频设备的立体视觉算法。本文的主要创新之处在于对基于实时图形处理单元(GPU)的用于实时多媒体应用的密集局部立体视觉匹配算法的详细分析。我们考虑了两种基于GPU的实现和一种CPU实现(作为基准)。对于每种算法配置,测量结果(以每秒帧数,fps为单位)二十次,然后取平均值(标准偏差低于5%)。视差范围是[0,20],[0,40],[0,60],[0,80],[0,100]和[0,120]。我们还使用了三个不同的匹配窗口大小(3×3、5×5和7×7)和三个立体声对图像分辨率320×240、640×480和1024×768。我们假设算法的开发速度应与捕获设备的数据处理速度相同。因为最流行的架子摄像机(多媒体视频设备)以30Hz的频率捕获数据,所以该频率是阈值,可以将我们算法的实现视为“实时”。我们已经证明,仅使用全局内存的GPU算法可以成功用于此类任务。这非常重要,因为与在共享内存上运行的算法相比,这种实现与硬件无关。知道我们可以在运行不同硬件的机器之间移动多媒体应用程序时避免算法失败。据我们所知,尚未进行这类研究。

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