GPU Based Implementation of 3DTV System

Lianghao Wang, J. Zhang, Shao-Jun Yao, Dongxiao Li, Ming Zhang
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引用次数: 9

Abstract

This paper focuses on the near real-time implementation of end-to-end 3DTV System. It is specially designed for the generation of high-quality disparity map and depth-image-based rendering (DIBR) on the graphics processing unit (GPU) through CUDA (Compute Unified Device Architecture) API. We propose our novel methods including a kind of stereo matching with adaptive windows and an asymmetric edge adaptive filter (AEAF) for industrial application. These algorithms are structured in a way that exposes as much data parallelism as possible and the power of shared memory and data parallel programming in GPU is exploited. We evaluate our proposed methods and implementation based on the benchmark Middlebury and the experiment results show that our method is suitable for application on the trade-off among accuracy and execution speed. Running on an NVIDIA Quadro FX4800 graphics card, for each 480x375 stereo images with 60 disparity levels, the proposed system reaches about 146ms for stereo matching and reaches the speed of DIBR 5.7ms for rendering 1 view or 14ms for rendering 8 views.
基于GPU的3DTV系统实现
本文主要研究端到端3DTV系统的近实时实现。它是专门为通过CUDA(计算统一设备架构)API在图形处理单元(GPU)上生成高质量的视差图和基于深度图像的渲染(DIBR)而设计的。我们提出了一种新的方法,包括一种具有自适应窗口的立体匹配和一种用于工业应用的非对称边缘自适应滤波器(AEAF)。这些算法的结构尽可能多地暴露了数据并行性,并且利用了GPU中共享内存和数据并行编程的能力。我们基于Middlebury基准测试对我们提出的方法和实现进行了评估,实验结果表明我们的方法在准确性和执行速度之间的权衡上是适合应用的。在NVIDIA Quadro FX4800显卡上运行,对于每一张480x375的立体图像,60个视差等级,所提出的系统立体匹配速度达到约146ms,渲染1视图时达到5.7ms,渲染8视图时达到14ms。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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