使用GPU倒谱滤波的立体视觉头部收敛

Luís Almeida, P. Menezes, J. Dias
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引用次数: 3

摘要

聚合能力是生物利用视觉与环境相互作用时观察到的一种重要的视觉行为。主动观察者的概念对于机器人视觉系统的目标跟踪、固定和3D环境结构恢复等任务同样有用。类人机器人是此类行为的潜在游乐场。本文描述了使用倒谱滤波来估计立体视差的实时双目收敛行为的实现。通过使用计算统一设备架构(CUDA)在图形处理单元(GPU)上实现倒谱滤波器,我们证明了过去需要专用硬件的强大并行算法现在可以在普通计算机上使用。倒谱滤波算法的速度比目前的CPU提高了16倍以上。整个系统在双目视觉系统IMPEP (IMPEP集成多模态感知实验平台)中实现,通过实验验证了系统的性能。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Stereo Vision Head Vergence using GPU Cepstral Filtering
Vergence ability is an important visual behavior observed on living creatures when they use vision to interact with the environment. The notion of active observer is equally useful for robotic vision systems on tasks like object tracking, fixation and 3D environment structure recovery. Humanoid robotics are a potential playground for such behaviors. This paper describes the implementation of a real time binocular vergence behavior using cepstral filtering to estimate stereo disparities. By implementing the cepstral filter on a graphics processing unit (GPU) using Compute Unified Device Architecture (CUDA) we demonstrate that robust parallel algorithms that used to require dedicated hardware are now available on common computers. The cepstral filtering algorithm speed up is more than sixteen times than on a current CPU. The overall system is implemented in the binocular vision system IMPEP (IMPEP Integrated Multimodal Perception Experimental Platform) to illustrate the system performance experimentally.
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