Particle filtering with rendered models: A two pass approach to multi-object 3D tracking with the GPU

E. Murphy-Chutorian, M. Trivedi
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引用次数: 14

Abstract

We describe a new approach to vision-based 3D object tracking, using appearance-based particle filters to follow 3D model reconstructions. This method is targeted towards modern graphics processors, which are optimized for 3D reconstruction and are capable of highly parallel computation. We discuss an OpenGL implementation of this approach, which uses two rendering passes to update the particle filter weights. In the first pass, the system renders the previous object state estimates to an off-screen framebuffer. In the second pass, the system uses a programmable vertex shader to compute the mean normalized cross-correlation between each sample and the subsequent video frame. The particle filters are updated using the correlation scores and provide a full 3D track of the objects. We provide examples for tracking human heads in both single and multi-camera scenarios.
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渲染模型的粒子滤波:用GPU实现多目标3D跟踪的两步方法
我们描述了一种基于视觉的3D物体跟踪的新方法,使用基于外观的粒子过滤器来跟踪3D模型重建。这种方法是针对现代图形处理器,优化了三维重建和能够高度并行计算。我们讨论了这种方法的OpenGL实现,它使用两个渲染通道来更新粒子过滤器权重。在第一次传递中,系统将先前的对象状态估计呈现给屏幕外的帧缓冲区。在第二步中,系统使用可编程顶点着色器来计算每个样本和后续视频帧之间的平均归一化相互关系。粒子过滤器使用相关分数进行更新,并提供物体的完整3D轨迹。我们提供了在单镜头和多镜头场景中跟踪人类头部的示例。
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