A Real Time Augmented Reality System Using GPU Acceleration

David Chi Chung Tam, M. Fiala
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引用次数: 9

Abstract

Augmented Reality (AR) is an application of computer vision that is processor intensive and typically suffers from a trade-off between robust view alignment and real time performance. Real time AR that can function robustly in variable environments is a process difficult to achieve on a PC (personal computer) let alone on the mobile devices that will likely be where AR is adopted as a consumer application. Despite the availability of high quality feature matching algorithms such as SIFT, SURF and robust pose estimation algorithms such as EPNP, practical AR systems today rely on older methods such as Harris/KLT corners and template matching for performance reasons. SIFT-like algorithms are typically used only to initialize tracking by these methods. We demonstrate a practical system with real ime performance using only SURF without the need for tracking. We achieve this with extensive use of the Graphics Processing Unit (GPU) now prevalent in PC's. Due to mobile devices becoming equipped with GPU's we believe that this architecture will lead to practical robust AR.
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基于GPU加速的实时增强现实系统
增强现实(AR)是一种处理器密集型的计算机视觉应用,通常需要在鲁棒视图对齐和实时性能之间进行权衡。可以在可变环境中健壮地运行的实时增强现实是一个很难在PC(个人计算机)上实现的过程,更不用说在移动设备上实现了,移动设备可能是增强现实作为消费者应用程序采用的地方。尽管高质量的特征匹配算法(如SIFT, SURF)和鲁棒姿态估计算法(如EPNP)是可用的,但出于性能原因,目前的实际AR系统依赖于较旧的方法,如Harris/KLT角和模板匹配。类似sift的算法通常只用于通过这些方法初始化跟踪。我们演示了一个仅使用SURF而不需要跟踪的实时性能的实用系统。我们通过广泛使用图形处理单元(GPU)来实现这一目标。由于移动设备配备了GPU,我们相信这种架构将带来实用的强大增强现实。
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