SOS:立体匹配在O(1)倾斜的支持窗口

V. Tankovich, Michael Schoenberg, S. Fanello, Adarsh Kowdle, Christoph Rhemann, Maksym Dzitsiuk, Mirko Schmidt, Julien P. C. Valentin, S. Izadi
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引用次数: 13

摘要

深度相机加速了计算机视觉许多领域的研究。大多数基于三角测量的深度相机,无论是像Kinect这样的结构光系统还是主动(辅助)立体系统,都是基于立体匹配的原理。立体深度是一个活跃的研究课题,可以追溯到30年前。尽管最近取得了一些进展,但算法通常会以准确性为代价来换取速度。特别是,有效的方法依赖于前并行假设来减少搜索空间并保持低计算量。我们提出了SOS(倾斜O(1)立体),这是第一个能够在不牺牲速度或精度的情况下利用倾斜支持窗口的算法。我们使用主动立体配置,其中照明器纹理场景。在这种情况下,局部方法(如PatchMatch Stereo)通过联合估计差异和倾斜来获得最先进的结果,但计算成本很高。我们观察到这些方法通常利用局部平滑性来简化其初始化策略。我们的关键见解是,局部平滑实际上不仅可以在初始化中分摊计算,而且可以在整个立体声管道中分摊计算。基于这些见解,我们提出了一种新的分层初始化方法,能够有效地执行对视差和斜面的搜索。然后,我们将展示如何利用此结构来提供高质量的深度图。广泛的定量评估表明,所提出的技术产生的结果比目前的技术更精确,但计算成本的一小部分。我们的原型实现在现代GPU架构上以4000 fps的速度运行。
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SOS: Stereo Matching in O(1) with Slanted Support Windows
Depth cameras have accelerated research in many areas of computer vision. Most triangulation-based depth cameras, whether structured light systems like the Kinect or active (assisted) stereo systems, are based on the principle of stereo matching. Depth from stereo is an active research topic dating back 30 years. Despite recent advances, algorithms usually trade-off accuracy for speed. In particular, efficient methods rely on fronto-parallel assumptions to reduce the search space and keep computation low. We present SOS (Slanted O(1) Stereo), the first algorithm capable of leveraging slanted support windows without sacrificing speed or accuracy. We use an active stereo configuration, where an illuminator textures the scene. Under this setting, local methods - such as PatchMatch Stereo - obtain state of the art results by jointly estimating disparities and slant, but at a large computational cost. We observe that these methods typically exploit local smoothness to simplify their initialization strategies. Our key insight is that local smoothness can in fact be used to amortize the computation not only within initialization, but across the entire stereo pipeline. Building on these insights, we propose a novel hierarchical initialization that is able to efficiently perform search over disparity and slants. We then show how this structure can be leveraged to provide high quality depth maps. Extensive quantitative evaluations demonstrate that the proposed technique yields significantly more precise results than current state of the art, but at a fraction of the computational cost. Our prototype implementation runs at 4000 fps on modern GPU architectures.
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