Real-Time Connectivity Constrained Depth mAP Computation Using Programmable Graphics Hardware

Abstract

This paper presents a passive depth map computation algorithm which runs entirely on programmable 3D graphics hardware at real-time speed. Previous implementations relied on the use of either mipmapping or correlation windows to increase the robustness of the calculated depth map. These methods, however, are inherently unable to compute the depths for fine 3D structures. To overcome this obstacle we introduce a pixel-based method which incorporates connectivity information between neighboring pixels, while maintaining the performance boost gained by implementing the algorithm on a highly parallelized architecture such as graphics hardware.

Cite

Text

Cornelis and Van Gool. "Real-Time Connectivity Constrained Depth mAP Computation Using Programmable Graphics Hardware." IEEE/CVF Conference on Computer Vision and Pattern Recognition, 2005. doi:10.1109/CVPR.2005.291

Markdown

[Cornelis and Van Gool. "Real-Time Connectivity Constrained Depth mAP Computation Using Programmable Graphics Hardware." IEEE/CVF Conference on Computer Vision and Pattern Recognition, 2005.](https://mlanthology.org/cvpr/2005/cornelis2005cvpr-real/) doi:10.1109/CVPR.2005.291

BibTeX

@inproceedings{cornelis2005cvpr-real,
  title     = {{Real-Time Connectivity Constrained Depth mAP Computation Using Programmable Graphics Hardware}},
  author    = {Cornelis, Nico and Van Gool, Luc},
  booktitle = {IEEE/CVF Conference on Computer Vision and Pattern Recognition},
  year      = {2005},
  pages     = {1099-1104},
  doi       = {10.1109/CVPR.2005.291},
  url       = {https://mlanthology.org/cvpr/2005/cornelis2005cvpr-real/}
}