Digital Signal Processing Reference
In-Depth Information
GTX 295 reaching 14 fps for 2048
256 images. A total variation algorithm
with GPU implementation has been presented requiring between 15 and 60 s per
Variants of local methods examining the different techniques of adaptive weights
or adaptive support regions have received much attention. Recent local approaches
Further work on local variants with adaptive cost aggregation methods includes
use edge-preserving filtering on the matching costs. A comparison of six local
methods in terms of algorithmic and computational performance on GPUs has been
For SGM various implementations have been presented on a GeForce 8800 Ultra
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2048
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the highest performing implementation with 63 fps for 640
.
0057 fps at 640
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480
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128 images. This
allows a very interesting retrospective on the evolution of GPUs. Especially some of
the new features of Nvidia's compute capability 2.0 graphics cards allow radically
for 450
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480
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375
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64 images.
3.2
Dedicated Architectures (FPGA and VLSI)
For dedicated architectures targeting FPGAs or ASICs, local methods are often
favored because of potentially very small designs. This goes as far as to omit the cost
aggregation altogether despite the drawbacks in accuracy and robustness. Neverthe-
less, new cost aggregation concepts have also been investigated and incorporated in
hardware. In the following implementations without cost aggregation are indicated
with “w/o CA”.
Some examples of early architectures using SAD based matching w/o CA are
vary in throughput and resolution up to 640
64 and 31 fps. The so-called Tyzx
ASIC for color-image census-based stereo-matching (w/o CA) achieves 200 fps for
512
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480
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Also for recent implementations local methods with and without cost aggregation
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