Title :
Real-time RGB-D mapping and 3-D modeling on the GPU using the random ball cover data structure
Author :
Neumann, Dominik ; Lugauer, Felix ; Bauer, Sebastian ; Wasza, Jakob ; Hornegger, Joachim
Author_Institution :
Dept. of Comput. Sci., Friedrich-Alexander-Univ. Erlangen-Nurnberg, Erlangen-Nürnberg, Germany
Abstract :
The modeling of three-dimensional scene geometry from temporal point cloud streams is of particular interest for a variety of computer vision applications. With the advent of RGB-D imaging devices that deliver dense, metric and textured 6-D data in real-time, on-the-fly reconstruction of static environments has come into reach. In this paper, we propose a system for real-time point cloud mapping based on an efficient implementation of the iterative closest point (ICP) algorithm on the graphics processing unit (GPU). In order to achieve robust mappings at real-time performance, our nearest neighbor search evaluates both geometric and photometric information in a direct manner. For acceleration of the search space traversal, we exploit the inherent computing parallelism of GPUs. In this work, we have investigated the fitness of the random ball cover (RBC) data structure and search algorithm, originally proposed for high-dimensional problems, for 6-D data. In particular, we introduce a scheme that enables both fast RBC construction and queries. The proposed system is validated on an indoor scene modeling scenario. For dense data from the Microsoft Kinect sensor (640 × 480 px), our implementation achieved ICP runtimes of <; 20 ms on an off-the-shelf consumer GPU.
Keywords :
computer vision; data structures; graphics processing units; iterative methods; search problems; 3D modeling; GPU; Microsoft Kinect sensor; RBC construction; RBC queries; RGB-D imaging devices; computer vision applications; graphics processing unit; indoor scene modeling scenario; iterative closest point algorithm; photometric information; random ball cover data structure; real-time point cloud mapping; realtime RGB-D mapping; search algorithm; static environments; textured 6D data; three-dimensional scene geometry; Data structures; Graphics processing unit; Iterative closest point algorithm; Nearest neighbor searches; Real time systems; Runtime; Solid modeling;
Conference_Titel :
Computer Vision Workshops (ICCV Workshops), 2011 IEEE International Conference on
Conference_Location :
Barcelona
Print_ISBN :
978-1-4673-0062-9
DOI :
10.1109/ICCVW.2011.6130381