Real-time RGB-D Mapping And 3-D Modeling On The GPU Using The Random Ball Cover Data Structure.pdf

Neumann11-RRM.pdf
Preview of Real-time RGB-D Mapping and 3-D Modeling on the GPU using the Random Ball Cover Data Structure
🔗 Source: www5.informatik.uni-erlangen.de
📊 Size: 2.67 MB
📄 Pages: 7 pages
⬇️ Downloads: 29

Summary

Real-time RGB-D mapping and 3D modeling are achieved using a GPU-based implementation of the iterative closest point (ICP) algorithm, incorporating both geometric and photometric information. The random ball cover (RBC) data structure is utilized for efficient nearest neighbor search, enabling real-time performance. The system is validated on an indoor scene modeling scenario, achieving ICP runtimes of <20 ms on a consumer GPU.

Description

Real-time RGB-D mapping and 3D modeling are achieved using a GPU-based implementation of the iterative closest point (ICP) algorithm, incorporating both...

Technical Information

  • File Format: PDF
  • File Size: 2.67 MB
  • Pages: 7
  • Language: EN
  • Total Downloads: 29
  • Last Updated: 5 months ago

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This PDF document about Real-time RGB-D Mapping and 3-D Modeling on the GPU using the Random Ball Cover Data Structure provides comprehensive information and guidance. Whether you're a beginner or advanced user, this resource offers valuable insights into Real-time RGB-D Mapping and 3-D Modeling on the GPU using the Random Ball Cover Data Structure.

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