Fronts propagating with curvature-dependent speed: algorithms based on Hamilton-Jacobi formulations
Journal of Computational Physics
Fast Algorithms for Low-Level Vision
IEEE Transactions on Pattern Analysis and Machine Intelligence
A fast level set method for propagating interfaces
Journal of Computational Physics
A Theory of Shape by Space Carving
International Journal of Computer Vision - Special issue on Genomic Signal Processing
Variational Methods for Multimodal Image Matching
International Journal of Computer Vision
Complete Dense Stereovision Using Level Set Methods
ECCV '98 Proceedings of the 5th European Conference on Computer Vision-Volume I - Volume I
Brook for GPUs: stream computing on graphics hardware
ACM SIGGRAPH 2004 Papers
3DPVT '04 Proceedings of the 3D Data Processing, Visualization, and Transmission, 2nd International Symposium
Near Real-Time Reliable Stereo Matching Using Programmable Graphics Hardware
CVPR '05 Proceedings of the 2005 IEEE Computer Society Conference on Computer Vision and Pattern Recognition (CVPR'05) - Volume 1 - Volume 01
Modelling Dynamic Scenes by Registering Multi-View Image Sequences
CVPR '05 Proceedings of the 2005 IEEE Computer Society Conference on Computer Vision and Pattern Recognition (CVPR'05) - Volume 2 - Volume 02
Multi-resolution real-time stereo on commodity graphics hardware
CVPR'03 Proceedings of the 2003 IEEE computer society conference on Computer vision and pattern recognition
A streaming narrow-band algorithm: interactive computation and visualization of level sets
IEEE Transactions on Visualization and Computer Graphics
Hi-index | 0.00 |
Variational methods that evolve surfaces according to PDEs have been quite successful for solving the multiview stereo shape reconstruction problem since [1]. However just like every other algorithm that tackles this problem, their running time is quite high (from dozens of minutes to several hours). Fortunately graphics hardware has shown a great potential for speeding up many low-level computer vision tasks. In this paper, we present the analysis of the different bottlenecks of the original implementation of [2] and show how to efficently port it to GPUs using well-known GPGPU techniques. We finally present some results and discuss the improvements.