1 code implementation • 2 Aug 2017 • Victor Adrian Prisacariu, Olaf Kähler, Stuart Golodetz, Michael Sapienza, Tommaso Cavallari, Philip H. S. Torr, David W. Murray
Representing the reconstruction volumetrically as a TSDF leads to most of the simplicity and efficiency that can be achieved with GPU implementations of these systems.
no code implementations • 13 Oct 2015 • Stuart Golodetz, Michael Sapienza, Julien P. C. Valentin, Vibhav Vineet, Ming-Ming Cheng, Anurag Arnab, Victor A. Prisacariu, Olaf Kähler, Carl Yuheng Ren, David W. Murray, Shahram Izadi, Philip H. S. Torr
We present an open-source, real-time implementation of SemanticPaint, a system for geometric reconstruction, object-class segmentation and learning of 3D scenes.
no code implementations • 3 Oct 2014 • Victor Adrian Prisacariu, Olaf Kähler, Ming Ming Cheng, Carl Yuheng Ren, Julien Valentin, Philip H. S. Torr, Ian D. Reid, David W. Murray
Along with the framework we also provide a set of components for scalable reconstruction: two implementations of camera trackers, based on RGB data and on depth data, two representations of the 3D volumetric data, a dense volume and one based on hashes of subblocks, and an optional module for swapping subblocks in and out of the typically limited GPU memory.