2015
DOI: 10.1111/cgf.12779
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Memory‐Efficient Interactive Online Reconstruction From Depth Image Streams

Abstract: We describe how the pipeline for 3D online reconstruction using commodity depth and image scanning hardware can be made scalable for large spatial extents and high scanning resolutions. Our modified pipeline requires less than 10% of the memory that is required by previous approaches at similar speed and resolution. To achieve this, we avoid storing a 3D distance field and weight map during online scene reconstruction. Instead, surface samples are binned into a high-resolution binary voxel grid. This grid is u… Show more

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Cited by 10 publications
(10 citation statements)
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References 29 publications
(40 reference statements)
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“…An embedded processor on an UAV is tightly constrained in processing ability and electrical power availability, and it relies on efficient algorithms to perform any complex task satisfactorily. A voxel-hashing technique is proposed by Nießner et al, 13 which would drastically reduce the graphical processing unit (GPU) memory required to represent 3D point clouds, and Reichl et al 14 build upon this work by processing small batches of imagery in a stream rather than individually, further reducing the amount of GPU memory required for reconstruction.…”
Section: Related Workmentioning
confidence: 99%
“…An embedded processor on an UAV is tightly constrained in processing ability and electrical power availability, and it relies on efficient algorithms to perform any complex task satisfactorily. A voxel-hashing technique is proposed by Nießner et al, 13 which would drastically reduce the graphical processing unit (GPU) memory required to represent 3D point clouds, and Reichl et al 14 build upon this work by processing small batches of imagery in a stream rather than individually, further reducing the amount of GPU memory required for reconstruction.…”
Section: Related Workmentioning
confidence: 99%
“…This approach is interactive, but not fully real-time. An extremely compact hierarchy is proposed by Reichl et al [RWW16], who only store a binary grid which is updated in a running window fashion.…”
Section: Voxel-based Representationmentioning
confidence: 99%
“…based on moving volume techniques [26,31], representing scenes in terms of blocks of volumes that follow dominant planes [8] or storing TSDF values only near the actual surface areas [1,12,23]. The individual blocks can be managed using tree structures or hash maps as proposed by Nießner et al [23] and respective optimizations [12,13,25]. Furthermore, the replacement of the TSDF representation by a highresolution binary voxel grid has also been considered by Reichl et al [25] to improve the scalability and reduce the memory requirements.…”
Section: Related Workmentioning
confidence: 99%
“…3). Here, the surface is represented in terms of implicit truncated signed distance fields (TSDFs) and stored as a sparse unordered set of voxel blocks using spatial hashing [2,11,12,23,25]. Input to the reconstruction pipeline is an incremental stream of RGB-D images which is processed in an online fashion.…”
Section: Optimization Of the 3d Reconstruction Processmentioning
confidence: 99%
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