no code implementations • 25 Jan 2018 • Stuart Golodetz, Tommaso Cavallari, Nicholas A. Lord, Victor A. Prisacariu, David W. Murray, Philip H. S. Torr
Reconstructing dense, volumetric models of real-world 3D scenes is important for many tasks, but capturing large scenes can take significant time, and the risk of transient changes to the scene goes up as the capture time increases.
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.