{"id":3880,"date":"2011-05-12T10:53:45","date_gmt":"2011-05-12T10:53:45","guid":{"rendered":"http:\/\/hgpu.org\/?p=3880"},"modified":"2011-05-12T10:53:45","modified_gmt":"2011-05-12T10:53:45","slug":"efficient-gpu-based-construction-of-occupancy-girds-using-several-laser-range-finders","status":"publish","type":"post","link":"https:\/\/hgpu.org\/?p=3880","title":{"rendered":"Efficient GPU-based Construction of Occupancy Girds Using several Laser Range-finders"},"content":{"rendered":"<p>Building occupancy grids (OGs) in order to model the surrounding environment of a vehicle implies to fusion occupancy information provided by the different embedded sensors in the same grid. The principal difficulty comes from the fact that each can have a different resolution, but also that the resolution of some sensors varies with the location in the field of view. In this article we present a new exact approach to this issue and we explain why the problem of switching coordinate systems is an instance of the texture mapping problem in computer graphics. Therefore we introduce a calculus architecture to build occupancy grids with a graphical processor unit (GPU). Thus we present computational time results that can allow to compute occupancy grids for 50 sensors at frame rate even for a very fine grid. To validate our method, the results with GPU are compared to results obtained through the exact approach<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Building occupancy grids (OGs) in order to model the surrounding environment of a vehicle implies to fusion occupancy information provided by the different embedded sensors in the same grid. The principal difficulty comes from the fact that each can have a different resolution, but also that the resolution of some sensors varies with the location [&hellip;]<\/p>\n","protected":false},"author":351,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":false,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2}},"categories":[36,33,3],"tags":[1787,1786,20,892,182],"class_list":["post-3880","post","type-post","status-publish","format-standard","hentry","category-algorithms","category-image-processing","category-paper","tag-algorithms","tag-image-processing","tag-nvidia","tag-nvidia-geforce-fx-5650","tag-opengl"],"views":2180,"jetpack_publicize_connections":[],"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts\/3880","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/users\/351"}],"replies":[{"embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=3880"}],"version-history":[{"count":0,"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts\/3880\/revisions"}],"wp:attachment":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=3880"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=3880"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=3880"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}