{"id":6501,"date":"2011-12-06T18:04:42","date_gmt":"2011-12-06T16:04:42","guid":{"rendered":"http:\/\/hgpu.org\/?p=6501"},"modified":"2011-12-06T18:04:42","modified_gmt":"2011-12-06T16:04:42","slug":"dtam-dense-tracking-and-mapping-in-real-time","status":"publish","type":"post","link":"https:\/\/hgpu.org\/?p=6501","title":{"rendered":"DTAM: Dense tracking and mapping in real-time"},"content":{"rendered":"<p>DTAM is a system for real-time camera tracking and reconstruction which relies not on feature extraction but dense, every pixel methods. As a single hand-held RGB camera flies over a static scene, we estimate detailed textured depth maps at selected keyframes to produce a surface patchwork with millions of vertices. We use the hundreds of images available in a video stream to improve the quality of a simple photometric data term, and minimise a global spatially regularised energy functional in a novel non-convex optimisation framework. Interleaved, we track the camera 6DOF motion precisely by frame-rate whole image alignment against the entire dense model. Our algorithms are highly parallelisable throughout and DTAM achieves real-time performance using current commodity GPU hardware. We demonstrate that a dense model permits superior tracking performance under rapid motion compared to a state of the art method using features; and also show the additional usefulness of the dense model for real-time scene interaction in a physics-enhanced augmented reality application.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>DTAM is a system for real-time camera tracking and reconstruction which relies not on feature extraction but dense, every pixel methods. As a single hand-held RGB camera flies over a static scene, we estimate detailed textured depth maps at selected keyframes to produce a surface patchwork with millions of vertices. We use the hundreds of [&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":[36,11,73,3],"tags":[1787,1782,1791,686,20,379],"class_list":["post-6501","post","type-post","status-publish","format-standard","hentry","category-algorithms","category-computer-science","category-computer-vision","category-paper","tag-algorithms","tag-computer-science","tag-computer-vision","tag-image-alignment","tag-nvidia","tag-nvidia-geforce-gtx-480"],"views":6530,"jetpack_publicize_connections":[],"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts\/6501","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=6501"}],"version-history":[{"count":0,"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts\/6501\/revisions"}],"wp:attachment":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=6501"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=6501"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=6501"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}