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I was running this on (high end) GPUs back in 2011, in real-time (30fps), on 1920x1080 video textures. I can confirm that the clever recursion and performance
by opticalflow 9y ago
I was running this on (high end) GPUs back in 2011, in real-time (30fps), on 1920x1080 video textures. I can confirm that the clever recursion and performance of this is mind-boggling. Oh, and you get a distance transform out of it as an intermediate step, just for giggles. My general take is that while linear kernel-thinking in parallel might get nowhere, this is a prime example of recursion solving the problem when parallelism is available. I wish I could claim to have invented it... :)
- malux85 9y agoThat sounds fascinating, can you explain the project a bit more?
- opticalflow 9y agoWe were doing GPU-based 2D-3D conversion for HD and 4K and one of the intermediate steps required that we compute a DT (distance transform), and JFA was perfect for this. The DT was used along with a Hough transform (also real-time) to conduct vanishing point and geometry analysis.