GPU Sparse Ray-Traced Segmentation

This paper introduces a real-time region growing segmentation algorithm, designed for graphics processing units (GPUs), which labels only a fraction of the input elements. Instead of searching locally around each element for strong similarity, like state-of-the-art segmentation and pre-segmentation...

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Bibliographic Details
Main Authors: Lucian Petrescu, Anca Morar, Florica Moldoveanu, Alin Moldoveanu
Format: Article
Language:English
Published: IEEE 2019-01-01
Series:IEEE Access
Subjects:
GPU
Online Access:https://ieeexplore.ieee.org/document/8718269/
Description
Summary:This paper introduces a real-time region growing segmentation algorithm, designed for graphics processing units (GPUs), which labels only a fraction of the input elements. Instead of searching locally around each element for strong similarity, like state-of-the-art segmentation and pre-segmentation methods do, the proposed algorithm searches both locally and remotely, using a unique ray tracing-based search strategy, which quickly covers the segmentation search space. The presented algorithm fully exploits the parallelism of the GPUs, sparsely segmenting high-resolution images (4K) in real-time on low range laptops and other mobile devices, approximately 5× times faster than the state-of-the-art simple linear iterative clustering (SLIC). While this paper demonstrates the results with images, the algorithm is trivially modifiable to work with input sets of any dimension. In contrast to the state-of-the-art real-time GPU methods, this algorithm doesn't require additional merging steps, as pre-segmentation methods do, and it produces complete segmentation. Additionally, post-segmentation optional stages for complete labeling and region merging on the GPU are also provided, although they are not always necessary.
ISSN:2169-3536