Fast Gigapixel Stitching on the Playstation 3

Investigation into how Linux on the PS3 might lead to homebrew development.

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HD
Posts: 4
Joined: Tue Mar 11, 2008 8:26 pm

Fast Gigapixel Stitching on the Playstation 3

Post by HD »

We are working on a fast panorama stitcher& blender for the Playstation 3 (ydl 5)
and just released a testpreview
<http://www.hs-furtwangen.de/~dersch/PTS ... .1a.tar.gz>.
Readme:
<http://www.hs-furtwangen.de/~dersch/Rea ... cherNG0.1a>

This release finishes a popular stitcher test
<http://hdview.at/speedtest/results.html>
in 22min, almost 4 times faster than the next in line.

Regards

Helmut Dersch
jimparis
Posts: 1145
Joined: Fri Jun 10, 2005 4:21 am
Location: Boston

Post by jimparis »

Those results are impressive :)
unsolo
Posts: 155
Joined: Mon Apr 16, 2007 2:39 am
Location: OSLO Norway

Post by unsolo »

Please clarify what this actually is?
Im working on a EXA backend on the spu's.
Don't do it alone.
HD
Posts: 4
Joined: Tue Mar 11, 2008 8:26 pm

Post by HD »

>Please clarify what this actually is?

Gigapixel panoramas are objects like this
<http://research.microsoft.com/ivm/HDView.htm>
(we are not related to ms).

You have to supply photographic images taken
at overlapping orientations, which are then
- corrected (remove lens distortions)
- perspectively transformed
- remapped to a suitable panorama projection (eg cylindrical)
This is done in parallel by the 6 SPUs, each processing
a single row of pixels. The images are
then (actually simultaneously) blended together with their neighbors
using a multiresolution blending algorithm on the PPU.

All this is done in a streaming fashion to avoid
tempfiles as much as possible. IO and ram is the
major problem when we ported our stitcher to
the ps3 and required a major rewrite. Nevertheless,
the ps3-solution is already much faster than the previous
one (PTStitcher), even on high-end systems.

Regards

Helmut Dersch
unsolo
Posts: 155
Joined: Mon Apr 16, 2007 2:39 am
Location: OSLO Norway

Post by unsolo »

Looks Great i will need to investigate your dma routines im having an issue getting beyond 1.1Gpixels doing read modify write on the framebuffer
Don't do it alone.
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