论文标题

通过球形紫外线解开等效Z-buffer图像的球形紫外线渲染快速合成激光雷达

Fast Synthetic LiDAR Rendering via Spherical UV Unwrapping of Equirectangular Z-Buffer Images

论文作者

Hossny, Mohammed, Saleh, Khaled, Attia, Mohammed, Abobakr, Ahmed, Iskander, Julie

论文摘要

随着自动驾驶汽车的兴起,激光雷达数据变得越来越重要。它具有提供360度水平视野的点云的能力,使自动驾驶汽车具有增强的情境意识能力。虽然合成LiDAR数据生成管道提供了一个很好的解决方案,可以推进机器学习研究,但它们确实遭受了重大的缺点,这是在浪费时间。物理上精确的LIDAR模拟器(例如Blensor)在计算上很昂贵,对于城市场景的平均渲染时间为14-60秒。这通常是通过使用简化的多边形拓扑(低聚合物资产)的3D模型和卡拉(Dosovitskiy等,2017)所补偿的。但是,这是以粗粒度不现实的激光点云的代价。在本文中,我们提出了一种新颖的方法,以每帧的更快渲染时间模拟激光雷达点云。所提出的方法依赖于等应角Z-buffer图像的球形紫外线。我们选择了Blensor(Gschwandtner等,2011)作为比较使用建议方法生成的点云的基线方法。与Velodyne HDL64-E2参数之间的扫描范围为2-120米之间的复杂城市景观误差为4.28厘米。提出的方法报告了每帧的总时间为3.2 +/- 0.31秒。相比之下,Blensor基线方法报告了16.2 +/- 1.82秒。

LiDAR data is becoming increasingly essential with the rise of autonomous vehicles. Its ability to provide 360deg horizontal field of view of point cloud, equips self-driving vehicles with enhanced situational awareness capabilities. While synthetic LiDAR data generation pipelines provide a good solution to advance the machine learning research on LiDAR, they do suffer from a major shortcoming, which is rendering time. Physically accurate LiDAR simulators (e.g. Blensor) are computationally expensive with an average rendering time of 14-60 seconds per frame for urban scenes. This is often compensated for via using 3D models with simplified polygon topology (low poly assets) as is the case of CARLA (Dosovitskiy et al., 2017). However, this comes at the price of having coarse grained unrealistic LiDAR point clouds. In this paper, we present a novel method to simulate LiDAR point cloud with faster rendering time of 1 sec per frame. The proposed method relies on spherical UV unwrapping of Equirectangular Z-Buffer images. We chose Blensor (Gschwandtner et al., 2011) as the baseline method to compare the point clouds generated using the proposed method. The reported error for complex urban landscapes is 4.28cm for a scanning range between 2-120 meters with Velodyne HDL64-E2 parameters. The proposed method reported a total time per frame to 3.2 +/- 0.31 seconds per frame. In contrast, the BlenSor baseline method reported 16.2 +/- 1.82 seconds.

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