tion matrix becomes less accurate than which gained
from direct registration method using only two frame.
Figure 8 shows four scenes registration results
using ISADE integrated algorithms including: Fire,
Head, Office, Stairs. Model pointsets are in red and
data pointsets are in grey color.
4.5 Runtime
For the data of 128× 96 resolution, average running
time for the proposed method are shown in Table 2.
The results show the average time for registration at
Table 2: Average runtime (in second) on different scenes.
Chess Fire Heads Office Pumpkin RedKitchen Stairs
7.5053 5.8596 8.0114 7.4527 5.9005 6.0466 7.8627
around 8 second. Two registering frames are at dis-
tance of 20 frames. That means the rate of register-
ing equivalence at rate of 2.5 fps (frames per second).
To make algorithm run at real-time rate of 20fps, the
speed need to be increased by 8 times. This is pos-
sible if we exploit all core of 8-core-processors not
mention using GPU.
Figure 8: Registration output example.
5 DISCUSSION AND
CONCLUSION
Image registration has been a very active research
area. Recently, the approach of using evolutionary
algorithms (EAs), especially new methods, proved
their potential of tackling image registration problem
based on their robustness and accuracy on searching
for global optimal. With EAs algorithm as search-
ing tools, it is not necessary to have good initials to
avoid local minima and converge to near-global min-
ima solutions. To do that, EAs algorithms need tuning
carefully to gain best results.
We proposed the new registration algorithm by in-
tegrating a new self-adaptive optimization algorithm
(ISADE) into a fast closest point searching method to
tackle well-known challenging task of computer vi-
sion area. In the experiments, the results show that
ISADE is able to find a robust and accurate transfor-
mation matrix of camera movement.
What is more important, accuracy and robustness
results has been obtained in comparison with other
state-of-the-art evolution based algorithms. ISADE
shows its superior than GA, PSO, SA in searching
for global minima solution. In comparision with
DE, ISADE also show its much better in almost
tested scenes. The robustness and accuracy is tested
and proved in real 3D scenes captured by Microsoft
Kinect camera.
In term of running time, by using fast searching
closest point methods, proposed algorithms are con-
sidered fast in our sense. It shows potential of apply-
ing in real-time application if using parallel program-
ing technique with multi-core processors.
In future work, ISADE algorithm can be imple-
mented in parallel in GPU (Graphic Processor Unit)
which can help algorithm reduces runtime to prove
real-time implement possibility in 3D reconstruction,
3D mapping and 3D localization.
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