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RTOS/TDA3MV: 3D performance and feasibility of TDA3 for 3D SRV
Part Number: TDA3MV
My customer would like to understand the details how 3D SRV can be implemented on DSP of TDA3 and what is the difference between DSP implementation and GPU's.
Could you please provide details what is the view point in the TDA3 3D SRV? is it same as 'virtual camera point'?
When 'view turn around' is implemented, does intermediate images used in this view turn around can be generated using LUT table in each view points?
My customer normally requires hundreds views to implement 3D SRV, and want to know how it can be implemented on TDA3 and how much memory size will be required.
When I checked marketing slides, I found 9 view point implementation case and 21 view point implementation.
When view point was increased, what is the benefit with this many view points?
I found about 1.3MBytes is required for 1 view point in the VisionSDK datasheet, but I found 32MB required for 9 view point and 64MB required for 21 view points.
Then, the actual size of 21 view points case should be 32MB(9 view points) + 1.3MB x 12 view points = 47.6MB, right?
And, for auto calibration(online calibration)
my customer also wants to implement auto calibration and want to know if there is an additional resource to implement this auto calibration(online calibration).
in this case, is it possible to extract 'Motion' like 'Optical Flow' from 4ch input videos at run-time?
If so, could you please provide details how this Motion can be implemented and its processing time and how many motion can be extracted?
Thanks and Best Regards,
On "what is the difference between DSP implementation and GPU's." There are number of differences, 2 of the key ones are
On "view point in the TDA3 3D SRV? is it same as 'virtual camera point'?" Yes that's correct
On "When 'view turn around' is implemented, does intermediate images used in this view turn around can be generated using LUT table in each view points?" The turn around is implemented by a set of view points and we would generate LUTs for each view point
On "My customer normally requires hundreds views to implement 3D SRV, and want to know how it can be implemented on TDA3 and how much memory size will be required" The number of view points are limited by the non-volatile memory and/or RAM. Can you please clarify the usecase for 100s of view points
On memory size per view point,please check "VisionSDK_DataSheet.pdf", refer section 14.6.6 on VisionSDK v03.07.00.00
The size of view-point specified is the size occupied in DDR. When the view point data is stored in MMC/SD (any non-volatile) memory, its zipped using LZ4 which further reduces the size
On "my customer also wants to implement auto calibration and want to know if there is an additional resource to implement this auto calibration(online calibration)." We have implemented a chart based calibration method. Customer will have to update/implement dynamic calibration
On "in this case, is it possible to extract 'Motion' like 'Optical Flow' from 4ch input videos at run-time?" optical flow require significant processing MHz, please refer "Dense Optical Flow Usercase" In data sheet
I am not sure about FPS of optical flow in TDA3x, i think it was around 5-8 FPS.
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In reply to Sujith:
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