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Jun Miyazaki

Publications and source records attributed to Jun Miyazaki.

7 recordsLinked to original sources

FlashReg: GPU-Accelerated 3-Clique Point Cloud Registration for Real-Time Correspondence-to-Pose Estimation

Graph-based point cloud registration achieves high robustness by identifying geometrically consistent correspondence sets, but constructing second-order compatibility graphs and enumerating candidate cliques remain compute- and memory-intensive. This work presents FlashReg, a GPU-oriented correspondence-to-pose estimator that avoids materializing the dense scored second-order graph. Its Fast First- and Second-Order Graph (FFSOG) construction builds a capacity-bounded sparse second-order graph directly from the binary first-order graph. A dataflow-optimized three-node clique (3-clique) search then selects pivots from compact per-row candidate pools and enumerates triples through sorted sparse-neighborhood intersections. Across indoor and outdoor benchmarks, FlashReg reduces correspondence-to-pose latency by 2--3x relative to TurboReg at comparable registration recall, while using about 50% of its peak allocated tensor memory on an embedded GPU. These results make FlashReg suitable as a high-throughput registration backend within onboard perception pipelines.

cs.CV

Infrared Spectroscopy and Photochemistry of Aromatic Nitriles in Para-Hydrogen Matrices

Motivated by recent detections of several aromatic nitriles in Taurus Molecular Cloud-1, we report laboratory and theoretical investigations of the vibrational spectroscopy and photochemistry of singly and doubly cyano-substituted benzene in solid para-hydrogen matrices. We compare the photochemistry of cyanobenzene (benzonitrile) and three dicyanobenzene isomers initiated by excitations at 193 nm. In addition, we report the photochemistry of deuterated cyanobenzene (d$_5$-cyanobenzene), enabling us to determine the major products produced during the cyanobenzene photodissociation. The major products observed in the photolysis of all the nitriles are HCN and HNC, which are likely produced by hydrogen abstraction from para-H$_2$ by the CN radical. This indicates that the major photodissociation channel involves cleavage of the bond between the ring and the nitrile group, forming the phenyl (or cyanophenyl) radical + CN. We observe secondary photoproducts similar to those found during benzene photolysis. Our findings may aid the interpretation of recent JWST mid-infrared observations of aromatics in photodissociation regions.

astro-ph.SR

RadiusFPS: Efficient Farthest Point Sampling on CPUs and GPUs via Spherical Voxel Pruning

Point clouds are a primary sensory representation for robotic perception, underpinning LiDAR-based autonomous driving, simultaneous localization and mapping (SLAM), and navigation. Within these pipelines, Farthest Point Sampling (FPS) is the most well-known downsampling operator, as its uniform coverage preserves the geometric structure on which downstream perception relies. However, the large time complexity of classical FPS scales poorly with the million-point-per-second rates of modern 3D sensors, making it a dominant latency bottleneck that conflicts with the real-time and limited onboard compute budgets of robotic systems. Therefore, we propose RadiusFPS, an FPS acceleration framework based on spherical voxel pruning that preserves the standard FPS update rule under the same initialization and tie-breaking policy. By indexing the point cloud with spherical voxels, RadiusFPS derives a conservative geometric bound that prunes redundant distance computations in each iteration, complemented by a coordinate-wise point-skip test that removes residual updates. We further introduce RadiusFPS-G, a warp-level GPU implementation that fuses voxel selection, pruning, and distance update into memory-coalesced kernels, eliminating costly global-memory round-trips. On indoor (S3DIS, ScanNet) and outdoor LiDAR (SemanticKITTI) benchmarks, RadiusFPS-G attains up to 2.5x speedup over GPU-based FPS and matches or exceeds QuickFPS among the evaluated methods while using roughly half its GPU memory, with comparable segmentation accuracy. When coupled with the learning-based FastPoint sampler, the resulting pipeline achieves the fastest End-to-End inference among all evaluated configurations. These properties make high-quality FPS-style sampling practical for latency- and memory-constrained robotic vision.

cs.RO

A dynamic memory assignment strategy for dilation-based ICP algorithm on embedded GPUs

This paper proposes a memory-efficient optimization strategy for the high-performance point cloud registration algorithm VANICP, enabling lightweight execution on embedded GPUs with constrained hardware resources. VANICP is a recently published acceleration framework that significantly improves the computational efficiency of point-cloud-based applications. By transforming the global nearest neighbor search into a localized process through a dilation-based information propagation mechanism, VANICP greatly reduces the computational complexity of the NNS. However, its original implementation demands a considerable amount of memory, which restricts its deployment in resource-constrained environments such as embedded systems. To address this issue, we propose a GPU-oriented dynamic memory assignment strategy that optimizes the memory usage of the dilation operation. Furthermore, based on this strategy, we construct an enhanced version of the VANICP framework that achieves over 97% reduction in memory consumption while preserving the original performance. Source code is published on: https://github.com/changqiong/VANICP4Em.git.

cs.CV

GRNND: A GPU-Parallel Relative NN-Descent Algorithm for Efficient Approximate Nearest Neighbor Graph Construction

Relative Nearest Neighbor Descent (RNN-Descent) is a state-of-the-art algorithm for constructing sparse approximate nearest neighbor (ANN) graphs by combining the iterative refinement of NN-Descent with the edge-pruning rules of the Relative Neighborhood Graph (RNG). It has demonstrated strong effectiveness in large-scale search tasks such as information retrieval and related tasks. However, as the amount and dimensionality of data increase, the complexity of graph construction in RNN-Descent rises sharply, making this stage increasingly time-consuming and even prohibitive for subsequent query processing. In this paper, we propose GRNND, the first GPU-parallel algorithm of RNN-Descent designed to fully exploit GPU architecture. GRNND introduces a disordered neighbor propagation strategy to mitigate synchronized update traps, enhancing structural diversity, and avoiding premature convergence during parallel execution. It also leverages warp-level cooperative operations and a double-buffered neighbor pool with fixed capacity for efficient memory access, eliminate contention, and enable highly parallelized neighbor updates. Extensive experiments demonstrate that GRNND consistently outperforms existing CPU- and GPU-based methods. GRNND achieves 2.4 to 51.7x speedup over existing GPU methods, and 17.8 to 49.8x speedup over CPU methods.

cs.DC

Faster than Fast: Accelerating Oriented FAST Feature Detection on Low-end Embedded GPUs

The visual-based SLAM (Simultaneous Localization and Mapping) is a technology widely used in applications such as robotic navigation and virtual reality, which primarily focuses on detecting feature points from visual images to construct an unknown environmental map and simultaneously determines its own location. It usually imposes stringent requirements on hardware power consumption, processing speed and accuracy. Currently, the ORB (Oriented FAST and Rotated BRIEF)-based SLAM systems have exhibited superior performance in terms of processing speed and robustness. However, they still fall short of meeting the demands for real-time processing on mobile platforms. This limitation is primarily due to the time-consuming Oriented FAST calculations accounting for approximately half of the entire SLAM system. This paper presents two methods to accelerate the Oriented FAST feature detection on low-end embedded GPUs. These methods optimize the most time-consuming steps in Oriented FAST feature detection: FAST feature point detection and Harris corner detection, which is achieved by implementing a binary-level encoding strategy to determine candidate points quickly and a separable Harris detection strategy with efficient low-level GPU hardware-specific instructions. Extensive experiments on a Jetson TX2 embedded GPU demonstrate an average speedup of over 7.3 times compared to widely used OpenCV with GPU support. This significant improvement highlights its effectiveness and potential for real-time applications in mobile and resource-constrained environments.

cs.CV

Multi-directional Sobel operator kernel on GPUs

Sobel is one of the most popular edge detection operators used in image processing. To date, most users utilize the two-directional 3x3 Sobel operator as detectors because of its low computational cost and reasonable performance. Simultaneously, many studies have been conducted on using large multi-directional Sobel operators to satisfy their needs considering the high stability, but at an expense of speed. This paper proposes a fast graphics processing unit (GPU) kernel for the four-directional 5x5 Sobel operator. To improve kernel performance, we implement the kernel based on warp-level primitives, which can significantly reduce the number of memory accesses. In addition, we introduce the prefetching mechanism and operator transformation into the kernel to significantly reduce the computational complexity and data transmission latency. Compared with the OpenCV-GPU library, our kernel shows high performances of 6.7x speedup on a Jetson AGX Xavier GPU and 13x on a GTX 1650Ti GPU.

cs.DC