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Messages for DVLs, multibeams, and imaging sonars.
[CVPR 2026] Fast-FoundationStereo: Real-Time Zero-Shot Stereo Matching
Remove bad map points and keyframes to save memory.
ROS2 AUV based on the BlueROV2, ArduSub and Navigation2
RTG-SLAM: Real-time 3D Reconstruction at Scale Using Gaussian Splatting (ACM SIGGRAPH 2024)
C++/CUDA/Python multimedia utilities for NVIDIA Jetson
A curated list of awesome Deep Stereo Matching resources
Implementation of XFeat (CVPR 2024). Do you need robust and fast local feature extraction? You are in the right place!
Hello AI World guide to deploying deep-learning inference networks and deep vision primitives with TensorRT and NVIDIA Jetson.
Deep learning inference nodes for ROS / ROS2 with support for NVIDIA Jetson and TensorRT
Code for robust monocular depth estimation described in "Ranftl et. al., Towards Robust Monocular Depth Estimation: Mixing Datasets for Zero-shot Cross-dataset Transfer, TPAMI 2022"
ROS 2 interface for the Reach Alpha 5 manipulator.
ROS 2 platform for underwater robotics research and development.
Official MegEngine implementation of CREStereo(CVPR 2022 Oral).
PathMatch is the state-of-the-art stereo match algorithm framework.
A heterogeneous and fully parallel stereo matching algorithm for depth estimation, implementing a local adaptive support weight (ADSW) Guided Image Filter (GIF) cost aggregation stage. Developed in…
gidobot / PSL-Python
Forked from eshibusawa/PSL-PythonPython implementation of the PlaneSweep library
[CVPR2021] Real-Time Sphere Sweeping Stereo from Multiview Fisheye Images
Python implementation of the PlaneSweep library
BuFF: Burst Feature Finder for Light-Constrained 3D Reconstruction
🐸💬 - a deep learning toolkit for Text-to-Speech, battle-tested in research and production
Real-time Dense Point Cloud, Digital Surface Map (DSM) and (Ortho-)Mosaic Generation for UAVs
Metrically Scaled Monocular Depth Estimation through Sparse Priors for Underwater Robots
Graphical Editor to create BehaviorTrees. Compliant with BehaviorTree.CPP
Infinite Photorealistic Worlds using Procedural Generation