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

ArXiv CS.CV2026-06-05NEWSen作者: Ziyang Yu, Xiang Li, Qiong Chang, Jun Miyazaki

详细信息

来源站点
ArXiv CS.CV
作者
Ziyang Yu, Xiang Li, Qiong Chang, Jun Miyazaki
文章类型
NEWS
语言
en
发布日期
2026-06-05

摘要

arXiv:2606.06255v1 Announce Type: cross Abstract: 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.

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