Optimizing real-time stereo image retargeting for AR/VR: Lightweight disparity CNNs on AI-Driven edge architectures.

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Bibliographic Details
Title: Optimizing real-time stereo image retargeting for AR/VR: Lightweight disparity CNNs on AI-Driven edge architectures.
Authors: T. Jagtap, Mahendra1,2 (AUTHOR) mtjagtap05@gmail.com, Unhelkar, Bhuvan3 (AUTHOR), Kshirsagar, Pravin R.4 (AUTHOR), Rakesh, Nitin5 (AUTHOR), Thiagarajan, R.6 (AUTHOR), Patil, Vishal7 (AUTHOR)
Source: African Journal of Science, Technology, Innovation & Development. Feb2026, Vol. 18 Issue 1, p46-66. 21p.
Subjects: Stereo image processing, Convolutional neural networks, Augmented reality, Depth maps (Digital image processing), Virtual reality, Computer performance, Edge computing
Abstract: Real-time stereo image retargeting for augmented reality (AR) and virtual reality (VR) necessitates precise per-pixel depth estimation and ultra-low latency performance on resource-limited edge devices. Current disparity convolutional neural networks (CNNs) and retargeting pipelines are unable to meet these demanding requirements concurrently. This paper presents EASNet, a compact end-to-end framework that unifies geometry-aware proposal generation, parallax-aligned feature encoding, sparse candidate aggregation, and uncertainty-guided refinement to enable high-fidelity stereo retargeting on edge architectures. This system enhances stereo vision through Epipolar-Adaptive Disparity Proposals (EADP) for search space reduction, a Parallax-Directed Deformable Encoder (PaDDE) for improved matching in repetitive and low-texture areas, Sparse Epipolar Candidate Volume (SECV) with Edge-Consistent Routing (ECR) for efficient, boundary-preserving cost aggregation, and Lightweight Uncertainty-Guided Refinement (LUGR) for sub-pixel structure and occlusion correction. Evaluated on high-resolution indoor stereo data, EASNet attains a favourable trade-off between accuracy and efficiency (≈0.21 M parameters, 3.42 GFLOPs) while improving disparity fidelity and visual coherence required for retargeting (reported EPE ≈ 1.78 px, D1 ≈ 5.02%, VC ≈ 93.7%). The design emphasizes quantization compatibility and deterministic latency, enabling practical deployment on AR/VR edge devices. We analyze ablations, per-scene behaviour, and k-fold stability, discussing limitations like indoor bias, extreme occlusion, large baselines, and future EASNet extensions. [ABSTRACT FROM AUTHOR]
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Database: Engineering Source
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