Research Article

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

DOI: 10.1080/20421338.2025.2601663
Author(s): Mahendra T. Jagtap University of South Florida, Muma College of Business (Sarasota-Manatee Campus), USA, Bhuvan Unhelkar University of South Florida, USA, Pravin R. Kshirsagar JD College of Engineering and Management, India, Nitin Rakesh Symbiosis Institute of Technology, India, R. Thiagarajan VelTech multiTech Dr. Rangarajan Dr. Sakunthala Engineering College, India, Vishal Patil Loknete Gopinathji Munde Institute of Engineering Education & Research, Nashik and SPPU, India,

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.

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