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FB4 updates matched landmarks in FB2 using EKF.
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Each render pass corrects one matched landmark in the map for each particle in parallel.
Each loop iteration corrects one matched landmark in the map for each particle in parallel.
In FB4, we transfer at each iteration the matched landmarks and their covariance matrix to GPU to correct their states and we transfer back the updated landmarks to CPU.
In FB3, we transfer at each iteration the particle map (matched landmarks and their related covariance matrix) to GPU to update the particle pose.
Particles pose are then enhanced in FB3 based on the matched landmark computed in FB2.
Maximum number of matched landmarks: 40.
Therefore, their complexity depends on the number of matched landmarks.
FB3 depends on the number of matched landmarks.
Estimation task processing time depends on the total number of landmarks and the number of matched landmarks.
For the GPGPU implementation of FB3 and FB4, the number of matched landmarks with 212 particles is higher than the number of matched landmarks with 214.
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