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GS-SLAM: Dense Visual SLAM with 3D Gaussian Splatting

CVPR 2024 · 3D vision › Gaussian splatting · approach: Compact and efficient Gaussian splatting · 360 citations (OpenAlex)

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Introduces GS-SLAM, the first dense RGB-D SLAM system built on 3D Gaussian splatting, with adaptive Gaussian expansion/deletion for mapping and coarse-to-fine tracking, running at about 8 FPS while rendering at about 386 FPS on Replica.

Problem

Dense RGB-D SLAM with neural implicit representations trades off efficiency and accuracy: ray-based volume rendering is slow and only a few pixels are rendered per optimization step, yielding less detailed maps. 3D Gaussian splatting had not been applied to camera tracking or real-time mapping.

Approach

Represent the scene as explicit 3D Gaussians rendered by differentiable splatting, add an adaptive expansion/deletion strategy that inserts Gaussians in unreliable (new) regions and removes floaters by depth, and use a coarse-to-fine tracking scheme that first optimizes pose on sparse pixels and then on full-resolution renders from reliable Gaussians selected by depth consistency.

Key results

Measured effects reported in the paper

What was changedWhereMeasuredEffect
use GS-SLAM instead of Point-SLAMReplica localization · ReplicaATE RMSE (cm): 0.54 -> 0.50Helped
use GS-SLAM instead of CoSLAMReplica rendering · ReplicaPSNR (dB): +1.52 dBHelped
use GS-SLAM instead of CoSLAMReplica rendering · ReplicaSSIM: 0.939 -> 0.975Helped
use GS-SLAM instead of NICE-SLAMReplica rendering · ReplicaLPIPS: 0.233 -> 0.082Helped
use GS-SLAM instead of Vox-FusionReplica rendering · Replicarendering FPS: 386 FPS; 100⇥ fasterHelped
add adaptive Gaussian expansion, including adding and deleting Gaussians (ablation)GS-SLAM mapping · Replica #Room0ATE: 0.58 -> 0.48Helped
add adaptive Gaussian expansion, including adding and deleting Gaussians (ablation)GS-SLAM mapping · Replica #Room0Recall: 49.32 -> 61.29Helped
remove adaptive Gaussian adding (ablation)GS-SLAM mapping · Replica #Room0mapping performanceHurt
remove adaptive Gaussian deletion (ablation)GS-SLAM mapping · Replica #Room0ATE: 0.48 -> 0.58Hurt
use coarse-to-fine tracking instead of fine tracking only (ablation)GS-SLAM tracking · Replica #Room0ATE: 0.49 -> 0.48Helped
use coarse-to-fine tracking instead of coarse tracking only (ablation)GS-SLAM tracking · Replica #Room0ATE: 0.91 -> 0.48Helped
use coarse-to-fine tracking instead of fine tracking only (ablation)GS-SLAM tracking · Replica #Room0Recall: 59.18 -> 61.29Helped

Surprising findings

Limitations

Experimental setup

Datasets: Replica TUM-RGBD

Benchmarks: Replica TUM-RGBD

Metrics: ATE RMSE Depth L1 Precision Recall F1 PSNR SSIM LPIPS FPS

Baselines: NICE-SLAM Vox-Fusion CoSLAM ESLAM Point-SLAM iMAP

Builds on: 3D Gaussian Splatting NICE-SLAM iMAP

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