Research map / 3D vision / Gaussian splatting
Gaussian Splatting SLAM
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Presents Gaussian Splatting SLAM, the first monocular and RGB-D SLAM system using 3D Gaussians as the sole scene representation, running live at about 3 fps.
Problem
Online visual SLAM needs a unified dense map representation that supports accurate camera tracking, efficient mapping, and high-fidelity rendering, especially in the hard monocular setting without loop closure.
Approach
Use 3D Gaussian Splatting as the only SLAM representation, with an analytic Lie-group Jacobian of camera pose w.r.t. the Gaussians for direct photometric tracking, plus isotropic scale regularisation, covisibility-based keyframe management, and Gaussian insertion/pruning for monocular geometric verification.
Key results
- Monocular ATE RMSE on TUM RGB-D averages 3.96 cm, beating DSO (11.0 cm) and DROID-VO (7.73 cm) without deep priors or loop closure.
- On Replica RGB-D novel view synthesis, PSNR 38.94 dB vs 35.17 for Point-SLAM, with rendering at 769 FPS.
- RGB-D tracking on TUM averages 1.47 cm ATE RMSE, the best among the compared neural-implicit SLAM methods.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| add isotropic regularisation (ablation) | Gaussian Splatting SLAM · TUM RGB-D, monocular | ATE RMSE (cm): 4.83 -> 3.96 | Helped |
| add keyframe selection (ablation) | Gaussian Splatting SLAM · TUM RGB-D, monocular | ATE RMSE (cm): 8.73 -> 3.96 | Helped |
| add geometric residual (ablation) | Gaussian Splatting SLAM · TUM RGB-D, RGB-D | ATE RMSE (cm): 2.66 -> 1.47 | Helped |
| add keyframe selection (ablation) | Gaussian Splatting SLAM · TUM RGB-D, RGB-D | ATE RMSE (cm): 1.90 -> 1.47 | Helped |
| use depth for map training (ablation) | Gaussian Splatting SLAM · Camera convergence sequences | Successful convergence ratio: 0.79 -> 0.82 | Helped |
| use Gaussian Splatting SLAM instead of Point-SLAM | Replica RGB-D rendering · Replica RGB-D | PSNR[db]: 35.17 -> 38.94 | Helped |
| use Gaussian Splatting SLAM instead of Point-SLAM | Replica RGB-D rendering · Replica RGB-D | SSIM: 0.975 -> 0.968 | Hurt |
| use Gaussian Splatting SLAM instead of Point-SLAM | Replica RGB-D rendering · Replica RGB-D | LPIPS: 0.124 -> 0.070 | Helped |
| use Gaussian Splatting SLAM instead of Point-SLAM | Replica RGB-D rendering · Replica RGB-D | Rendering FPS: 1.33 -> 769 | Helped |
Surprising findings
- Gaussian maps show a much larger camera convergence basin than hash-grid or MLP SDF representations in the convergence funnel analysis.
Limitations
- No loop closure, so large-scale scenes are not handled.
- Geometry such as surface normals is not explicitly extracted because Gaussians do not represent surfaces explicitly.
- Monocular tracking lacks deep priors and depends on photometric signals; Replica RGB-D single-process results trade off against multi-process speed.
Experimental setup
Datasets: TUM RGB-D Replica
Benchmarks: TUM RGB-D Replica
Metrics: ATE RMSE PSNR SSIM LPIPS rendering FPS convergence success rate
Baselines: DSO DepthCov-VO DROID-SLAM ORB-SLAM2 iMAP NICE-SLAM Point-SLAM Co-SLAM ESLAM Vox-Fusion
Builds on: 3D Gaussian Splatting EWA splatting DSO Lie group pose optimisation
Closest papers by meaning
- GS-SLAM: Dense Visual SLAM with 3D Gaussian Splatting (CVPR 2024 · similarity 0.94)
- DG-SLAM: Robust Dynamic Gaussian Splatting SLAM with Hybrid Pose Optimization (NeurIPS 2024 · similarity 0.94)
- SplaTAM: Splat Track & Map 3D Gaussians for Dense RGB-D SLAM (CVPR 2024 · similarity 0.92)
- VTGaussian-SLAM: RGBD SLAM for Large Scale Scenes with Splatting View-Tied 3D Gaussians (ICML 2025 · similarity 0.91)
- KeyGS: A Keyframe-Centric Gaussian Splatting Method for Monocular Image Sequences (AAAI 2025 · similarity 0.91)
- IncEventGS: Pose-Free Gaussian Splatting from a Single Event Camera (CVPR 2025 · similarity 0.90)
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