Research map / 3D vision / Depth and stereo
Photo-SLAM: Real-time Simultaneous Localization and Photorealistic Mapping for Monocular Stereo and RGB-D Cameras
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Photo-SLAM builds a real-time SLAM system on a hyper primitives map (ORB features plus 3D Gaussians) with geometry-based densification and Gaussian-pyramid progressive training for photorealistic mapping on monocular, stereo, and RGB-D cameras.
Problem
Existing neural-rendering SLAM systems rely on implicit representations that are too computationally heavy for real-time use on portable devices, and they need depth information or bounded scenes to converge.
Approach
Decouple localization (ORB-SLAM3 factor-graph tracking on explicit geometric features) from photorealistic mapping (3D Gaussian splatting on a hyper primitives map), add geometry-based densification from inactive 2D keypoints, and train with a Gaussian-pyramid multi-resolution loss schedule.
Key results
- On Replica (RGB-D), Photo-SLAM reaches 34.958 PSNR and 1084 rendering FPS, versus 30.594 PSNR for ESLAM and 34.632 for Point-SLAM at much lower rendering speed.
- On Replica (monocular), Photo-SLAM reaches 33.302 PSNR and 911 rendering FPS, versus 16.311 PSNR for Nice-SLAM without depth supervision.
- Photo-SLAM runs at about 18 tracking FPS and about 95 rendering FPS on the Jetson AGX Orin in monocular Replica runs.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| add geometry-based densification (ablation) | Photo-SLAM · Replica, monocular | PSNR: 31.274 -> 33.302 | Helped |
| add geometry-based densification (ablation) | Photo-SLAM · Replica, RGB-D | PSNR: 33.296 -> 34.958 | Helped |
| add Gaussian-Pyramid-based learning (ablation) | Photo-SLAM with geometry-based densification · Replica, monocular | PSNR: 20.002 -> 33.302 | Helped |
| add Gaussian-Pyramid-based learning (ablation) | Photo-SLAM with geometry-based densification · Replica, RGB-D | PSNR: 33.696 -> 34.958 | Helped |
| use Gaussian pyramid with n=1 instead of n=2 (ablation) | Photo-SLAM · Replica, monocular | PSNR: 33.302 -> 30.903 | Hurt |
| use Gaussian pyramid with n=1 instead of n=2 (ablation) | Photo-SLAM · Replica, RGB-D | PSNR: 34.958 -> 34.634 | Hurt |
| use Gaussian pyramid with n=3 instead of n=2 (ablation) | Photo-SLAM · Replica, monocular | PSNR: 33.302 -> 31.563 | Hurt |
| use Gaussian pyramid with n=3 instead of n=2 (ablation) | Photo-SLAM · Replica, RGB-D | PSNR: 34.958 -> 33.305 | Hurt |
Surprising findings
- Adding geometry-based densification without Gaussian-pyramid learning degraded monocular mapping quality and rendering speed, as densified primitives with inaccurate positions became encumbrances.
- A 4-level Gaussian pyramid performed worse than 3 levels, attributed possibly to overfitting low-level features during incremental mapping.
Limitations
- Monocular mapping quality is sensitive to depth estimated from nearest ORB neighbours, which can yield inaccurate primitive positions.
- Mesh reconstruction is explicitly out of scope of the work.
- Stereo results are reported on EuRoC with lower PSNR (about 14-17 dB) than RGB-D results.
Experimental setup
Datasets: Replica TUM RGB-D EuRoC MAV ZED 2 outdoor stereo captures
Benchmarks: Replica TUM RGB-D EuRoC MAV
Metrics: ATE RMSE ATE STD PSNR SSIM LPIPS tracking FPS rendering FPS GPU memory usage
Baselines: ORB-SLAM3 DROID-SLAM Nice-SLAM Orbeez-SLAM Go-SLAM ESLAM Co-SLAM Point-SLAM BundleFusion
Builds on: ORB-SLAM3 3D Gaussian splatting Droid-SLAM NICE-SLAM
Closest papers by meaning
- Benchmarking Implicit Neural Representation and Geometric Rendering in Real-Time RGB-D SLAM (CVPR 2024 · similarity 0.89)
- VTGaussian-SLAM: RGBD SLAM for Large Scale Scenes with Splatting View-Tied 3D Gaussians (ICML 2025 · similarity 0.88)
- IBD-SLAM: Learning Image-Based Depth Fusion for Generalizable SLAM (CVPR 2024 · similarity 0.88)
- GS-SLAM: Dense Visual SLAM with 3D Gaussian Splatting (CVPR 2024 · similarity 0.87)
- VGGT-SLAM: Dense RGB SLAM Optimized on the SL(4) Manifold (NeurIPS 2025 · similarity 0.87)
- 4DTAM: Non-Rigid Tracking and Mapping via Dynamic Surface Gaussians (CVPR 2025 · similarity 0.87)
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