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4DTAM: Non-Rigid Tracking and Mapping via Dynamic Surface Gaussians
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Proposes 4DTAM, a differentiable-rendering RGB-D SLAM that jointly estimates camera pose and non-rigid surface geometry using 2D Gaussian surfels with an MLP warp field, and introduces the Sim4D synthetic dataset.
Problem
Non-rigid 4D tracking and mapping from an online single RGB-D camera stream, where jointly estimating camera ego-motion and non-rigid scene geometry is high-dimensional and ill-posed.
Approach
Combines 2D Gaussian Splatting surfels (with depth-derived normal initialization and normal regularization) and an MLP warp field with an analytic camera-pose Jacobian, plus ARAP and surface-normal rigidity losses, inside a tracking-and-mapping SLAM framework.
Key results
- On Sim4D, 4DTAM reduces average ATE RMSE to roughly 0.2-1.0 cm across eight sequences, versus 1.45-31.9 cm for SurfelWarp, and improves PSNR on all sequences.
- On Replica static SLAM, the 2DGS variant (MonoGS-2D) reduces average depth L1 from 4.52 cm to 0.54 cm and raises average F1 from 31.9% to 88.8% for the reconstructed mesh.
- The method runs at about 1.5 fps for camera pose estimation, with global optimization finishing in under 1 minute on an RTX 4090.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| use 4DTAM instead of SurfelWarp | Non-rigid RGB-D SLAM · Sim4D | ATE RMSE and L1 depth: ATE RMSE: 6.10 -> 0.25 (curtain); L1 Depth: 49.1 -> 0.96 (curtain) | Helped |
| replace the MonoGS representation with 2DGS (ablation) | Static SLAM · Replica average | Depth L1[cm]↓: 4.52 -> 0.54 | Helped |
| replace the MonoGS representation with 2DGS (ablation) | Static SLAM · Replica average | ATE RMSE[cm]↓: 0.59 -> 0.36 | Helped |
| replace the MonoGS representation with 2DGS (ablation) | Static SLAM · TUM RGB-D average | ATE RMSE[cm]↓: 1.47 -> 1.57 | Hurt |
| replace the MonoGS representation with 2DGS (ablation) | Static SLAM · TUM RGB-D average | Depth L1[cm]↓: 10.7 -> 3.2 | Helped |
| use 2DGS+MLP deformation instead of Morpheus (ablation) | Offline non-rigid reconstruction · KillingFusion | Depth L1[cm]↓: 3.2 -> 4.9 | Hurt |
| use 2DGS+MLP deformation instead of Morpheus (ablation) | Offline non-rigid reconstruction · DeepDeform | Depth L1[cm]↓: 1.9 -> 1.1 | Helped |
| use 2DGS+MLP deformation instead of Morpheus (ablation) | Offline non-rigid reconstruction · iPhone | Depth L1[cm]↓: 2.4 -> 0.57 | Helped |
Limitations
- Tested primarily on small-scale scenes; complex real-world scenes may need 2D priors such as point tracking or optical flow.
- Runs at about 1.5 fps, limiting real-time use.
- Requires depth input (RGB-D); monocular extension only in supplementary material.
Experimental setup
Datasets: Sim4D Replica TUM RGB-D DeepDeform KillingFusion iPhone dataset
Benchmarks: Sim4D Replica TUM RGB-D DeepDeform KillingFusion iPhone dataset
Metrics: ATE RMSE L1 depth error PSNR SSIM LPIPS precision recall F1
Baselines: SurfelWarp MonoGS Morpheus DyNoMo
Builds on: 2D Gaussian Splatting MonoGS 3D Gaussian Splatting DynamicFusion ARAP
Closest papers by meaning
- DG-SLAM: Robust Dynamic Gaussian Splatting SLAM with Hybrid Pose Optimization (NeurIPS 2024 · similarity 0.88)
- Instant4D: 4D Gaussian Splatting in Minutes (NeurIPS 2025 · similarity 0.88)
- VTGaussian-SLAM: RGBD SLAM for Large Scale Scenes with Splatting View-Tied 3D Gaussians (ICML 2025 · similarity 0.87)
- Photo-SLAM: Real-time Simultaneous Localization and Photorealistic Mapping for Monocular Stereo and RGB-D Cameras (CVPR 2024 · similarity 0.87)
- Gaussian Splatting SLAM (CVPR 2024 · similarity 0.87)
- CTO-SLAM: Contour Tracking for Object-Level Robust 4D SLAM (AAAI 2024 · similarity 0.87)
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