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MASt3R-SLAM: Real-Time Dense SLAM with 3D Reconstruction Priors
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Builds a real-time monocular dense SLAM system around the off-the-shelf two-view MASt3R 3D reconstruction prior, using efficient iterative projective pointmap matching, ray-based tracking with pointmap fusion, retrieval-based loop closure, and second-order global optimisation.
Problem
Real-time, plug-and-play dense monocular SLAM that yields globally consistent poses and dense geometry from in-the-wild videos without known or fixed camera models.
Approach
Uses MASt3R two-view pointmaps as the unifying prior for tracking, mapping and relocalisation, assuming only a generic central camera; introduces iterative projective (ray-based) pointmap matching, ray-error tracking with running weighted pointmap fusion, incremental ASMK loop closure, and a Sim(3) Gauss-Newton backend.
Key results
- On TUM RGB-D with calibration, the system reaches average ATE 0.030 m, beating DROID-SLAM (0.038 m) and GO-SLAM (0.035 m).
- On ETH3D-SLAM train, it achieves the best mean ATE (0.086 m) and AUC (23.935) among compared monocular methods.
- Runs at roughly 15 FPS on an RTX 4090, with the matching kernel taking 2 ms versus 2000 ms for dense MASt3R matching.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| use calibrated MASt3R-SLAM instead of GO-SLAM | monocular SLAM · TUM RGB-D calibrated | ATE (m): 0.035 -> 0.030 | Helped |
| use uncalibrated MASt3R-SLAM instead of DROID-SLAM* | monocular SLAM · TUM RGB-D uncalibrated | ATE (m): 0.158 -> 0.060 | Helped |
| use Ours instead of DROID-SLAM | monocular SLAM · 7-Scenes | ATE (m): 0.049 -> 0.047 | Helped |
| add feature refinement to projective matching (ablation) | MASt3R-SLAM matching · TUM / 7-Scenes / EuRoC | ATE [m] w/ calib: 0.062 -> 0.039 | Helped |
| add feature refinement to projective matching (ablation) | MASt3R-SLAM matching · matching runtime | Matching Time [ms]: 0.5 -> 2 | Helped |
| use weighted-average pointmap fusion instead of the most recent pointmap (ablation) | MASt3R-SLAM · TUM / 7-Scenes / EuRoC without calibration | ATE [m]: 0.207 -> 0.097 | Helped |
| use weighted-average pointmap fusion instead of the first pointmap (ablation) | MASt3R-SLAM · TUM / 7-Scenes / EuRoC without calibration | ATE [m]: 0.114 -> 0.097 | Helped |
| use weighted-average pointmap fusion instead of median-confidence selection (ablation) | MASt3R-SLAM · TUM / 7-Scenes / EuRoC with calibration | ATE [m]: 0.039 -> 0.039 | No clear effect |
| use ray error instead of 3D point error (ablation) | uncalibrated tracking and backend optimisation · TUM / 7-Scenes / EuRoC | ATE (m): 0.155 -> 0.097 | Helped |
| add loop closure (ablation) | MASt3R-SLAM calibrated · TUM | ATE (m): 0.064 -> 0.030 | Helped |
| add loop closure (ablation) | MASt3R-SLAM calibrated · 7-Scenes | ATE (m): 0.066 -> 0.047 | Helped |
| add loop closure (ablation) | MASt3R-SLAM uncalibrated · EuRoC Vicon | Chamfer (m): 0.179 -> 0.090 | Helped |
Surprising findings
- Uncalibrated tracking with ray error gives better ATE than point error (0.097 vs 0.155 m average), and the system still beats DROID-SLAM in 7-Scenes Chamfer distance without calibration.
- On EuRoC, the calibrated system's ATE (0.041 m) trails DROID-SLAM (0.022 m), though its geometry accuracy is better.
Limitations
- Pointmaps are not refined in the full global optimisation, so geometry can be inconsistent in 3D.
- MASt3R is trained only on pinhole images, so geometry degrades with increasing lens distortion.
- Full-resolution decoder use is a bottleneck for low-latency tracking and loop-closure checks.
Experimental setup
Datasets: TUM RGB-D 7-Scenes ETH3D-SLAM EuRoC
Benchmarks: TUM RGB-D 7-Scenes ETH3D-SLAM EuRoC
Metrics: ATE RMSE AUC accuracy completion Chamfer distance FPS
Baselines: DROID-SLAM DPV-SLAM DPV-SLAM++ GO-SLAM ORB-SLAM3 DeepFactors DeepV2D NICER-SLAM Spann3R DPVO
Builds on: MASt3R DUSt3R DROID-SLAM ASMK MASt3R-SfM
Closest papers by meaning
- SLAM3R: Real-Time Dense Scene Reconstruction from Monocular RGB Videos (CVPR 2025 · similarity 0.91)
- Gaussian Splatting SLAM (CVPR 2024 · similarity 0.87)
- MUSt3R: Multi-view Network for Stereo 3D Reconstruction (CVPR 2025 · similarity 0.87)
- VGGT-SLAM: Dense RGB SLAM Optimized on the SL(4) Manifold (NeurIPS 2025 · similarity 0.86)
- DUSt3R: Geometric 3D Vision Made Easy (CVPR 2024 · similarity 0.86)
- GS-SLAM: Dense Visual SLAM with 3D Gaussian Splatting (CVPR 2024 · similarity 0.86)
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