Gaussian Splatting SLAM
Hidenobu Matsuki, Riku Murai, Paul H. J. Kelly, Andrew J. Davison
TL;DR
This work introduces the first online monocular SLAM system built entirely on 3D Gaussian Splatting (3DGS), enabling live high-fidelity reconstruction and novel-view rendering with a single RGB stream. It derives an analytic SE(3) camera pose Jacobian for direct optimization against a Gaussian map, adds isotropic regularisation to stabilize geometry, and implements Gaussian insertion/pruning within a unified map-centric SLAM framework. The approach achieves state-of-the-art results in trajectory estimation and rendering quality on monocular and RGB-D benchmarks, and demonstrates robustness across challenging scenes including transparent and thin structures. While current results are in small-scale environments and avoid loop closure, the framework offers strong potential for real-time, high-fidelity Spatial AI with future extensions to large-scale maps and loop-closure integration.
Abstract
We present the first application of 3D Gaussian Splatting in monocular SLAM, the most fundamental but the hardest setup for Visual SLAM. Our method, which runs live at 3fps, utilises Gaussians as the only 3D representation, unifying the required representation for accurate, efficient tracking, mapping, and high-quality rendering. Designed for challenging monocular settings, our approach is seamlessly extendable to RGB-D SLAM when an external depth sensor is available. Several innovations are required to continuously reconstruct 3D scenes with high fidelity from a live camera. First, to move beyond the original 3DGS algorithm, which requires accurate poses from an offline Structure from Motion (SfM) system, we formulate camera tracking for 3DGS using direct optimisation against the 3D Gaussians, and show that this enables fast and robust tracking with a wide basin of convergence. Second, by utilising the explicit nature of the Gaussians, we introduce geometric verification and regularisation to handle the ambiguities occurring in incremental 3D dense reconstruction. Finally, we introduce a full SLAM system which not only achieves state-of-the-art results in novel view synthesis and trajectory estimation but also reconstruction of tiny and even transparent objects.
