NeRF-VO: Real-Time Sparse Visual Odometry with Neural Radiance Fields
Jens Naumann, Binbin Xu, Stefan Leutenegger, Xingxing Zuo
TL;DR
NeRF-VO tackles real-time monocular visual odometry by fusing a fast, learning-based sparse VO front-end with a neural implicit dense mapping back-end. It uses sparse pose and patch-depth estimates from DPVO, augments them with monocular dense depth and surface normals, and optimizes a Nerfacto-based NeRF in a jointly learned framework with pose refinement. The key contributions include the sparse-to-dense scale alignment, monocular depth/normal priors, and a tightly integrated, asynchronous system that achieves state-of-the-art pose accuracy, dense reconstruction, and novel view synthesis while maintaining low tracking latency and memory usage. The work demonstrates strong performance across synthetic and real datasets, highlighting potential for real-time neural SLAM-enabled robotics and AR applications, and suggests future work to further fuse scene constraints into the pose front-end.
Abstract
We introduce a novel monocular visual odometry (VO) system, NeRF-VO, that integrates learning-based sparse visual odometry for low-latency camera tracking and a neural radiance scene representation for fine-detailed dense reconstruction and novel view synthesis. Our system initializes camera poses using sparse visual odometry and obtains view-dependent dense geometry priors from a monocular prediction network. We harmonize the scale of poses and dense geometry, treating them as supervisory cues to train a neural implicit scene representation. NeRF-VO demonstrates exceptional performance in both photometric and geometric fidelity of the scene representation by jointly optimizing a sliding window of keyframed poses and the underlying dense geometry, which is accomplished through training the radiance field with volume rendering. We surpass SOTA methods in pose estimation accuracy, novel view synthesis fidelity, and dense reconstruction quality across a variety of synthetic and real-world datasets while achieving a higher camera tracking frequency and consuming less GPU memory.
