High-Fidelity SLAM Using Gaussian Splatting with Rendering-Guided Densification and Regularized Optimization
Shuo Sun, Malcolm Mielle, Achim J. Lilienthal, Martin Magnusson
TL;DR
This paper tackles the challenge of online, high-fidelity dense RGBD SLAM by extending 3D Gaussian Splatting to simultaneous online mapping and tracking. It introduces rendering-guided Gaussian densification to fill holes and refine reobserved regions, and a regularized continual mapping objective to mitigate forgetting across frames. The method achieves state-of-the-art reconstruction on Replica and competitive results on TUM-RGBD, outperforming several neural implicit and Gaussian-based baselines in rendering fidelity while preserving realistic geometry. Limitations include sensitivity to motion blur in real-world data and the absence of loop-closure mechanisms, with future work aimed at loop closure, pose-graph optimization, real-time performance, and semantic integration.
Abstract
We propose a dense RGBD SLAM system based on 3D Gaussian Splatting that provides metrically accurate pose tracking and visually realistic reconstruction. To this end, we first propose a Gaussian densification strategy based on the rendering loss to map unobserved areas and refine reobserved areas. Second, we introduce extra regularization parameters to alleviate the forgetting problem in the continuous mapping problem, where parameters tend to overfit the latest frame and result in decreasing rendering quality for previous frames. Both mapping and tracking are performed with Gaussian parameters by minimizing re-rendering loss in a differentiable way. Compared to recent neural and concurrently developed gaussian splatting RGBD SLAM baselines, our method achieves state-of-the-art results on the synthetic dataset Replica and competitive results on the real-world dataset TUM.
