Splat-SLAM: Globally Optimized RGB-only SLAM with 3D Gaussians
Erik Sandström, Keisuke Tateno, Michael Oechsle, Michael Niemeyer, Luc Van Gool, Martin R. Oswald, Federico Tombari
TL;DR
The paper tackles the challenge of robust, RGB-only dense SLAM by introducing Splat-SLAM, a pipeline that jointly optimizes camera tracking and a deformable 3D Gaussian map while using a proxy depth that fuses multi-view and monocular estimates. It combines frame-to-frame dense tracking with online loop closure and global bundle adjustment, enabling online deformation of the Gaussian map to maintain global consistency. Key contributions include the first RGB-only system to integrate loop closure, proxy depth, and online 3D Gaussian deformation, achieving superior rendering and reconstruction on Replica, TUM-RGBD, and ScanNet with competitive tracking and efficient memory usage. The results demonstrate high-quality dense rendering and geometry from RGB input alone, with practical performance for real-world scenarios.
Abstract
3D Gaussian Splatting has emerged as a powerful representation of geometry and appearance for RGB-only dense Simultaneous Localization and Mapping (SLAM), as it provides a compact dense map representation while enabling efficient and high-quality map rendering. However, existing methods show significantly worse reconstruction quality than competing methods using other 3D representations, e.g. neural points clouds, since they either do not employ global map and pose optimization or make use of monocular depth. In response, we propose the first RGB-only SLAM system with a dense 3D Gaussian map representation that utilizes all benefits of globally optimized tracking by adapting dynamically to keyframe pose and depth updates by actively deforming the 3D Gaussian map. Moreover, we find that refining the depth updates in inaccurate areas with a monocular depth estimator further improves the accuracy of the 3D reconstruction. Our experiments on the Replica, TUM-RGBD, and ScanNet datasets indicate the effectiveness of globally optimized 3D Gaussians, as the approach achieves superior or on par performance with existing RGB-only SLAM methods methods in tracking, mapping and rendering accuracy while yielding small map sizes and fast runtimes. The source code is available at https://github.com/eriksandstroem/Splat-SLAM.
