IG-SLAM: Instant Gaussian SLAM
F. Aykut Sarikamis, A. Aydin Alatan
TL;DR
IG-SLAM tackles real-time dense RGB-only SLAM by uniting robust Dense-SLAM tracking with 3D Gaussian Splatting. It leverages depth uncertainty in map optimization and a decay-based training strategy to enable about 10 fps on a single process while maintaining high-quality reconstructions. A DROID-SLAM-based tracking backbone yields poses $ extbf{G}_t$ and dense depths $ extbf{d}_t$ with covariance $oldsymbol{ abla}$ that supervise a differentiable Gaussian Splatting mapper, employing a coarse-to-fine training regime. Evaluations on Replica, TUM-RGB-D, ScanNet, and EuRoC show competitive rendering and 3D reconstruction quality with notable speed gains, including best performance on EuRoC, demonstrating the practicality of depth-aware Gaussian SLAM for large-scale sequences.
Abstract
3D Gaussian Splatting has recently shown promising results as an alternative scene representation in SLAM systems to neural implicit representations. However, current methods either lack dense depth maps to supervise the mapping process or detailed training designs that consider the scale of the environment. To address these drawbacks, we present IG-SLAM, a dense RGB-only SLAM system that employs robust Dense-SLAM methods for tracking and combines them with Gaussian Splatting. A 3D map of the environment is constructed using accurate pose and dense depth provided by tracking. Additionally, we utilize depth uncertainty in map optimization to improve 3D reconstruction. Our decay strategy in map optimization enhances convergence and allows the system to run at 10 fps in a single process. We demonstrate competitive performance with state-of-the-art RGB-only SLAM systems while achieving faster operation speeds. We present our experiments on the Replica, TUM-RGBD, ScanNet, and EuRoC datasets. The system achieves photo-realistic 3D reconstruction in large-scale sequences, particularly in the EuRoC dataset.
