Visual SLAM with 3D Gaussian Primitives and Depth Priors Enabling Novel View Synthesis
Zhongche Qu, Zhi Zhang, Cong Liu, Jianhua Yin
TL;DR
This work addresses the challenge of achieving dense, real-time SLAM by integrating 3D Gaussian Splatting (3DGS) with depth priors and differentiable rendering. A rotation-translation decoupled inverse-optimization pipeline estimates camera pose while updating a dense 3D Gaussian map, enabling novel view synthesis through fast CUDA rasterization. Depth priors regularize the 3DGS representation to mitigate multi-view inconsistencies, yielding improved pose accuracy and depth reconstruction. Evaluations on the TUM-RGBD dataset demonstrate centimeter-level localization, competitive view synthesis (PSNR $\approx$ 19–25 dB), and low depth RMSE ($\approx$ 2.8–6 cm), validating real-time performance and dense reconstruction capabilities. The approach advances dense SLAM by combining explicit 3D primitives, differentiable rendering, and regularization via depth information, with implications for AR/VR and robotics.
Abstract
Conventional geometry-based SLAM systems lack dense 3D reconstruction capabilities since their data association usually relies on feature correspondences. Additionally, learning-based SLAM systems often fall short in terms of real-time performance and accuracy. Balancing real-time performance with dense 3D reconstruction capabilities is a challenging problem. In this paper, we propose a real-time RGB-D SLAM system that incorporates a novel view synthesis technique, 3D Gaussian Splatting, for 3D scene representation and pose estimation. This technique leverages the real-time rendering performance of 3D Gaussian Splatting with rasterization and allows for differentiable optimization in real time through CUDA implementation. We also enable mesh reconstruction from 3D Gaussians for explicit dense 3D reconstruction. To estimate accurate camera poses, we utilize a rotation-translation decoupled strategy with inverse optimization. This involves iteratively updating both in several iterations through gradient-based optimization. This process includes differentiably rendering RGB, depth, and silhouette maps and updating the camera parameters to minimize a combined loss of photometric loss, depth geometry loss, and visibility loss, given the existing 3D Gaussian map. However, 3D Gaussian Splatting (3DGS) struggles to accurately represent surfaces due to the multi-view inconsistency of 3D Gaussians, which can lead to reduced accuracy in both camera pose estimation and scene reconstruction. To address this, we utilize depth priors as additional regularization to enforce geometric constraints, thereby improving the accuracy of both pose estimation and 3D reconstruction. We also provide extensive experimental results on public benchmark datasets to demonstrate the effectiveness of our proposed methods in terms of pose accuracy, geometric accuracy, and rendering performance.
