OG-Mapping: Octree-based Structured 3D Gaussians for Online Dense Mapping
Meng Wang, Junyi Wang, Changqun Xia, Chen Wang, Yue Qi
TL;DR
OG-Mapping tackles the challenge of robust, real-time online dense mapping by fusing a sparse octree with structured 3D Gaussians anchored to scene voxels. It introduces an anchor-based progressive map refinement and a dynamic keyframe window to improve detail capture, avoid local minima, and mitigate forgetting, all while maintaining a compact memory footprint. Across Replica and ScanNet, it delivers higher rendering fidelity and more compact maps than prior Gaussian-based RGB-D methods, benefiting from fast rasterization and depth-noise robustness. The approach advances real-time 3D mapping for AR/VR and digital twins by enabling high-quality dense reconstructions with efficient memory usage.
Abstract
3D Gaussian splatting (3DGS) has recently demonstrated promising advancements in RGB-D online dense mapping. Nevertheless, existing methods excessively rely on per-pixel depth cues to perform map densification, which leads to significant redundancy and increased sensitivity to depth noise. Additionally, explicitly storing 3D Gaussian parameters of room-scale scene poses a significant storage challenge. In this paper, we introduce OG-Mapping, which leverages the robust scene structural representation capability of sparse octrees, combined with structured 3D Gaussian representations, to achieve efficient and robust online dense mapping. Moreover, OG-Mapping employs an anchor-based progressive map refinement strategy to recover the scene structures at multiple levels of detail. Instead of maintaining a small number of active keyframes with a fixed keyframe window as previous approaches do, a dynamic keyframe window is employed to allow OG-Mapping to better tackle false local minima and forgetting issues. Experimental results demonstrate that OG-Mapping delivers more robust and superior realism mapping results than existing Gaussian-based RGB-D online mapping methods with a compact model, and no additional post-processing is required.
