🤖 AI Summary
This work addresses the slow convergence and limited rendering fidelity commonly encountered in existing RGB-D SLAM systems that employ 3D Gaussian representations. To overcome these limitations, we propose a pixel-aligned, simplified Gaussian representation that enables each Gaussian to adaptively adjust its depth along the viewing ray. Furthermore, we model the depth distribution within local pixel neighborhoods as a Gaussian, facilitating faster inter-frame alignment. Our approach significantly enhances both rendering fidelity and tracking efficiency while preserving system scalability. Extensive experiments on standard benchmarks demonstrate that our method outperforms state-of-the-art approaches, achieving notable improvements in view synthesis quality, camera pose accuracy, runtime speed, and memory footprint.
📝 Abstract
3D Gaussian Splatting (3DGS) has made remarkable progress in RGBD SLAM. Current methods usually use 3D Gaussians or view-tied 3D Gaussians to represent radiance fields in tracking and mapping. However, these Gaussians are either too flexible or too limited in movements, resulting in slow convergence or limited rendering quality. To resolve this issue, we adopt pixel-aligned Gaussians but allow each Gaussian to adjust its position along its ray to maximize the rendering quality, even if Gaussians are simplified to improve system scalability. To speed up the tracking, we model the depth distribution around each pixel as a Gaussian distribution, and then use these distributions to align each frame to the 3D scene quickly. We report our evaluations on widely used benchmarks, justify our designs, and show advantages over the latest methods in view rendering, camera tracking, runtime, and storage complexity. Please see our project page for code and videos at https://machineperceptionlab.github.io/SGAD-SLAM-Project .