This work presents, to the best of the knowledge, the first online Gaussian SLAM framework that tracks and maps directly on single-exposure 16-bit linear HDR imagery and transfers seamlessly to SplaTAM, Gaussian SLAM, and DROID-W, eliminating all tracking failures these systems suffer on challenging illumination sequences.
Abstract
Current dense visual SLAM systems rely almost exclusively on 8-bit tonemapped Low Dynamic Range (LDR) inputs, limiting their robustness in extreme lighting where shadows and highlights trigger tracking drift and mapping collapse. Conversely, existing raw and High Dynamic Range (HDR) reconstruction pipelines operate strictly offline. They depend on Structure-from-Motion preprocessing and are not suited for large inter-frame motion. We present, to the best of our knowledge, the first online Gaussian SLAM framework that tracks and maps directly on single-exposure 16-bit linear HDR imagery. Our method rests on three core components: an architecture-agnostic HDR Gaussian Splatting module featuring an MLP-free logarithmic parameterization of Gaussian color features; a Reinhard range-compressed photometric objective; and structure-guided spatial gradient weighting. Combined, these components allow our approach to outperform a direct HDR adaptation of MonoGS in both trajectory and reconstruction accuracy, while rendering natively in linear scene radiance for post-rendering processing. The same formulation runs unchanged on standard 8-bit inputs, roughly halving the MonoGS baseline error. Furthermore, our HDR Gaussian module transfers seamlessly to SplaTAM, Gaussian SLAM, and DROID-W, eliminating all tracking failures these systems suffer on challenging illumination sequences. To enable this research, we introduce RawSLAM: a dataset of 10 real-world indoor sequences featuring 16-bit RAW imagery, aligned depth, IMU measurements, and external OptiTrack poses. Code and dataset will be made publicly available soon.
A novel tone mapping method that not only bridges the gap between HDR RAW inputs and the LDR sRGB requirements of detection networks but also achieves end-to-end optimization with downstream tasks and achieves real-time processing of 4K high-bit-depth HDR inputs on NVIDIA Jetson platforms.
Gongzhe Li, Linwei Qiu, Peibei Cao et al.· Neural Information Processin...· 2 citations
3D Gaussian Splatting has enabled photorealistic dense mapping for visual Simultaneous Localization and Mapping (SLAM). Nevertheless, most existing pipelines are designed for static scenes and thus degrade under dynamic occlusions, leading to unstable tracking and noticeable mapping artifacts. Prior dynamic solutions o...
Jia-Shun Guo, Xiao-Le Chen, Wen-Di Kang et al.· IEEE Robotics and Automation...· 0 citations
DecoGS introduces an adaptive mechanism that selectively focuses optimization on spatiotemporal regions exhibiting motion or photometric changes, eliminating redundant updates that cause flickering and drift in nominally static regions, while enabling fast, high-fidelity scene updates.
Idil Sulo, Alexey Supikov, Ilke Demir et al.· 0 citations
This paper introduces a regularized BA framework that leverages a fast multi-view matcher and monocular priors for initialization and regularization and demonstrates improved performance and speed tradeoffs over traditional, feed-forward, and hybrid baselines.
Vincent Leroy, Philippe Weinzaepfel, Lojze Žust et al.· 0 citations
An enhancement pipeline that operates entirely within classical signal processing is proposed, providing a transparent alternative to black-box machine learning methods while remaining practical on standard personal computers.
Swarnajit Bhattacharya· Asian journal of applied sci...· 0 citations