This work presents CGS-SLAM, a hybrid decentralized/centralized system enabling multi-agent 3DGS SLAM using only RGB and inertial data, and demonstrates competitive tracking performance, improved rendering quality over state-of-the-art methods, and accurate submap alignment.
Abstract
Recent advances in SLAM have leveraged 3DGS for photorealistic reconstruction and novel view synthesis. However, most methods rely on RGB-D input, which is unavailable on consumer-grade smartphones, and few integrate 3DGS within a collaborative framework. Therefore, we present CGS-SLAM, a hybrid decentralized/centralized system enabling multi-agent 3DGS SLAM using only RGB and inertial data. Each agent performs local tracking with inertial data as a motion prior and reconstructs a scaled map using a metric monocular depth estimator (Depth Pro). Keyframe encodings are shared among agents, enabling dynamic keyframing in regions of spatial overlaps with other agents, enhancing submap alignment. Afterwards, a central server aligns submaps using VGGT as a view alignment model. This bidirectional communication keeps communication cost low during mapping and global reconstruction in difficult GNSS-denied environments. Experiments on multiple datasets demonstrate competitive tracking performance, improved rendering quality over state-of-the-art methods, and accurate submap alignment.
Experiments show that MS-SLAM stabilizes per-frame processing while maintaining competitive trajectory accuracy and rendering quality, and further demonstrate the feasibility of online RGB-D mapping in real indoor scenes.
Ben Wang, Yueri Cai, Jianqiao Xu· The Visual Computer· 0 citations
This work proposes LightSplat, a hybrid-representation RGB-D SLAM framework that synergizes local sparse features for robust and fast tracking with a dual-thread backend that progressively constructs dense Gaussian submaps, and achieves the online reconstruction of high-fidelity Gaussian map.
Recent advances in SLAM systems based on 3D Gaussian Splatting have enabled dense and photorealistic scene reconstruction. However, 3DGS‐based methods still suffer from limited geometric awareness due to the lack of normal rendering support, view inconsistency and weak depth constraints, ultimately hindering high‐f...
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This work revisits 3D Gaussian Splatting heuristics in a decoupled 3DGS-SLAM setting and proposes three geometry-aware methods that operate in the mapping thread: transmittance-preserving densification, camera-aware scale initialization from depth and intrinsics, and error-guided densification that focuses new primitiv...
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Real-time dense SLAM is a core capability for robotics applications that require robust localization and high- quality mapping in dynamic or fast-changing environments. Recent 3D Gaussian Splatting (3DGS)-based SLAM methods have shown promising performance, but most are designed for narrow-FoV pinhole cameras, where li...
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