SplatMAP: Online Dense Monocular SLAM with 3D Gaussian Splatting

Achieving high-fidelity 3D reconstruction from monocular video remains challenging due to the inherent limitations of traditional methods like Structure-from-Motion (SfM) and monocular SLAM in accurately capturing scene details. While differentiable rendering techniques such as Neural Radiance Fields (NeRF) address some of these challenges, their high computational costs make them unsuitable for real-time applications. Additionally, existing 3D Gaussian Splatting (3DGS) methods often focus on photometric consistency, neglecting geometric accuracy and failing to exploit SLAM’s dynamic depth and pose updates for scene refinement. We propose a framework integrating dense SLAM with 3DGS for near real-time, high-fidelity dense reconstruction. Our approach introduces SLAM-Informed Adaptive Densification , which dynamically updates and densifies the Gaussian model by leveraging dense point clouds from SLAM. Additionally, we incorporate Geometry-Guided Optimization , which combines edge-aware geometric constraints and photometric consistency to jointly optimize appearance and geometry of the 3DGS scene representation, enabling detailed and accurate SLAM mapping reconstruction. Experiments on the Replica and TUM-RGBD datasets demonstrate the effectiveness of our approach, achieving state-of-the-art results among monocular systems. Specifically, our method achieves a PSNR of 36.864, SSIM of 0.985, and LPIPS of 0.040 on Replica, representing improvements of 10.7%, 6.4%, and 49.4%, respectively, over the previous SOTA. On TUM-RGBD, our method outperforms the closest baseline by 10.2%, 6.6%, and 34.7% in the same metrics. These results highlight the potential of our framework in bridging the gap between photometric and geometric dense 3D scene representations, paving the way for practical and efficient monocular dense reconstruction. A demonstration of the results can be found in the accompanying video: https://youtu.be/Pr_kyWQQkGo .

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Publication Details

Journal
Proceedings of the ACM on Computer Graphics and Interactive Techniques
Published
2025-05-22
DOI
https://doi.org/10.1145/3728310
Primary Topic
Robotics and Sensor-Based Localization
Type
article
Field-Weighted Citation Impact
0.00
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article

SplatMAP: Online Dense Monocular SLAM with 3D Gaussian Splatting

Rong Liu, Andrew Feng, Meida Chen, Peter A. Beerel et al.
Proceedings of the ACM on Computer Graphics and Interactive Techniques
Robotics and Sensor-Based Localization
article

SplatMAP: Online Dense Monocular SLAM with 3D Gaussian Splatting

Rong Liu, Andrew Feng, Meida Chen, Peter A. Beerel, Yue Hu
article en

Abstract

Achieving high-fidelity 3D reconstruction from monocular video remains challenging due to the inherent limitations of traditional methods like Structure-from-Motion (SfM) and monocular SLAM in accurately capturing scene details. While differentiable rendering techniques such as Neural Radiance Fields (NeRF) address some of these challenges, their high computational costs make them unsuitable for real-time applications. Additionally, existing 3D Gaussian Splatting (3DGS) methods often focus on photometric consistency, neglecting geometric accuracy and failing to exploit SLAM’s dynamic depth and pose updates for scene refinement. We propose a framework integrating dense SLAM with 3DGS for near real-time, high-fidelity dense reconstruction. Our approach introduces SLAM-Informed Adaptive Densification , which dynamically updates and densifies the Gaussian model by leveraging dense point clouds from SLAM. Additionally, we incorporate Geometry-Guided Optimization , which combines edge-aware geometric constraints and photometric consistency to jointly optimize appearance and geometry of the 3DGS scene representation, enabling detailed and accurate SLAM mapping reconstruction. Experiments on the Replica and TUM-RGBD datasets demonstrate the effectiveness of our approach, achieving state-of-the-art results among monocular systems. Specifically, our method achieves a PSNR of 36.864, SSIM of 0.985, and LPIPS of 0.040 on Replica, representing improvements of 10.7%, 6.4%, and 49.4%, respectively, over the previous SOTA. On TUM-RGBD, our method outperforms the closest baseline by 10.2%, 6.6%, and 34.7% in the same metrics. These results highlight the potential of our framework in bridging the gap between photometric and geometric dense 3D scene representations, paving the way for practical and efficient monocular dense reconstruction. A demonstration of the results can be found in the accompanying video: https://youtu.be/Pr_kyWQQkGo .

Proceedings of the ACM on Computer Graphics and Interactive TechniquesVol. 8(1)
University of Southern California (US), Creative Technologies (United States) (US)
Openalex Percentile: Top 85%
Robotics and Sensor-Based Localization
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