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Gaussian Splatting SLAM
April 16, 2024, 4:49 a.m. | Hidenobu Matsuki, Riku Murai, Paul H. J. Kelly, Andrew J. Davison
cs.CV updates on arXiv.org arxiv.org
Abstract: We present the first application of 3D Gaussian Splatting in monocular SLAM, the most fundamental but the hardest setup for Visual SLAM. Our method, which runs live at 3fps, utilises Gaussians as the only 3D representation, unifying the required representation for accurate, efficient tracking, mapping, and high-quality rendering. Designed for challenging monocular settings, our approach is seamlessly extendable to RGB-D SLAM when an external depth sensor is available. Several innovations are required to continuously reconstruct …
abstract application arxiv cs.cv cs.ro mapping quality rendering representation setup slam tracking type visual visual slam
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