CGS-SLAM: Collaborative Gaussian Splatting based SLAM for Multi-Agent Reconstruction
Authors: Jean-Daniel de Ambrogi, Aladine Chetouani, Vincent Nguyen, Aurélien Chateigner
Organizations: Université Sorbonne Paris Nord, L2TI, UR 3043, F-93430, Villetaneuse, France · SAS IMPACT, Orléans, France · Université d’Orléans, INSA CVL, LIFO, UR 4022, Orléans, France
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.
Figures & tables
Figure 1: The global architecture of our framework. Our method allows multiple agents to evolve into an unknown environment and locally reconstruct it. The keyframes encodings are sent to the server, which broadcast them to all agents. Afterwards all agents share their local maps to the server which merge them into a single global map.
Figure 2: Comparison of the rendering between LiDAR (left), MiDaS [ 34 ] depth estimator (middle) and Depth-Pro (right) based Gaussian maps on scene fast-straight from UT-MM. Our method exhibits reduced linear distortion along the horizontal axis. Even when compared against LiDAR measurements, our method demonstrates superior consistency against sensor artifacts found in the left panel.
Figure 3: Raw trajectory output (TUM, fr1/desk), i.e . when results are not rotated, scaled nor translated to fit at best the ground truth, as usually done to evaluate ATE-RMSE. We only align the origin. Our method offers a trajectory almost at scale with the ground truth, while MM3DGS is way off with an overall size of a third of the GT.
Method
Map
Setup
fr1/desk
fr1/desk2
fr1/room
fr2/xyz
fr3/office
Avg
iMAP [ 43 ]
Neural
RGBD
4.9*
–
–
2.0*
58*
–
NiceSLAM [ 56 ]
Neural
RGBD
4.26*
4.99*
34.49*
31.73*
30*
21.09
CP-SLAM [ 16 ]
Neural
RGBD
7.84*
–
–
3.93*
–
–
Go-SLAM [ 54 ]
Neural
RGB
1.6*
2.8*
5.2*
1.0*
2.23
2.56
GS-SLAM [ 50 ]
3DGS
RGBD
3.3*
–
–
1.3*
–
–
MAGIC-SLAM [ 51 ]
3DGS
RGBD
4.71
3.91
14.45
1.15
15.64
7.97
Table 1: Tracking results against SOTA neural methods (top) and 3DGS based methods (bottom) on TUM Dataset (ATE-RMSE ↓ cm). Results marked with * are provided by the original paper. Our method does not use depth measurements and still performs as well as the RGBD-based 3DGS SLAM methods. The first , second , and third ranks are highlighted accordingly on 3DGS based SLAM; Go-SLAM provides the best results on all scenes.
Figure 4: From left to right: RGB GT, RGB rendering, Depth GT, Depth rendering and Depth predicted from fr1/desk (TUM) and Fast-Straight (UT-MM) scenes with our method on monocular settings. We achieve clear rendering fidelity and spatial consistency with the GT.
Magic-SLAM
MAC-Ego3D
MM3DGS
Ours
Scene
PSNR
SSIM
LPIPS
PSNR
SSIM
LPIPS
PSNR
SSIM
LPIPS
PSNR
SSIM
LPIPS
Square-1
18.46
0.77
0.37
20.60
0.18
0.76
16.06
0.57
0.44
18.13
0.64
0.43
Square-2
–
–
–
20.84
0.17
0.78
17.50
0.60
0.42
18.08
0.62
0.39
Ego-centric
19.10
0.79
0.30
14.38
0.39
0.61
22.81
0.82
0.22
23.34
0.86
0.20
Fast-Straight
22.45
0.86
0.28
21.04
0.20
0.77
21.58
0.78
0.29
24.51
0.82
0.26
fr1/desk
16.57
0.68
0.47
15.66
0.67
0.38
14.73
0.56
0.60
19.44
0.70
0.38
Table 2: Rendering comparison on TUM and UT-MM datasets. PSNR ↑ , SSIM ↑ and LPIPS ↓ . Magic-SLAM and MAC-Ego3D are RGBD, while MM3DGS and ours are RGB-only. We perform better than MM3DGS on all scenes, and achieve similar quality with the RGBD methods. Magic-SLAM failed on Square-2 scene.
Method
Square1
Ego-centric
Square2
Fast-straight
Avg
ATE
PSNR
ATE
PSNR
ATE
PSNR
ATE
PSNR
ATE
PSNR
MM3DGS (CV)
59.48
16.0
4.09
23.15
67.20
17.51
25.78
21.71
39.14
19.59
Ours (CV)
55.43
17.0
5.02
23.52
62.84
17.96
12.85
21.78
34.03
20.06
MM3DGS (IMU)
47.05
16.06
3.52
22.81
68.50
17.50
16.78
21.58
33.96
19.49
Ours (IMU)
42.33
18.13
4.26
23.34
55.24
18.08
6.07
24.51
26.98
21.02
Table 3: Contribution of the IMU pre-integration compared to the Constant Velocity (CV) Assumption during the tracking phase. All methods are in monocular settings, our method outperforms MM3DGS in most cases. ATE RMSE is in cm and PSNR is in dB. The first , second , and third ranks are highlighted accordingly.
Figure 5: Submap alignment comparison on different scenes association from the UT-MM dataset. Each trajectory is plotted after transformed by the server sub-map alignment process. Our method achieves sub-meter spatial alignment with the ground truth (translation error < 0.40 m), and can work with multiple ( > 2) agents exploring the same scene.
Scenes
with Dynamic KF
without Dynamic KF
Sq1&EgoCtr
37.33
53.40
Sq1&FastStr
18.12
19.08
FastStr&Sq1&EC
39.63
68.13
Table 4: Dynamic KF impact on ATE (cm) on global map. Enabling it brings improved alignment on all scenes. It has limited contribution on Sq1&FastStr as the second trajectory is rectilinear and forward, thus all the keyframes carry the same information
Appendix figures & tables9 assets
Supplementary material from the paper’s appendix.
Appendix
Figure S1 : Our communication protocol uses a custom message architecture enabling efficient, low-bandwidth communication of keyframe encodings.
Mapping
Value
Learning Rates (LR)
λD
0.05
λC
0.75
λS
0.2
Camera t / q LR
0.001 / 0.003
Feature / Opacity LR
0.0025 / 0.05
Appendix
Table S1: System parameters used in our experimental setup.
Depth Pro
Depth Anything V3
Scene
ATE-RMSE
PSNR
SSIM
LPIPS
ATE-RMSE
PSNR
SSIM
LPIPS
Square-1
42.33
18.13
0.64
0.43
61.42
16.42
0.53
0.45
Square-2
55.24
18.08
0.62
0.39
X
X
X
X
Ego-centric
4.26
23.34
0.86
0.20
26.55
18.62
0.69
0.35
Fast-Straight
6.07
24.51
0.82
0.26
12.63
20.54
0.68
0.48
Slow-Straight-2
5.01
25.85
0.84
0.24
6.18
25.66
0.84
0.24
Appendix
Table S2 : Tracking (ATE-RMSE ↓ ) and Rendering (PSNR ↑ , SSIM ↑ and LPIPS ↓ ) comparison between Depth Pro (DP) and Depth Anything V3 (DA3) setup on TUM and UT-MM datasets. DA3 is competitive and occasionally better on the small TUM sequences, but degrades sharply on the large UT-MM scenes and fails on Square-2, which is why we retain the dual-model setup
Figure S2 : Trajectory comparison between Depth Pro and Depth Anything configuration. We can see that the Depth Pro configuration achieves better tracking, with better handling of turns.
Scene
Agent
ATE-RMSE
PSNR
SSIM
LPIPS
Apt-0
0
12.33
26.96
0.79
0.29
1
15.06
25.20
0.81
0.24
Apt-1
0
199.39
12.92
0.55
0.49
1
122.20
17.65
0.62
0.43
Apt-2
0
19.54
25.20
0.77
0.28
1
150.09
18.83
0.72
0.34
Appendix
Table S3 : Tracking (ATE-RMSE ↓ cm) and Rendering (PSNR ↑ dB, SSIM ↑ and LPIPS ↓ ) on Replica Dataset under the constant velocity hypothesis (no IMU).
Figure S3 : Top view of trajectories from global alignment of submaps from ReplicaMultiagent. The tracking error from the lack of IMU contaminates the submap alignments, resulting in poor ATE-RMSE.
Figure S4 : Rendering examples of the scenes from Apt-0 and Apt-1 of the Replica dataset.
Figure S5 : Rendering results of monocular single agent exploration on UT-MM and TUM dataset with Depth Pro as MMDE. We can see that the rendering provides good results, but also some small artifacts. Leveraging a MMDE allows to bypass some of the poorly detailed area of the depth ground truth from UT-MM.
Method
Config
Square-1
Square-2
Ego-Centric-1
Fast-Straight
Magic-SLAM
RGBD
6.24
X
4.78
5.72
MAC-Ego3D
RGBD
40.07
77.24
39.08
19.44
Ours
RGB+IMU
42.33
55.24
4.26
6.07
Slow-Straight-1
Slow-Straight-2
Ego-Drive
Ego-Centric-2
Magic-SLAM
RGBD
8.49
5.94
8.01
7.16
MAC-Ego3D
RGBD
13.82
16.02
X
19.31
Appendix
Table S4 : Single agent tracking evaluation ATE (cm). Ours (RGB) against Magic-SLAM (RGB-D) and MAC-Ego3D (RGB-D) on UT-MM scenes.
Department of Computer Engineering, Polytechnique Montreal, Montreal, QC, Canada · Department of Mathematics, University of Wisconsin, Madison, WI 53706, USA