Simultaneous Localization And Mapping

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19 papers in the last 28 days · 0.3% of indexed attention

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Period ending 2026-09-21

12 new papers

A weekly snapshot of new work published in Simultaneous Localization And Mapping.

Period ending 2026-09-14

2 new papers

A weekly snapshot of new work published in Simultaneous Localization And Mapping.

Period ending 2026-09-07

4 new papers

A weekly snapshot of new work published in Simultaneous Localization And Mapping.

135 papers

Latest in Simultaneous Localization And Mapping

Apr 16, 2026cs.RO

CAVERS: Multimodal SLAM Data from a Natural Karstic Cave with Ground Truth Motion Capture

Autonomous robots operating in natural karstic caves face perception and navigation challenges that are qualitatively distinct from those encountered in mines or tunnels: irregular geometry, reflective wet surfaces, near-zero ambient light, and complex branching passages. Yet publicly available datasets targeting this environment remain scarce and offer limited sensing modalities and environmental diversity. We present CAVERS, a multimodal dataset acquired in two structurally distinct rooms of Cueva de la Victoria, Málaga, Spain, comprising 24 sequences totaling approximately 335 GB of recorded data. The sensor suite combines an Intel RealSense D435i RGB-D-I camera, an Optris PI640i near-IR thermal camera, and a Velodyne VLP-16 LiDAR, operated both handheld and mounted on a wheeled rover under full darkness and artificial illumination. For most of the sequences, mm-accurate 6-DoF ground truth pose and velocity at 120 Hz are provided by an Optirack motion capture system installed directly inside the cave. We benchmark seven state-of-the-art SLAM and odometry algorithms spanning visual, visual-inertial, thermal-inertial, and LiDAR-based pipelines, as well as a 3D reconstruction pipeline, demonstrating the dataset's usability. %The dataset and all supplementary material are publicly available at: https://github.com/spaceuma/cavers.
Giacomo Franchini, David Rodríguez-Martínez, Alfonso Martínez-Petersen +2
Apr 16, 2026cs.RO

Keep It CALM: Toward Calibration-Free Kilometer-Level SLAM with Visual Geometry Foundation Models via an Assistant Eye

Visual Geometry Foundation Models (VGFMs) demonstrate remarkable zero-shot capabilities in local reconstruction. However, deploying them for kilometer-level Simultaneous Localization and Mapping (SLAM) remains challenging. In such scenarios, current approaches mainly rely on linear transforms (e.g., Sim3 and SL4) for sub-map alignment, while we argue that a single linear transform is fundamentally insufficient to model the complex, non-linear geometric distortions inherent in VGFM outputs. Forcing such rigid alignment leads to the rapid accumulation of uncorrected residuals, eventually resulting in significant trajectory drift and map divergence. To address these limitations, we present CAL2M (Calibration-free Assistant-eye based Large-scale Localization and Mapping), a plug-and-play framework compatible with arbitrary VGFMs. Distinct from traditional systems, CAL2M introduces an "assistant eye" solely to leverage the prior of constant physical spacing, effectively eliminating scale ambiguity without any temporal or spatial pre-calibration. Furthermore, leveraging the assumption of accurate feature matching, we propose an epipolar-guided intrinsic and pose correction model. Supported by an online intrinsic search module, it can effectively rectify rotation and translation errors caused by inaccurate intrinsics through fundamental matrix decomposition. Finally, to ensure accurate mapping, we introduce a globally consistent mapping strategy based on anchor propagation. By constructing and fusing anchors across the trajectory, we establish a direct local-to-global mapping relationship. This enables the application of nonlinear transformations to elastically align sub-maps, effectively eliminating geometric misalignments and ensuring a globally consistent reconstruction. The source code of CAL2M will be publicly available at https://github.com/IRMVLab/CALM.
Tianjun Zhang, Fengyi Zhang, Tianchen Deng +2
Apr 15, 2026cs.CV

LingBot-Map: Geometric Context Transformer for Streaming 3D Reconstruction

Streaming 3D reconstruction aims to recover 3D information, such as camera poses and point clouds, from a video stream, which necessitates geometric accuracy, temporal consistency, and computational efficiency. Motivated by the principles of Simultaneous Localization and Mapping (SLAM), we introduce LingBot-Map, a feed-forward 3D foundation model for reconstructing scenes from streaming data, built upon a geometric context transformer (GCT) architecture. A defining aspect of LingBot-Map lies in its carefully designed attention mechanism, which integrates an anchor context, a pose-reference window, and a trajectory memory to address coordinate grounding, dense geometric cues, and long-range drift correction, respectively. This design keeps the streaming state compact while retaining rich geometric context, enabling stable efficient inference at around 20 FPS on 518 x 378 resolution inputs over long sequences exceeding 10,000 frames. Extensive evaluations across a variety of benchmarks demonstrate that our approach achieves superior performance compared to both existing streaming and iterative optimization-based approaches.
Lin-Zhuo Chen, Jian Gao, Shangzhan Zhang +9
Mar 24, 2026cs.RO

Variable-Resolution Virtual Maps for Autonomous Exploration with Unmanned Surface Vehicles (USVs)

Autonomous exploration by unmanned surface vehicles (USVs) in near-shore waters requires reliable localisation and consistent mapping over extended areas, but this is challenged by GNSS degradation, environment-induced localisation uncertainty, and limited on-board computation. Virtual map-based methods explicitly model localisation and mapping uncertainty by tightly coupling factor-graph SLAM with a map uncertainty criterion. However, their storage and computational costs scale poorly with fixed-resolution workspace discretisations, leading to inefficiency in large near-shore environments. Moreover, overvaluing feature-sparse open-water regions can increase the risk of SLAM failure as a result of imbalance between exploration and exploitation. To address these limitations, we propose a Variable-Resolution Virtual Map (VRVM), a computationally efficient method for representing map uncertainty using bivariate Gaussian virtual landmarks placed in the cells of an adaptive quadtree. The adaptive quadtree enables an area-weighted uncertainty representation that keeps coarse, far-field virtual landmarks deliberately uncertain while allocating higher resolution to information-dense regions, and reduces the sensitivity of the map valuation to local refinements of the tree. An expectation-maximisation (EM) planner is adopted to evaluate pose and map uncertainty along frontiers using the VRVM, balancing exploration and exploitation. We evaluate VRVM against several state-of-the-art exploration algorithms in the VRX Gazebo simulator, using a realistic marina environment across different testing scenarios with an increasing level of exploration difficulty. The results indicate that our method offers safer behaviour and better utilisation of on-board computation in GNSS-degraded near-shore environments.
Ye Li, Yewei Huang, Yongchang Xie +4
Feb 25, 2026cs.RO

Parallel Reference-Centric Continuous-Time Relative Localization with Augmented Clamped Non-Uniform B-Splines

Accurate relative localization is critical for multi-robot cooperation. In robot groups, measurements from different robots arrive asynchronously and with clock time-offsets. Although Continuous-Time (CT) formulations have proved effective for handling asynchronous measurements in single-robot SLAM and calibration, extending CT methods to multi-robot settings faces great challenges in achieving high-accuracy, low-latency, and high-frequency performance. In particular, existing CT methods suffer from the inherent query-time delay of unclamped B-splines and high optimization latency. This paper proposes CT-RIO, a novel Continuous-Time Relative-Inertial Odometry framework. We adopt Clamped Non-Uniform B-splines (C-NUBS) to represent states, eliminating the query-time delay. We further augment C-NUBS with closed-form extension and shrinkage operations that preserve the spline shape, making it suitable for online estimation and enabling flexible knot management. This flexibility leads to the concept of a knot-keyknot strategy, which supports spline extension at high frequency while retaining sparse keyknots for adaptive relative motion modeling. We then formulate a reference-centric sliding-window relative localization problem that operates purely on relative kinematics and inter-robot constraints. To enable low-latency and high-frequency estimation, we decompose the tightly coupled optimization into robot-wise subproblems and solve them in parallel using asynchronous block coordinate descent. Extensive experiments show that CT-RIO converges from time-offsets as large as 264 ms to sub-millisecond within 3 s, and achieves RMSEs of 0.046 m and 1.8 degree. It consistently outperforms evaluated published methods, with improvements of up to 60% under high-speed motion.
Jiadong Lu, Zhehan Li, Tao Han +4
Jan 15, 2026cs.RO

SurfSLAM: Sim-to-Real Underwater Stereo Reconstruction For Real-Time SLAM

Localization and mapping are core perceptual capabilities for underwater robots. Stereo cameras provide a low-cost means of directly estimating metric depth to support these tasks. However, despite recent advances in stereo depth estimation on land, computing depth from image pairs in underwater scenes remains challenging. In underwater environments, images are degraded by light attenuation, visual artifacts, and dynamic lighting conditions. Furthermore, real-world underwater scenes frequently lack rich texture useful for stereo depth estimation and 3D reconstruction. As a result, stereo estimation networks trained on in-air data cannot transfer directly to the underwater domain. In addition, there is a lack of real-world underwater stereo datasets for supervised training of neural networks. Poor underwater depth estimation is compounded in stereo-based Simultaneous Localization and Mapping (SLAM) algorithms, making it a fundamental challenge for underwater robot perception. To address these challenges, we propose a novel framework that enables sim-to-real training of underwater stereo disparity estimation networks using simulated data and self-supervised finetuning. We leverage our learned depth predictions to develop SurfSLAM, a novel framework for real-time underwater SLAM that fuses stereo cameras with IMU, barometric, and Doppler Velocity Log (DVL) measurements. Lastly, we collect a challenging real-world dataset of shipwreck surveys using an underwater robot. Our dataset features over 24,000 stereo pairs, along with high-quality, dense photogrammetry models and reference trajectories for evaluation. Through extensive experiments, we demonstrate the advantages of the proposed training approach on real-world data for improving stereo estimation in the underwater domain and for enabling accurate trajectory estimation and 3D reconstruction of complex shipwreck sites.
Onur Bagoren, Seth Isaacson, Sacchin Sundar +6
Nov 28, 2025cs.CV

Robust 3DGS-based SLAM via Adaptive Kernel Smoothing

In this paper, we challenge the conventional notion in 3DGS-SLAM that rendering quality is the primary determinant of tracking accuracy. We argue that, compared to solely pursuing a perfect scene representation, it is more critical to enhance the robustness of the rasterization process against parameter errors to ensure stable camera pose tracking. To address this challenge, we propose a novel approach that leverages a smooth kernel strategy to enhance the robustness of 3DGS-based SLAM. Unlike conventional methods that focus solely on minimizing rendering error, our core insight is to make the rasterization process more resilient to imperfections in the 3DGS parameters. We hypothesize that by allowing each Gaussian to influence a smoother, wider distribution of pixels during rendering, we can mitigate the detrimental effects of parameter noise from outlier Gaussians. This approach intentionally introduces a controlled blur to the rendered image, which acts as a regularization term, stabilizing the subsequent pose optimization. While a complete redesign of the rasterization pipeline is an ideal solution, we propose a practical and effective alternative that is readily integrated into existing 3DGS frameworks. Our method, termed Corrective Blurry KNN (CB-KNN), adaptively modifies the RGB values and locations of the K-nearest neighboring Gaussians within a local region. This dynamic adjustment generates a smoother local rendering, reducing the impact of erroneous GS parameters on the overall image. Experimental results demonstrate that our approach, while maintaining the overall quality of the scene reconstruction (mapping), significantly improves the robustness and accuracy of camera pose tracking.
Shouhe Zhang, Dayong Ren, Wen Jie Li +4
Nov 20, 2025cs.CV

LEGO-SLAM: Language-Embedded Gaussian Optimization SLAM

Recent advances in 3D Gaussian Splatting (3DGS) have enabled Simultaneous Localization and Mapping (SLAM) systems to build photorealistic maps. However, these maps lack the open-vocabulary semantic understanding required for robotic interaction. Integrating language features into SLAM remains a significant challenge, as storing high-dimensional features incurs excessive memory and rendering overhead, while existing methods with static models lack adaptability for novel environments. We propose LEGO-SLAM (Language-Embedded Gaussian Optimization SLAM), a framework that achieves real-time, open-vocabulary mapping within a 3DGS-based SLAM system. At the core of our method is a scene-adaptive autoencoder that distills high-dimensional language embeddings into a compact 16-dimensional feature space, reducing the memory per Gaussian and accelerating rendering. Unlike static approaches, our encoder adapts online to unseen scenes. These compact features also enable a language-guided pruning strategy that identifies semantic redundancy, reducing the map's Gaussian count by up to 58% while maintaining rendering quality. Furthermore, we introduce a language-based loop detection approach that reuses the language features already extracted for mapping, eliminating the need for a separate detection model. Experiments demonstrate that LEGO-SLAM achieves competitive mapping quality and tracking accuracy, all while providing open-vocabulary capabilities at 15 FPS. Our project page is available at https://lab-of-ai-and-robotics.github.io/LEGO-SLAM/
Sibaek Lee, Seongbo Ha, Kyeongsu Kang +3
Nov 3, 2025cs.RO

TurboMap: GPU-Accelerated Local Mapping for Visual SLAM

In real-time Visual SLAM systems, local mapping must operate under strict latency constraints, as delays degrade map quality and increase the risk of tracking failure. GPU parallelization offers a promising way to reduce latency. However, parallelizing local mapping is challenging due to synchronized shared-state updates and the overhead of transferring large map data structures to the GPU. This paper presents TurboMap, a GPU-parallelized and CPU-optimized local mapping backend that holistically addresses these challenges. We restructure Map Point Creation to enable parallel Keypoint Correspondence Search on the GPU, redesign and parallelize Map Point Fusion, optimize Redundant Keyframe Culling on the CPU, and integrate a fast GPU-based Local Bundle Adjustment solver. To minimize data transfer and synchronization costs, we introduce persistent GPU-resident keyframe storage. Experiments on the EuRoC and TUM-VI datasets show average local mapping speedups of 1.3x and 1.6x, respectively, while preserving accuracy.
Parsa Hosseininejad, Kimia Khabiri, Shishir Gopinath +3
Sep 13, 2025cs.RO

FastTrack: GPU-Accelerated Tracking for Visual SLAM

The tracking module of a visual-inertial SLAM system processes incoming image frames and IMU data to estimate the position of the frame in relation to the map. It is important for the tracking to complete in a timely manner for each frame to avoid poor localization or tracking loss. We therefore present a new approach which leverages GPU computing power to accelerate time-consuming components of tracking in order to improve its performance. These components include stereo feature matching and local map tracking. We implement our design inside the ORB-SLAM3 tracking process using CUDA. Our evaluation demonstrates an overall improvement in tracking performance of up to 2.8x on a desktop and Jetson Xavier NX board in stereo-inertial mode, using the well-known SLAM datasets EuRoC and TUM-VI.
Kimia Khabiri, Parsa Hosseininejad, Shishir Gopinath +2
Aug 4, 2025cs.RO

Registering the 4D Millimeter Wave Radar Point Clouds Via Generalized Method of Moments

4D millimeter wave radars (4D radars) are new emerging sensors that provide point clouds of objects with both position and radial velocity measurements. Compared to LiDARs, they are more affordable and reliable sensors for robots' perception under extreme weather conditions. On the other hand, point cloud registration is an essential perception module that provides robot's pose feedback information in applications such as Simultaneous Localization and Mapping (SLAM). Nevertheless, the 4D radar point clouds are sparse and noisy compared to those of LiDAR, and hence we shall confront great challenges in registering the radar point clouds. To address this issue, we propose a point cloud registration framework for 4D radars based on Generalized Method of Moments. The method does not require explicit point-to-point correspondences between the source and target point clouds, which is difficult to compute for sparse 4D radar point clouds. Moreover, we show the consistency of the proposed method. Experiments on both synthetic and real-world datasets show that our approach achieves higher accuracy and robustness than benchmarks, and the accuracy is even comparable to LiDAR-based frameworks.
Xingyi Li, Han Zhang, Ziliang Wang +2
Jul 25, 2025cs.CV

DINO-SLAM: DINO-informed RGB-D SLAM for Neural Implicit and Explicit Representations

This paper presents DINO-SLAM, a DINO-informed design strategy to enhance implicit (Neural Radiance Field -- NeRF) and explicit representations (Gaussian Splatting -- GS) in SLAM systems through the more comprehensive semantics understanding enabled by DINO. This latter alone, however, lacks proper 3D geometry understanding, allowing only for marginal improvements. Therefore, we rely on a Scene Geometry Encoder (SGE) to enrich DINO features into geometry-aware DINO features (geoDINO), to better understand those geometric relationships that vanilla DINO features fail to capture. Building upon it, we propose two foundational paradigms for NeRF and GS SLAM systems integrating geoDINO features. Compared to state-of-the-art methods, our DINO-informed pipelines achieve superior performance on the Replica, ScanNet, and TUM datasets.
Ziren Gong, Xiaohan Li, Fabio Tosi +4
May 12, 2024cs.RO

NGD-SLAM: Towards Real-Time Dynamic SLAM without GPU

Many existing visual SLAM methods can achieve high localization accuracy in dynamic environments by leveraging deep learning to mask moving objects. However, these methods incur significant computational overhead as the camera tracking needs to wait for the deep neural network to generate mask at each frame, and they typically require GPUs for real-time operation, which restricts their practicality in real-world robotic applications. Therefore, this paper proposes a real-time dynamic SLAM system that runs exclusively on a CPU. Our approach incorporates a mask propagation mechanism that decouples camera tracking and deep learning-based masking for each frame. We also introduce a hybrid tracking strategy that integrates ORB features with optical flow methods, enhancing both robustness and efficiency by selectively allocating computational resources to input frames. Compared to previous methods, our system maintains high localization accuracy in dynamic environments while achieving a tracking frame rate of 60 FPS on a laptop CPU. These results demonstrate the feasibility of utilizing deep learning for dynamic SLAM without GPU support. Since most existing dynamic SLAM systems are not open-source, we make our code publicly available at: https://github.com/yuhaozhang7/NGD-SLAM
Yuhao Zhang, Mihai Bujanca, Mikel Luján
Date pendingcs.CV

Dense Dynamic Scene Reconstruction and Camera Pose Estimation from Multi-View Videos

We address the challenging problem of dense dynamic scene reconstruction and camera pose estimation from multiple freely moving cameras -- a setting that arises naturally when multiple observers capture a shared event. Prior approaches either handle only single-camera input or require rigidly mounted, pre-calibrated camera rigs, limiting their practical applicability. We propose a two-stage optimization framework that decouples the task into robust camera tracking and dense depth refinement. In the first stage, we extend single-camera visual SLAM to the multi-camera setting by constructing a spatiotemporal connection graph that exploits both intra-camera temporal continuity and inter-camera spatial overlap, enabling consistent scale and robust tracking. To ensure robustness under limited overlap, we introduce a wide-baseline initialization strategy using feed-forward reconstruction models. In the second stage, we refine depth and camera poses by optimizing dense inter- and intra-camera consistency using wide-baseline optical flow. Additionally, we introduce MultiCamRobolab, a new real-world dataset with ground-truth poses from a motion capture system. Finally, we demonstrate that our method significantly outperforms state-of-the-art feed-forward models on both synthetic and real-world benchmarks, while requiring less memory.
Shuo Sun, Unal Artan, Malcolm Mielle +2
Date pendingcs.CV

NSL-SLAM: High-Fidelity Neural Structured-Light Depth for Practical SLAM and Reconstruction

Structured-light (SL) cameras power depth sensing in millions of devices, and recent neural SL decoding methods have substantially improved their depth quality. SLAM systems can benefit greatly from such strong depth sensing, where reliable geometry enables stable tracking and faithful reconstruction. In this work, we present NSL-SLAM, a practical SLAM system tailored for high-fidelity structured-light depth. We first strengthen SL depth sensing: inspired by the neural structured-light (NSL) method, we further incorporate strong monocular depth priors into the SL stereo decoding, reducing depth RMSE by 35% on Replica-SL compared to NSL. We then build a depth-centric SLAM pipeline with this stronger depth: because structured-light geometry is dense and metrically accurate, we keep it as the primary tracking signal, and add only sparse visual correspondences for geometrically degenerate cases and lightweight bundle adjustment for long-range drift. Our depth estimator and SLAM design reinforce each other: stronger depth makes a simple SLAM pipeline effective, and the depth-centric pipeline ensures this advantage transfers to downstream reconstruction. Experimentally, on the synthetic Replica-SL benchmark, NSL-SLAM achieves the best tracking accuracy and improves reconstruction F-score by 1.6 points over the SOTA baseline under a shared-depth protocol. On a real benchmark of 8 challenging scenes, it is the only method that avoids catastrophic failure on all sequences while achieving 43.3% lower trajectory deviation than selected baselines. The SLAM system runs online at 20.9 FPS, demonstrating that stronger structured-light depth and depth-centric system design together enable practical, robust SLAM.
Jiaheng Li, Binsheng Zhang, Xinhai Chang +1