Visual SLAM
SLAM: Simultaneous Localization and Mapping
Momentum
12 papers in the last four weeks, up 300% on the four weeks before. 0.1% of all new papers.
Latest papers 70
This paper introduces Hybrid DeepSEE (HDS), a Human-in-the-Loop (HITL) neuro-symbolic framework for proactive drift anticipation in Visual SLAM (V-SLAM). While data-driven models offer predictive power, their "black-box" nature often yields physically inconsistent outputs in out-of-distribution (OOD) environments. To address this, HDS integrates neural drift risk estimation with symbolic constraint reasoning. By utilizing a Large Language Model (LLM) as a reasoning bridge, the framework translates qualitative human context into interpretable symbolic constraints. Building upon this architecture, we propose a superior drift anticipation framework that ensures enhanced reliability and consistency in Visual SLAM
MVP-SLAM: Multi-Camera Visual-Inertial Floorplan-Prior SLAM
Indoor building construction sites are demanding environments for visual SLAM, where variable lighting and repetitive, low-textured structures make the system drift over long trajectories, though structural elements such as walls remain distinguishable despite these conditions. These buildings are constructed according to their as-planned floor plans, available from the design phase, and although the actual as-built site can differ from this design, floor plans still provide a metric reference, both to localize the system in the building and to correct drift. Existing methods often use the floor plan to correct an already-built trajectory offline, and those that instead correct it online typically rely on depth sensors. We instead present MVP-SLAM, an online visual-inertial SLAM on two opposite-facing fisheye cameras that corrects drift from cameras alone by matching walls detected in its map to the floor plan, through a drift-aware policy. A multi-stage integration then turns each matched pair incrementally into a persistent correction, so the trajectory stays corrected and localized within the floor plan as it is built. MVP-SLAM was validated on the multi-floor construction sites of the Hilti-Trimble SLAM Challenge 2026, ranking 2nd of 22 teams in the Localization task (0.29 m mean RMSE) and 5th of 62 teams in the SLAM task (0.24 m), the top-ranked one in both tasks among those that operate online, integrate the floor plan, and localize within it.
Pow3R-SLAM: Real-Time RGB-D SLAM with 3D Reconstruction Priors
We present Pow3R-SLAM, a real-time RGB-D simultaneous localization and mapping (SLAM) system that uses Pow3R for tracking and mapping. Inspired by MASt3R-SLAM, a recent work on monocular SLAM using two-view 3D reconstruction priors, we extend the work to incorporate depth as a prior on the network's prediction, rather than as geometry to fuse. Where traditional RGB-D SLAM systems struggle with sparsity in the depth images, Pow3R utilizes the available depth to give a better-conditioned pointmap, while inferring the depths in empty regions from the two-view photometric, depth, and intrinsic data. Evaluated against MASt3R-SLAM following its protocol on 24 sequences from TUM, 7-Scenes, and Replica, Pow3R-SLAM runs 1.6x faster in wall time, has 15% lower mean trajectory error, a 3.1x lower unscaled error, and produces denser maps, with a 30% lower Chamfer distance. We also introduce a hybrid variant that runs 2.1x faster than MASt3R-SLAM at 25.3 frames per second (FPS), while maintaining improved tracking and mapping accuracy. Against ORB-SLAM3 in RGB-D mode, Pow3R-SLAM is more accurate on TUM, 7-Scenes, and ETH3D-SLAM, and completes every TUM sequence. While Pow3R-SLAM can struggle on a small set of self-similar scenes, its overall performance shows that adding depth as a prior for two-view 3D reconstruction SLAM can be beneficial. A project webpage is available at: https://ChrisKolios.github.io/Pow3R-SLAM , and code will be made open-source upon acceptance.
MonoEgo: Monocular Metric Egocentric Demonstration Capture with Passive Wrist Constellations and Sparse Workstation Anchors
Image-aligned metric demonstrations often require dedicated tracking hardware and synchronization across devices. We present MonoEgo, a capture system that replaces active wrist instrumentation with offline monocular reconstruction. One 90-FPS global-shutter camera observes calibrated passive wrist constellations, sparse workstation anchors, and the scene on a shared image clock. MonoTag SLAM combines marker corners with ORB geometry and uses visual evidence to reject ambiguous planar-marker poses. Its metric Atlas supports interval scale re-anchoring, verified map merging, and retrospective localization of earlier frames supported by the final map. Camera and wrist-constellation outputs retain validity and map provenance, and unsupported motion is left missing. Experiments show metric tracking beyond continuous anchor visibility, reconnection of supported map components, and recovery of some missing camera poses. Comparisons against a multisensor camera reference and separate stationary-constellation tests characterize trajectory agreement and precision while revealing incomplete coverage and residual geometric uncertainty. The results indicate that passive fixtures and offline reconstruction can reduce capture-side requirements. Dynamic accuracy, deployment, and downstream policy benefits require further study.
Know-Your-Scene (KYS)-SLAM: Hierarchical Semantic-Motion Priors for Feature Matching in Stereo Visual SLAM
Stereo visual SLAM systems built on local descriptors suffer from semantic ambiguity, instance-level confusion, and independently moving objects, each corrupting data association and accumulating as trajectory drift. Prevailing semantic and dynamic SLAM methods address this through binary feature rejection, sacrificing correspondence density for outlier suppression. We contend that contextual implausibility is better expressed as a graded quantity than an exclusion criterion. We present Know-Your-Scene (KYS)-SLAM, a modular extension of ORB-SLAM3 that supplants feature rejection with continuous correspondence modulation. The contribution is the reframing of contextual evidence as correspondence cost, applied within feature matching and leaving the geometric backend unmodified. Each keypoint is augmented with semantic, panoptic, and motion priors fused through a hierarchical compatibility formulation, in which semantic class and instance identity enforce structural plausibility while a zero-shot motion score down-weights features on independently moving objects. That score comes from a training-free module fitting a depth-aware ego-motion model to background optical flow and classifying panoptic segments via self-calibrating, coverage-aware thresholds, so only segments with sufficient motion evidence are penalized and static structure is left unpenalized. Penalizing correspondences rather than discarding them preserves the geometric support bundle adjustment depends on. Under one fixed configuration, no coefficient retuned per sequence or dataset, KYS-SLAM reduces per-sequence ATE RMSE by 17.4% on outdoor KITTI and 27.7% on indoor EuRoC across 21 stereo sequences with no regressions, and by 6.6% on dynamic subsets of KITTI Tracking and 17.8%, up to 31.2%, on Virtual KITTI 2 -- cross-domain transfer across outdoor driving, indoor flight, and synthetic imagery under one set of constants.
Dual Covariance Gaussian Splatting SLAM: Decoupling Rendering and Registration for Robust Real-Time Tracking
ICP-based 3D Gaussian Splatting (3DGS) SLAM tracks in real time by registering incoming frames against map Gaussians, using each primitive's covariance for both rendering and registration. These two uses place conflicting demands on one covariance. The mapper shapes it to minimize photometric error, often flattening it against surfaces, while robust registration typically benefits from measurement uncertainty. We propose a dual-covariance parameterization. Each Gaussian keeps a single mean but holds two covariances: a rendering covariance optimized by the mapper, and a tracking covariance derived from an RGB-D sensor noise model. We further use the tracking covariances as Gaussian anchors for image corners, providing constraints in directions where depth geometry is weak. We evaluate on TUM RGB-D, ScanNet, Replica, and two outdoor sequences recorded with a RealSense D435i on wheeled and handheld platforms. We achieve robust tracking performance across multiple scenes and reduced odometry drift, while tracking at 60 FPS.
RawSLAM: Online HDR Gaussian SLAM from Linear Radiance
Current dense visual SLAM systems rely almost exclusively on 8-bit tonemapped Low Dynamic Range (LDR) inputs, limiting their robustness in extreme lighting where shadows and highlights trigger tracking drift and mapping collapse. Conversely, existing raw and High Dynamic Range (HDR) reconstruction pipelines operate strictly offline. They depend on Structure-from-Motion preprocessing and are not suited for large inter-frame motion. We present, to the best of our knowledge, the first online Gaussian SLAM framework that tracks and maps directly on single-exposure 16-bit linear HDR imagery. Our method rests on three core components: an architecture-agnostic HDR Gaussian Splatting module featuring an MLP-free logarithmic parameterization of Gaussian color features; a Reinhard range-compressed photometric objective; and structure-guided spatial gradient weighting. Combined, these components allow our approach to outperform a direct HDR adaptation of MonoGS in both trajectory and reconstruction accuracy, while rendering natively in linear scene radiance for post-rendering processing. The same formulation runs unchanged on standard 8-bit inputs, roughly halving the MonoGS baseline error. Furthermore, our HDR Gaussian module transfers seamlessly to SplaTAM, Gaussian SLAM, and DROID-W, eliminating all tracking failures these systems suffer on challenging illumination sequences. To enable this research, we introduce RawSLAM: a dataset of 10 real-world indoor sequences featuring 16-bit RAW imagery, aligned depth, IMU measurements, and external OptiTrack poses. Code and dataset will be made publicly available soon.
LapaTrack-3D: 6 DoF pre-operative shape tracking for laparoscopic surgery
This work proposes a real-time 6 Degree-of-Freedom (6 DoF) tracking algorithm for monocular laparoscopic surgery. It provides alignment between intra-operative video and pre-operative data (e.g., CT). The 6 DoF tracking offers a solution for accurately locating the internal anatomy of the target organ despite the lack of tactile feedback and transparency. The ORB-SLAM2 framework is adopted and modified for prior-based 3D tracking with four major modifications. First, the primitive 3D shape is used for fast initialization of the ORB-SLAM2 monocular mode. Second, a pseudo-segmentation strategy is employed to separate the target organ from the background for tracking. Third, the 3D shape is incorporated as a geometric prior in its pose graph optimization. Fourth, the Multi-Scale Retinex with Chromaticity Preservation (MSRCP) algorithm is leveraged and modified for image enhancement in challenging illumination scenarios. In-vivo and ex-vivo experiments validate that LapaTrack-3D provides robust 3D tracking and effectively handles typical challenges such as poor illumination, fast motion, out-of-field-of-view scenarios, partial visibility, and ``organ-background'' relative motion. LapaTrack-3D achieves a processing rate of 13 Hz for 1280*720 pixel video.
VGGT-GS SLAM: Uncalibrated Monocular Gaussian Splatting SLAM with Feed-Forward Priors
We present VGGT-GS SLAM, a monocular 3D Gaussian Splatting SLAM system designed for uncalibrated videos. Starting from feed-forward VGGT pose and depth priors, our system performs submap differentiable bundle adjustment that jointly refines camera poses and a 3D Gaussian map, while optimizing submap-shared intrinsics and radial--tangential distortion through analytic calibration Jacobians. To improve global consistency, we introduce Gaussian-native alignment (GNA) for camera-anchored scale refinement between sequential submaps and verification of loop-closure candidates. Extensive experiments on standard indoor benchmarks show consistent improvements in localization accuracy and strong rendering quality under uncalibrated settings, establishing a strong baseline for uncalibrated Gaussian SLAM.
AMB3R-SLAM: Kilometer-scale SLAM with Hierarchical Backend
We present AMB3R-SLAM, a real-time monocular SLAM system capable of reconstructing kilometer-scale trajectories over 10k frames on a single consumer-grade GPU. Our model couples a lightweight front-end for low-latency online tracking with a hierarchical backend that progressively enforces local, mid-level, and global consistency. By avoiding bundle adjustment that relies on the static world assumption, our system naturally handles complex dynamic scenes out of the box. Furthermore, we demonstrate that our method can be extended to leverage stereo, RGB-D, and LiDAR as additional inputs. AMB3R-SLAM achieves strong camera tracking performance across 9 datasets, reducing the absolute trajectory error (ATE) of previous state-of-the-art methods on VBR and Oxford Spires by over 70%. With additional LiDAR input, our model further reduces ATE to sub-meter level on KITTI and VBR datasets.
PanoGS-SLAM: Panoramic 3D Gaussian Splatting SLAM
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 limited angular coverage weakens pose observability and often leads to unstable photo- metric optimization under rapid motion and large viewpoint changes. We present PanoGS-SLAM, the first panoramic dense SLAM system built on 3D Gaussian Splatting. Our method per- forms differentiable rendering and pose optimization directly in the spherical domain, enabling omnidirectional photometric constraints for more stable tracking. To improve geometric consistency and robustness, we introduce (1) a sphere-consistent photometric loss that compensates for the area distortion of equirectangular projection, and (2) a depth-guided Gaussian initialization strategy that stabilizes incremental mapping in newly observed regions. Extensive experiments on both real and synthetic panoramic benchmarks (PALVIO and SynPano) show that PanoGS-SLAM consistently outperforms geometric and GS-based baselines in tracking accuracy and rendering quality, while achieving fast front-end convergence and real-time perfor- mance. In addition, controlled field-of-view experiments reveal a clear monotonic improvement in optimization conditioning and convergence stability as angular coverage increases, high- lighting the fundamental role of sensing geometry in shaping the optimization landscape of differentiable Gaussian-based SLAM. The source code will be made publicly available.
HuMemSLAM: Efficient Human-Inspired Semantic Place Recognition for Robust Visual SLAM
Autonomous systems require reliable place recognition for efficient and effective simultaneous localisation and mapping (SLAM). Traditional geometric visual SLAM approaches rely on low-level features and geometric consistency, but remain vulnerable to perceptual aliasing, where different places appear similar, and perceptual variation, where the same place appears different. Although semantic SLAM and modern learned visual place recognition (VPR) methods improve robustness under challenging perceptual conditions, real-time deployment requires both high retrieval accuracy and low latency. Inspired by human memory and perception, we propose HuMem-VPR, which exploits the bidirectional relationship between bottom-up perceptual evidence and top-down contextual reasoning to achieve high-level place understanding. We further introduce HuMemSLAM, the integration of HuMem-VPR with ORB-SLAM3. HuMem VPR achieved the highest aggregate retrieval accuracy on the real-image benchmark, competitive accuracy on the CARLA benchmark, and approximately two to three times lower latency than the evaluated state-of-the-art VPR methods. Across the evaluated dataset families and online experiments, HuMemSLAM substantially improved integrated Recall @1 over ORB-SLAM3's native retrieval while reducing the proposals submitted to its geometric backend.
Functional-SLAM: Interaction-Aware Mapping with Online Functional Scene Graphs
Existing SLAM systems lack modeling of the functional relations required for fine-grained robotic interaction. Functional 3D scene graphs can represent relations between objects and interaction elements, but existing methods rely on offline reconstruction, making them inadequate for real-time interaction in real-world exploration. To address this limitation, we propose Functional-SLAM, the first framework that continuously and recursively maintains a functional scene graph as an online SLAM state. The framework combines anchor-keyframe geometry with functional-context constraints for persistent node maintenance, accumulates multi-frame evidence through temporal relations to commit stable functional edges, and supplements visual loop-closure candidates with functional topology in scenes with repetitive appearance or degraded texture. Experiments show that Functional-SLAM efficiently constructs stable functional maps online, substantially improving runtime over offline methods while maintaining highly competitive accuracy. Compared with peer SLAM systems, it further improves pose estimation accuracy through functional-topology-assisted loop closure. The code is publicly available at https://github.com/Hbelief1998/Functional-SLAM-CoRL_2026.
Dyn-3D: Unveiling and Resolving Ego-Motion Ambiguity in Vision-Language Models
As Vision-Language Models (VLMs) tackle dynamic 3D spatial reasoning, ego-motion perception becomes essential to resolve monocular scale ambiguity. However, current models often overfit to smooth trajectory priors rather than genuinely understanding physical motion. Consequently, their spatial reasoning degrades severely under large displacements, a phenomenon we term Kinematic Collapse. This failure stems from spurious visual-motion correlations in natural videos and a lack of explicit physical supervision. To evaluate this, we introduce Dyn-3D, a benchmark using counterfactual 3D rendering to rigorously decouple visual changes from true kinematic properties. Furthermore, we propose the TempoVista framework, featuring the Kinematic-GSPO algorithm. By embedding metric physical ground truth into policy optimization, TempoVista explicitly grounds visual representations in 3D space. Experiments demonstrate that our approach significantly improves both motion estimation and robust spatial reasoning by utilizing camera dynamics as an effective geometric calibration signal.
Failure or Drift? Evaluating Monocular SLAM under Synthetic and Real-World Corruptions
Visual SLAM is commonly evaluated on clean trajectories, although deployment failures are often caused by adverse weather, illumination, blur, and sensor artifacts. Controlled corruptions are attractive because they isolate such factors, but a synthetic stress test is useful only when it leads to the same engineering conclusion as the condition it is intended to approximate. This work examines that question for monocular SLAM. We evaluate a classical feature-based system and two learned trackers under image-space, geometry-aware, and compound corruptions, and compare their behavior with adverse conditions from 4Seasons. Rather than reducing robustness to a single trajectory error, the evaluation separates explicit tracking failure from drift accumulated by methods that remain active. The results show that learned trackers largely replace catastrophic loss with sustained, and sometimes severe, drift. More importantly, the apparent ordering of the learned systems changes with the physical fidelity of the corruption: structured rain and fog proxies preserve the real-world ordering, whereas a simple illumination proxy does not. Code is available at: https://github.com/abhaythomas/master_thesis_vslamlab_robustness.
Fast Iterative Five point Relative Pose Estimation
Robust estimation of the relative pose between two cameras is a fundamental part of Structure and Motion methods. For calibrated cameras, the five point method together with a robust estimator such as RANSAC gives the best result in most cases. The current state-of-the-art method for solving the relative pose problem from five points is due to Nister [9], because it is faster than other methods and in the RANSAC scheme one can improve precision by increasing the number of iterations. In this paper, we propose a new iterative method, which is based on Powell's Dog Leg algorithm. The new method has the same precision and is approximately twice as fast as Nister's algorithm. The proposed method is easily extended to more than five points while retaining a efficient error metrics. This makes it also very suitable as an refinement step. The proposed algorithm is systematically evaluated on three types of datasets with known ground truth.
EndoMD-SLAM: Endoscopic Gaussian Splatting SLAM under Optical Degradation with Memory and Static-Transient Decomposition
Dense 3D reconstruction is critical for clinical endoscopic navigation and documentation. While Gaussian Splatting SLAM systems show promise in this domain, they fundamentally rely on strict multi-view photometric consistency. In routine procedures, this assumption is severely violated by intermittent optical degradations like moving debris and water flushing. Standard systems erroneously fuse these cameraattached artifacts into the persistent 3D geometry, causing severe tracking drift and irreversible map corruption. To address this limitation, we propose EndoMD-SLAM, a framework designed to maintain stability under optical degradation through specialized tracking and mapping mechanisms. On the tracking side, a memory-driven gating mechanism detects unreliable observations to suspend map updates and utilizes historical keyframes for drift-aware relocalization. On the mapping side, a self-supervised static-transient decomposition isolates visual contaminants into a dedicated transient field. This explicit separation prevents artifacts from structurally entangling with the persistent anatomical map. We curate a degradationfocused benchmark from colonoscopy videos to systematically evaluate these failure modes. Extensive experiments show that while standard baselines fail under severe optical degradation, EndoMD-SLAM preserves geometric integrity, reducing absolute trajectory error by 91% and improving rendering fidelity by 9.9 dB PSNR.
SLAMFormer-: Infinite SLAM Transformer for Unbounded Frontend and Backend Processing
We introduce the Infinite SLAM Transformer (SLAMFormer-), the first geometric transformer capable of supporting both long-range frontend and backend processing without an explicit distance bound. Instead of relying on a first-frame-anchored formulation, SLAMFormer- employs memory conditions to define flexible coordinate systems and scales for input frames, enabling more expressive structural conditioning. Built upon this formulation, the frontend preserves efficient local computation, while the backend jointly optimizes long-range trajectories and scene geometry in a globally consistent manner. Experimental results demonstrate that SLAMFormer- achieves superior or highly competitive performance in both trajectory estimation and scene reconstruction across large-scale datasets. Notably, SLAMFormer- generalizes to extremely long trajectories, successfully operating on sequences exceeding .
CHOW-SLAM: Compact Hybrid Representation with Complementary Overlap Window Optimization for RGB-D SLAM
Simultaneous localization and mapping (SLAM) based on Neural Radiance Fields (NeRF) enables dense, continuous scene reconstruction. However, existing systems operating with limited online resources struggle to simultaneously construct two types of constraints, namely, compact yet discriminative spatial constraints derived from scene representations and persistent temporal constraints derived from historical observations. To address this challenge, we propose CHOW-SLAM, a dense RGB-D SLAM framework that explicitly constructs these complementary spatial and temporal constraints. Spatially, we propose a compact parametric-hash (P-H) hybrid representation that organizes components based on planes and grids across scales in P and H branches. A unified multi-output decoder further aligns the ray termination distributions induced by TSDF and density, preserving geometry and appearance under a compact parameter budget. Temporally, we propose a complementary overlap-window strategy to prevent optimization from being dominated by short-term overlap or weakly related historical observations. Within a fixed budget, the strategy retains recent frames, selects high-overlap local frames, and introduces temporally distributed historical keyframes. Loss-aware keyframe insertion and bundle adjustment scheduling further adapt optimization to tracking quality. In addition, ORB-based tracking and geometric pose estimation are used for pose initialization, followed by neural rendering optimization to improve tracking stability. Extensive evaluations on multiple datasets demonstrate that CHOW-SLAM outperforms state-of-the-art methods in both scene reconstruction quality and camera tracking accuracy. The source code is available at https://github.com/jinjidexiaohuoban/CHOW-SLAM.
UniSim-SLAM: Feed-Forward SLAM with Unified Sim(3) Optimization
Recent geometric foundation models enable feed-forward inference for SLAM, but their predictions are strongly dependent on the input view set, which leads to geometric inconsistencies and trajectory drift when results are chained over long sequences. Online deployment further exposes a trade-off between the low latency of two-view tracking and the constraint richness of multi-view inference. We introduce UniSim-SLAM, an integrated system that runs lightweight two-view keyframe tracking in the frontend and performs periodic multi-view submap refinement in the backend. To combine predictions defined in heterogeneous local coordinates with inconsistent scales, we formulate a unified multi-level factor graph on that jointly optimizes global keyframe poses and submap poses. The graph integrates temporal view-to-view odometry edges, view-to-submap bridge edges with depth-statistics scale anchoring, and submap-to-submap tie and scale constraints to enforce consistent similarity relations across submaps. Experiments on TUM RGB-D and 7-Scenes show that UniSim-SLAM achieves state-of-the-art accuracy in the uncalibrated setting, reducing trajectory error by on TUM RGB-D and on 7-Scenes compared to prior best results. Project page: https://vision3d-lab.github.io/unisim-slam/
Look Up and Look Back: Hidden Attention and Latent Orientation in a Frozen Foundation Model for Panoramic SLAM
Monocular panoramic SLAM benefits from substantial visual overlap under large camera rotations, yet remains prone to errors caused by camera tilt, scale drift, and false loop closures. We show that a frozen panoramic geometry foundation model provides useful internal cues beyond its explicit geometric outputs: intermediate tokens encode gravity in the camera frame, while cross-view attention provides a compatibility cue for potential revisits. Building on these cues, we present HALO-SLAM. A gravity readout enables IMU-free spherical upright canonicalization. For loop closure, we introduce a cost-aware three-stage cascade combining DBoW2 event-level retrieval, attention-based compatibility filtering, and dense geometric validation through symmetric submap augmentation. Accepted revisits yield pixel-aligned 3D--3D correspondences in both local gauges, from which robust constraints are estimated and jointly optimized with sequential constraints in a global pose graph. Across 125 sequences from five real-world panoramic benchmarks, our method achieves \textbf{100%} sequence success (\textbf{125/125}) under the stated criterion and the lowest ATE among the evaluated methods on all five benchmarks, reducing ATE by \textbf{30--88%} relative to the best ERP-native baseline on each benchmark.
VidMap: Exploiting Temporal Structure for Video-Based Structure-from-Motion
Accurately recovering the camera's calibration and metric poses for any unconstrained video would unlock large-scale training data for navigation and scene understanding. The dominant approaches to this problem are severely limited: Simultaneous Localization and Mapping (SLAM) is sensitive to initialization and transient failures due to its causal, incremental nature; it is often over-optimized for real-time operation and generally requires known camera calibration; while Structure-from-Motion (SfM) typically forgoes any image ordering, enabling optimal initialization and global optimization, but lacks robustness to visual symmetries and extreme motions. To bridge this gap, we introduce a system that combines the strong sequential constraints of SLAM with the flexibility and global optimization of offline SfM, enabling the metric reconstruction of arbitrary, long, uncalibrated videos. This system leverages recent advances in wide-baseline dense image matching, treats temporal ordering as a first-class citizen for reliable loop closure, and augments global optimization with metric monocular depth priors. As a result, thorough evaluations on diverse, challenging datasets that exhibit extreme motion and visual symmetries reveal that our approach is significantly more robust and accurate than both state-of-the-art SLAM and SfM, classical or learned, with given or unknown camera calibration. The code is publicly available at https://github.com/cvg/vidmap.
Semantic Semi-Incremental Data-Association-Free Object SLAM
Data association between landmark measurements and landmark variables has long been a central challenge in SLAM, as estimation accuracy depends critically on associating measurements with the correct landmark variables. Recent advances in deep learning have created new opportunities for the problem; data association can now leverage not only positional measurements but also semantic information about object landmarks, such as class labels from neural object detectors and feature vectors from visual foundation models. In this paper, we present a generalized data-association-free SLAM framework that jointly estimates data associations, robot poses, landmark positions, and landmark semantics from odometry, and positional and semantic measurements of landmarks. The proposed framework (i) creates a synergy between data association and landmark semantics estimation; (ii) adopts a semi-incremental estimation scheme for improved accuracy and computational efficiency; and (iii) provides a principled justification, guidelines, and heuristics for landmark-number estimation, improving the interpretability and practical usability of the framework. The proposed framework and algorithms are evaluated on synthetic and real-world datasets with two types of semantic information, class labels and real-valued feature vectors, and demonstrate superior performance compared to strong baselines.
SLAM in Low-Light Environments: Project Report
Simultaneous localization and mapping (SLAM) is one of the fundamental problems in robotics, as it enables autonomous operations in real-world scenarios. Under low illumination, reduced contrast, sensor noise, and motion blur degrade both feature extraction and feature matching, while compensating with LiDAR, depth, or thermal sensors raises cost, power draw, and integration complexity. Existing benchmarks remain dominated by well-lit indoor or daylight sequences, leaving open how far SLAM with standard RGB cameras can be pushed in the dark. We benchmark six systems spanning the feature-based, direct, filter-based, and learning-based paradigms - ORB-SLAM3, DSO, Kimera-VIO, OpenVINS, DPVO, and DPV-SLAM - on five LaMARia sequences of varying difficulty and illumination, reporting absolute and relative pose error alongside control-point recall. Kimera-VIO is the only system to track all five sequences to completion, combining the lowest relative pose error with steadily growing absolute error due to the absence of loop closure; DPVO and DPV-SLAM never lose tracking but incur absolute errors of roughly 100 m under low light; and the classical monocular pipelines (ORB-SLAM3, DSO) together with the filter-based OpenVINS fail outright or diverge on most of the harder and low-light sequences. The results suggest that RGB-only SLAM maintains stable low-light tracking only when both inertial fusion and global optimization are present. Closing the remaining gap will likely require low-light-specific learned front-ends or a return to complementary sensing.
GLidE-SLAM: GL-Accelerated Indirect-Direct Embedded SLAM
With the growing demand for robotics, autonomous drones, and wearable extended reality systems, the deployment of Visual SLAM on embedded devices remains challenging. Tracking must sustain high frame rates while preserving compute resources for map extension and maintenance. This paper presents GLidE-SLAM, a monocular hybrid indirect-direct framework that addresses this by architectural separation: the system performs GPU-accelerated direct tracking on intermediate frames, while reserving the full indirect pipeline for map extension and global consistency. We leverage highly parallel image-alignment operations for pose-only estimation without depth optimization or map point creation, making the workload suitable for GPU offloading and freeing CPU resources for backend tasks. We implement the direct tracker using vendor-agnostic OpenGL ES~3.1 compute shaders, enabling deployment across a broader range of commodity embedded platforms without requiring CUDA support. To our knowledge, this is the first complete direct photometric pose estimator realized via compute shaders for embedded-class devices. Experiments on target platforms demonstrate up to 9 higher frame rates than the CPU-only baseline while maintaining trajectory accuracy and improving practical deployment across commodity resource-constrained hardware.
A New Implementation of NeoSLAM and a Comparative Evaluation with RatSLAM
This paper presents a new implementation of the NeoSLAM algorithm. The proposed version is a complete rewrite of NeoSLAM into a modular architecture using modern frameworks that, together, enable real-time execution with minimal discarding of input data. This work also provides a comparative evaluation between NeoSLAM and RatSLAM across three datasets under varying environmental conditions. The experimental results highlight differences in mapping consistency and trajectory reconstruction, demonstrating the effectiveness and practical applicability of the proposed ROS2-based implementation. The results indicate that the new NeoSLAM outperforms the original in terms of processing throughput for real-time applications and achieves comparable performance to RatSLAM in terms of map reconstruction across the evaluated datasets.
GeoGS-SLAM: Online Monocular Reconstruction Using Gaussian Splatting with Geometric Priors
SLAM methods based on 3D Gaussian Splatting (3DGS) have demonstrated impressive tracking and mapping performance, but typically require additional geometric information from external depth sensors. Meanwhile, recent SLAM systems that leverage geometric priors from pre-trained feed-forward models enable real-time dense reconstruction, yet often discard original RGB information during optimization, thus degrading overall reconstruction quality. We present GeoGS-SLAM, an online monocular dense reconstruction system that combines the 3DGS-based map representation with learned geometric priors. Given uncalibrated RGB input, we first employ a feed-forward visual geometry model to predict camera and scene priors. The Gaussian scene map is then expanded by directly sampling Gaussian primitives from both RGB input and geometric priors. Camera poses and the scene map are jointly optimized through a coarse-to-fine strategy that minimizes both photometric and geometric losses. To ensure global consistency, we further incorporate online loop closure detection and pose graph optimization. Extensive experiments across indoor and outdoor benchmarks demonstrate that GeoGS-SLAM achieves superior rendering quality and tracking accuracy compared to state-of-the-art methods while maintaining online real-time performance. Project page: https://rlgao.github.io/geogs_slam.
Desc++: Efficient Descriptor Enhancement for Data Association in Existing Visual SLAM Systems
Reliable visual data association is fundamental to visual SLAM (V-SLAM), as it directly determines the quality of the camera pose estimation and map consistency. However, the handcrafted descriptors used by most mature real-time systems degrade under illumination and viewpoint changes, while learning-based front-ends that address this weakness typically require replacing the extraction-and-matching pipeline and introduce substantial computational overhead. Descriptor enhancement offers a compromise by refining existing descriptors within their original format, yet current methods rely on simplified attention mechanisms whose limited contextual modeling constrains the achievable matching quality. To resolve this trade-off between contextual expressiveness and efficiency, we propose Desc++, a lightweight enhancement module that jointly encodes descriptor representations and keypoint geometry and aggregates spatial context through a hybrid architecture that combines order-agnostic global attention with geometry-aware sequential modeling in linear time. The enhanced descriptors retain their original dimensionality and matching interface, enabling integration into deployed V-SLAM systems without modifying the pipeline. Experiments across descriptor matching, correspondence analysis, and system-level benchmarks with four different V-SLAM systems demonstrate that Desc++ improves matching accuracy over the state-of-the-art enhancement method, translates these gains into more accurate and stable trajectory estimation, and achieves a favorable balance between accuracy and efficiency for practical integration into existing real-time V-SLAM pipelines.
AnythingReality: Robust Online Gaussian Splatting SLAM for Open-Vocabulary VR Scene Exploration
We present a novel integrated architecture for robust online 3D Gaussian splatting, real-time VR exploration, and speech-driven Vision-Language-Model interaction. Unlike methods assuming clean depth or external poses, our system combines ORB-SLAM3-based pose estimation with online Gaussian reconstruction for noisy real-world data. A VR pipeline enables immersive exploration of incremental reconstructions; a semantic module transcribes voice commands, generates scene descriptions, and records points of interest. Against state-of-the-art online Gaussian splatting methods, we improve image quality on our dataset (+14.5% PSNR, +8.6% SSIM, -14.3% LPIPS) and TUM-RGBD (+11.7% PSNR, +7.8% SSIM, -21.6% LPIPS), with comparable or superior frame rates via quality-speed configurations. We achieve an 88% VLM object-recognition rate.
GeoGS-SLAM: Geometry-Only Gaussian Splatting for Dense Monocular SLAM
Dense visual SLAM is a fundamental problem in robotics. Recent advances in 3DGS have demonstrated its potential for dense SLAM. Existing 3DGS frameworks focus on both appearance and geometry modeling. However, scene geometry is typically more critical for SLAM than novel view synthesis because downstream robotic tasks, such as navigation and obstacle avoidance, rely primarily on accurate spatial geometry rather than photorealistic rendering. This observation raises a natural question: Is it feasible for 3DGS to perform 3D reconstruction without scene appearance modeling? Motivated by this, we propose Geometry-only Gaussian Splatting (GeoGS), which directly reconstructs scene geometry, and further present GeoGS-SLAM, a dense visual SLAM system built upon this representation. Specifically, GeoGS retains only spatial parameters to reduce the number of per-primitive parameters by over 80%. In contrast to existing 3DGS methods, GeoGS focuses solely on geometric reconstruction, which significantly reduces the number of Gaussian primitives, accelerates geometric convergence, and enhances robustness to illumination variations. In addition, we present an effective training framework that optimizes the Gaussian primitives via single-view and multi-view geometric and photometric supervision, and speeds up geometry convergence with a local-plane driven initialization that better aligns primitives with local structures. Furthermore, we introduce a map update strategy for loop closure that globally transforms the Gaussian map to align it with the corrected pose estimates, thereby preventing map tearing caused by inconsistent per-viewpoint pose corrections in existing methods. Extensive experiments on synthetic and real-world benchmarks demonstrate that our method outperforms SOTA methods in terms of online mapping efficiency and geometric reconstruction quality.