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MoD-SLAM: Monocular Dense Mapping for Unbounded 3D Scene Reconstruction
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Monocular SLAM has received a lot of attention due to its simple RGB inputs and the lifting of complex sensor constraints. However, existing monocular SLAM systems are designed for bounded scenes, restricting the applicability of SLAM systems. To address this limitation, we propose MoD-SLAM, the first monocular NeRF-based dense mapping method that allows 3D reconstruction in real-time in unbounded scenes. Specifically, we introduce a Gaussian-based unbounded scene representation approach to solve the challenge of mapping scenes without boundaries. This strategy is essential to extend the SLAM application. Moreover, a depth estimation module in the front-end is designed to extract accurate priori depth values to supervise mapping and tracking processes. By introducing a robust depth loss term into the tracking process, our SLAM system achieves more precise pose estimation in large-scale scenes. Our experiments on two standard datasets show that MoD-SLAM achieves competitive performance, improving the accuracy of the 3D reconstruction and localization by up to 30% and 15% respectively compared with existing state-of-the-art monocular SLAM systems.
Forward citations
Cited by 2 Pith papers
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SLAM3R: Real-Time Dense Scene Reconstruction from Monocular RGB Videos
A neural system that reconstructs dense 3D scenes from monocular RGB video at 20+ FPS by regressing local pointmaps and incrementally registering them into one global model without explicit pose optimization.
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DROID-Splat: Combining end-to-end SLAM with 3D Gaussian Splatting
DROID-Splat couples DROID-SLAM dense tracking with a 3D Gaussian Splatting renderer and reports state-of-the-art or near-state-of-the-art ATE and rendering scores on TUM-RGBD and Replica, with the best tracking in a s...
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