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arXiv:2503.01311공식 코드 · Papers with Code

ecg2o: A Seamless Extension of g2o for Equality-Constrained Factor Graph Optimization

Factor graph optimization serves as a fundamental framework for robotic perception, enabling applications such as pose estimation, simultaneous localization and mapping (SLAM), structure-from-motion (SfM), and situational awareness. Traditionally, these methods solve unconstrained least squares problems using algorithms such as Gauss-Newton and Levenberg-Marquardt. However, extending factor graphs with native support for equality constraints can improve solution accuracy and broaden their applicability, particularly in optimal control. In this paper, we propose a novel extension of factor graphs that seamlessly incorporates equality constraints without requiring additional optimization algorithms. Our approach maintains the efficiency and flexibility of existing second-order optimization techniques while ensuring constraint feasibility. To validate our method, we apply it to an optimal control problem for velocity tracking in autonomous vehicles and benchmark our results against state-of-the-art constraint handling techniques. Additionally, we introduce ecg2o, a header-only C++ library that extends the widely used g2o factor graph library by adding full support for equality-constrained optimization. This library, along with demonstrative examples and the optimal control problem, is available as open source at https://github.com/snt-arg/ecg2o

arXiv:2503.01783

vS-Graphs: Integrating Visual SLAM and Situational Graphs through Multi-level Scene Understanding

Current Visual Simultaneous Localization and Mapping (VSLAM) systems often struggle to create maps that are both semantically rich and easily interpretable. While incorporating semantic scene knowledge aids in building richer maps with contextual associations among mapped objects, representing them in structured formats like scene graphs has not been widely addressed, encountering complex map comprehension and limited scalability. This paper introduces visual S-Graphs (vS-Graphs), a novel real-time VSLAM framework that integrates vision-based scene understanding with map reconstruction and comprehensible graph-based representation. The framework infers structural elements (i.e., rooms and corridors) from detected building components (i.e., walls and ground surfaces) and incorporates them into optimizable 3D scene graphs. This solution enhances the reconstructed map's semantic richness, comprehensibility, and localization accuracy. Extensive experiments on standard benchmarks and real-world datasets demonstrate that vS-Graphs outperforms state-of-the-art VSLAM methods, reducing trajectory error by an average of 3.38% and up to 9.58% on real-world data. Furthermore, the proposed framework achieves environment-driven semantic entity detection accuracy comparable to precise LiDAR-based frameworks using only visual features. A web page containing more media and evaluation outcomes is available on https://snt-arg.github.io/vsgraphs-results/.

arXiv:2503.01109

FGS-SLAM: Fourier-based Gaussian Splatting for Real-time SLAM with Sparse and Dense Map Fusion

3D gaussian splatting has advanced simultaneous localization and mapping (SLAM) technology by enabling real-time positioning and the construction of high-fidelity maps. However, the uncertainty in gaussian position and initialization parameters introduces challenges, often requiring extensive iterative convergence and resulting in redundant or insufficient gaussian representations. To address this, we introduce a novel adaptive densification method based on Fourier frequency domain analysis to establish gaussian priors for rapid convergence. Additionally, we propose constructing independent and unified sparse and dense maps, where a sparse map supports efficient tracking via Generalized Iterative Closest Point (GICP) and a dense map creates high-fidelity visual representations. This is the first SLAM system leveraging frequency domain analysis to achieve high-quality gaussian mapping in real-time. Experimental results demonstrate an average frame rate of 36 FPS on Replica and TUM RGB-D datasets, achieving competitive accuracy in both localization and mapping.

arXiv:2502.12303

From Gaming to Research: GTA V for Synthetic Data Generation for Robotics and Navigations

In computer vision, the development of robust algorithms capable of generalizing effectively in real-world scenarios more and more often requires large-scale datasets collected under diverse environmental conditions. However, acquiring such datasets is time-consuming, costly, and sometimes unfeasible. To address these limitations, the use of synthetic data has gained attention as a viable alternative, allowing researchers to generate vast amounts of data while simulating various environmental contexts in a controlled setting. In this study, we investigate the use of synthetic data in robotics and navigation, specifically focusing on Simultaneous Localization and Mapping (SLAM) and Visual Place Recognition (VPR). In particular, we introduce a synthetic dataset created using the virtual environment of the video game Grand Theft Auto V (GTA V), along with an algorithm designed to generate a VPR dataset, without human supervision. Through a series of experiments centered on SLAM and VPR, we demonstrate that synthetic data derived from GTA V are qualitatively comparable to real-world data. Furthermore, these synthetic data can complement or even substitute real-world data in these applications. This study sets the stage for the creation of large-scale synthetic datasets, offering a cost-effective and scalable solution for future research and development.

arXiv:2502.01092

Enhancing Feature Tracking Reliability for Visual Navigation using Real-Time Safety Filter

Vision sensors are extensively used for localizing a robot's pose, particularly in environments where global localization tools such as GPS or motion capture systems are unavailable. In many visual navigation systems, localization is achieved by detecting and tracking visual features or landmarks, which provide information about the sensor's relative pose. For reliable feature tracking and accurate pose estimation, it is crucial to maintain visibility of a sufficient number of features. This requirement can sometimes conflict with the robot's overall task objective. In this paper, we approach it as a constrained control problem. By leveraging the invariance properties of visibility constraints within the robot's kinematic model, we propose a real-time safety filter based on quadratic programming. This filter takes a reference velocity command as input and produces a modified velocity that minimally deviates from the reference while ensuring the information score from the currently visible features remains above a user-specified threshold. Numerical simulations demonstrate that the proposed safety filter preserves the invariance condition and ensures the visibility of more features than the required minimum. We also validated its real-world performance by integrating it into a visual simultaneous localization and mapping (SLAM) algorithm, where it maintained high estimation quality in challenging environments, outperforming a simple tracking controller.

arXiv:2502.00395공식 코드 · Papers with Code

FlexCloud: Direct, Modular Georeferencing and Drift-Correction of Point Cloud Maps

Current software stacks for real-world applications of autonomous driving leverage map information to ensure reliable localization, path planning, and motion prediction. An important field of research is the generation of point cloud maps, referring to the topic of simultaneous localization and mapping (SLAM). As most recent developments do not include global position data, the resulting point cloud maps suffer from internal distortion and missing georeferencing, preventing their use for map-based localization approaches. Therefore, we propose FlexCloud for an automatic georeferencing of point cloud maps created from SLAM. Our approach is designed to work modularly with different SLAM methods, utilizing only the generated local point cloud map and its odometry. Using the corresponding GNSS positions enables direct georeferencing without additional control points. By leveraging a 3D rubber-sheet transformation, we can correct distortions within the map caused by long-term drift while maintaining its structure. Our approach enables the creation of consistent, globally referenced point cloud maps from data collected by a mobile mapping system (MMS). The source code of our work is available at https://github.com/TUMFTM/FlexCloud.

arXiv:2501.19319공식 코드 · Papers with Code

Advancing Dense Endoscopic Reconstruction with Gaussian Splatting-driven Surface Normal-aware Tracking and Mapping

Simultaneous Localization and Mapping (SLAM) is essential for precise surgical interventions and robotic tasks in minimally invasive procedures. While recent advancements in 3D Gaussian Splatting (3DGS) have improved SLAM with high-quality novel view synthesis and fast rendering, these systems struggle with accurate depth and surface reconstruction due to multi-view inconsistencies. Simply incorporating SLAM and 3DGS leads to mismatches between the reconstructed frames. In this work, we present Endo-2DTAM, a real-time endoscopic SLAM system with 2D Gaussian Splatting (2DGS) to address these challenges. Endo-2DTAM incorporates a surface normal-aware pipeline, which consists of tracking, mapping, and bundle adjustment modules for geometrically accurate reconstruction. Our robust tracking module combines point-to-point and point-to-plane distance metrics, while the mapping module utilizes normal consistency and depth distortion to enhance surface reconstruction quality. We also introduce a pose-consistent strategy for efficient and geometrically coherent keyframe sampling. Extensive experiments on public endoscopic datasets demonstrate that Endo-2DTAM achieves an RMSE of $1.87\pm 0.63$ mm for depth reconstruction of surgical scenes while maintaining computationally efficient tracking, high-quality visual appearance, and real-time rendering. Our code will be released at github.com/lastbasket/Endo-2DTAM.

arXiv:2501.16754

SSF-PAN: Semantic Scene Flow-Based Perception for Autonomous Navigation in Traffic Scenarios

Vehicle detection and localization in complex traffic scenarios pose significant challenges due to the interference of moving objects. Traditional methods often rely on outlier exclusions or semantic segmentations, which suffer from low computational efficiency and accuracy. The proposed SSF-PAN can achieve the functionalities of LiDAR point cloud based object detection/localization and SLAM (Simultaneous Localization and Mapping) with high computational efficiency and accuracy, enabling map-free navigation frameworks. The novelty of this work is threefold: 1) developing a neural network which can achieve segmentation among static and dynamic objects within the scene flows with different motion features, that is, semantic scene flow (SSF); 2) developing an iterative framework which can further optimize the quality of input scene flows and output segmentation results; 3) developing a scene flow-based navigation platform which can test the performance of the SSF perception system in the simulation environment. The proposed SSF-PAN method is validated using the SUScape-CARLA and the KITTI datasets, as well as on the CARLA simulator. Experimental results demonstrate that the proposed approach outperforms traditional methods in terms of scene flow computation accuracy, moving object detection accuracy, computational efficiency, and autonomous navigation effectiveness.

arXiv:2501.09203

Unified Few-shot Crack Segmentation and its Precise 3D Automatic Measurement in Concrete Structures

Visual-Spatial Systems has become increasingly essential in concrete crack inspection. However, existing methods often lacks adaptability to diverse scenarios, exhibits limited robustness in image-based approaches, and struggles with curved or complex geometries. To address these limitations, an innovative framework for two-dimensional (2D) crack detection, three-dimensional (3D) reconstruction, and 3D automatic crack measurement was proposed by integrating computer vision technologies and multi-modal Simultaneous localization and mapping (SLAM) in this study. Firstly, building on a base DeepLabv3+ segmentation model, and incorporating specific refinements utilizing foundation model Segment Anything Model (SAM), we developed a crack segmentation method with strong generalization across unfamiliar scenarios, enabling the generation of precise 2D crack masks. To enhance the accuracy and robustness of 3D reconstruction, Light Detection and Ranging (LiDAR) point clouds were utilized together with image data and segmentation masks. By leveraging both image- and LiDAR-SLAM, we developed a multi-frame and multi-modal fusion framework that produces dense, colorized point clouds, effectively capturing crack semantics at a 3D real-world scale. Furthermore, the crack geometric attributions were measured automatically and directly within 3D dense point cloud space, surpassing the limitations of conventional 2D image-based measurements. This advancement makes the method suitable for structural components with curved and complex 3D geometries. Experimental results across various concrete structures highlight the significant improvements and unique advantages of the proposed method, demonstrating its effectiveness, accuracy, and robustness in real-world applications.

arXiv:2501.08672

GS-LIVO: Real-Time LiDAR, Inertial, and Visual Multi-sensor Fused Odometry with Gaussian Mapping

In recent years, 3D Gaussian splatting (3D-GS) has emerged as a novel scene representation approach. However, existing vision-only 3D-GS methods often rely on hand-crafted heuristics for point-cloud densification and face challenges in handling occlusions and high GPU memory and computation consumption. LiDAR-Inertial-Visual (LIV) sensor configuration has demonstrated superior performance in localization and dense mapping by leveraging complementary sensing characteristics: rich texture information from cameras, precise geometric measurements from LiDAR, and high-frequency motion data from IMU. Inspired by this, we propose a novel real-time Gaussian-based simultaneous localization and mapping (SLAM) system. Our map system comprises a global Gaussian map and a sliding window of Gaussians, along with an IESKF-based odometry. The global Gaussian map consists of hash-indexed voxels organized in a recursive octree, effectively covering sparse spatial volumes while adapting to different levels of detail and scales. The Gaussian map is initialized through multi-sensor fusion and optimized with photometric gradients. Our system incrementally maintains a sliding window of Gaussians, significantly reducing GPU computation and memory consumption by only optimizing the map within the sliding window. Moreover, we implement a tightly coupled multi-sensor fusion odometry with an iterative error state Kalman filter (IESKF), leveraging real-time updating and rendering of the Gaussian map. Our system represents the first real-time Gaussian-based SLAM framework deployable on resource-constrained embedded systems, demonstrated on the NVIDIA Jetson Orin NX platform. The framework achieves real-time performance while maintaining robust multi-sensor fusion capabilities. All implementation algorithms, hardware designs, and CAD models will be publicly available.

arXiv:2501.08629

Self-Organizing Edge Computing Distribution Framework for Visual SLAM

Localization within a known environment is a crucial capability for mobile robots. Simultaneous Localization and Mapping (SLAM) is a prominent solution to this problem. SLAM is a framework that consists of a diverse set of computational tasks ranging from real-time tracking to computation-intensive map optimization. This combination can present a challenge for resource-limited mobile robots. Previously, edge-assisted SLAM methods have demonstrated promising real-time execution capabilities by offloading heavy computations while performing real-time tracking onboard. However, the common approach of utilizing a client-server architecture for offloading is sensitive to server and network failures. In this article, we propose a novel edge-assisted SLAM framework capable of self-organizing fully distributed SLAM execution across a network of devices or functioning on a single device without connectivity. The architecture consists of three layers and is designed to be device-agnostic, resilient to network failures, and minimally invasive to the core SLAM system. We have implemented and demonstrated the framework for monocular ORB SLAM3 and evaluated it in both fully distributed and standalone SLAM configurations against the ORB SLAM3. The experiment results demonstrate that the proposed design matches the accuracy and resource utilization of the monolithic approach while enabling collaborative execution.

arXiv:2501.06469

SP-SLAM: Neural Real-Time Dense SLAM With Scene Priors

Neural implicit representations have recently shown promising progress in dense Simultaneous Localization And Mapping (SLAM). However, existing works have shortcomings in terms of reconstruction quality and real-time performance, mainly due to inflexible scene representation strategy without leveraging any prior information. In this paper, we introduce SP-SLAM, a novel neural RGB-D SLAM system that performs tracking and mapping in real-time. SP-SLAM computes depth images and establishes sparse voxel-encoded scene priors near the surfaces to achieve rapid convergence of the model. Subsequently, the encoding voxels computed from single-frame depth image are fused into a global volume, which facilitates high-fidelity surface reconstruction. Simultaneously, we employ tri-planes to store scene appearance information, striking a balance between achieving high-quality geometric texture mapping and minimizing memory consumption. Furthermore, in SP-SLAM, we introduce an effective optimization strategy for mapping, allowing the system to continuously optimize the poses of all historical input frames during runtime without increasing computational overhead. We conduct extensive evaluations on five benchmark datasets (Replica, ScanNet, TUM RGB-D, Synthetic RGB-D, 7-Scenes). The results demonstrate that, compared to existing methods, we achieve superior tracking accuracy and reconstruction quality, while running at a significantly faster speed.

arXiv:2501.05242

Scaffold-SLAM: Structured 3D Gaussians for Simultaneous Localization and Photorealistic Mapping

3D Gaussian Splatting (3DGS) has recently revolutionized novel view synthesis in the Simultaneous Localization and Mapping (SLAM). However, existing SLAM methods utilizing 3DGS have failed to provide high-quality novel view rendering for monocular, stereo, and RGB-D cameras simultaneously. Notably, some methods perform well for RGB-D cameras but suffer significant degradation in rendering quality for monocular cameras. In this paper, we present Scaffold-SLAM, which delivers simultaneous localization and high-quality photorealistic mapping across monocular, stereo, and RGB-D cameras. We introduce two key innovations to achieve this state-of-the-art visual quality. First, we propose Appearance-from-Motion embedding, enabling 3D Gaussians to better model image appearance variations across different camera poses. Second, we introduce a frequency regularization pyramid to guide the distribution of Gaussians, allowing the model to effectively capture finer details in the scene. Extensive experiments on monocular, stereo, and RGB-D datasets demonstrate that Scaffold-SLAM significantly outperforms state-of-the-art methods in photorealistic mapping quality, e.g., PSNR is 16.76% higher in the TUM RGB-D datasets for monocular cameras.

arXiv:2501.00352

PanoSLAM: Panoptic 3D Scene Reconstruction via Gaussian SLAM

Understanding geometric, semantic, and instance information in 3D scenes from sequential video data is essential for applications in robotics and augmented reality. However, existing Simultaneous Localization and Mapping (SLAM) methods generally focus on either geometric or semantic reconstruction. In this paper, we introduce PanoSLAM, the first SLAM system to integrate geometric reconstruction, 3D semantic segmentation, and 3D instance segmentation within a unified framework. Our approach builds upon 3D Gaussian Splatting, modified with several critical components to enable efficient rendering of depth, color, semantic, and instance information from arbitrary viewpoints. To achieve panoptic 3D scene reconstruction from sequential RGB-D videos, we propose an online Spatial-Temporal Lifting (STL) module that transfers 2D panoptic predictions from vision models into 3D Gaussian representations. This STL module addresses the challenges of label noise and inconsistencies in 2D predictions by refining the pseudo labels across multi-view inputs, creating a coherent 3D representation that enhances segmentation accuracy. Our experiments show that PanoSLAM outperforms recent semantic SLAM methods in both mapping and tracking accuracy. For the first time, it achieves panoptic 3D reconstruction of open-world environments directly from the RGB-D video. (https://github.com/runnanchen/PanoSLAM)

arXiv:2412.16476공식 코드 · Papers with Code

Query Quantized Neural SLAM

Neural implicit representations have shown remarkable abilities in jointly modeling geometry, color, and camera poses in simultaneous localization and mapping (SLAM). Current methods use coordinates, positional encodings, or other geometry features as input to query neural implicit functions for signed distances and color which produce rendering errors to drive the optimization in overfitting image observations. However, due to the run time efficiency requirement in SLAM systems, we are merely allowed to conduct optimization on each frame in few iterations, which is far from enough for neural networks to overfit these queries. The underfitting usually results in severe drifts in camera tracking and artifacts in reconstruction. To resolve this issue, we propose query quantized neural SLAM which uses quantized queries to reduce variations of input for much easier and faster overfitting a frame. To this end, we quantize a query into a discrete representation with a set of codes, and only allow neural networks to observe a finite number of variations. This allows neural networks to become increasingly familiar with these codes after overfitting more and more previous frames. Moreover, we also introduce novel initialization, losses, and argumentation to stabilize the optimization with significant uncertainty in the early optimization stage, constrain the optimization space, and estimate camera poses more accurately. We justify the effectiveness of each design and report visual and numerical comparisons on widely used benchmarks to show our superiority over the latest methods in both reconstruction and camera tracking.

arXiv:2412.14359

Dynamic semantic VSLAM with known and unknown objects

Traditional Visual Simultaneous Localization and Mapping (VSLAM) systems assume a static environment, which makes them ineffective in highly dynamic settings. To overcome this, many approaches integrate semantic information from deep learning models to identify dynamic regions within images. However, these methods face a significant limitation as a supervised model cannot recognize objects not included in the training datasets. This paper introduces a novel feature-based Semantic VSLAM capable of detecting dynamic features in the presence of both known and unknown objects. By employing an unsupervised segmentation network, we achieve unlabeled segmentation, and next utilize an objector detector to identify any of the known classes among those. We then pair this with the computed high-gradient optical-flow information to next identify the static versus dynamic segmentations for both known and unknown object classes. A consistency check module is also introduced for further refinement and final classification into static versus dynamic features. Evaluations using public datasets demonstrate that our method offers superior performance than traditional VSLAM when unknown objects are present in the images while still matching the performance of the leading semantic VSLAM techniques when the images contain only the known objects

arXiv:2412.13912

Energy-Efficient SLAM via Joint Design of Sensing, Communication, and Exploration Speed

To support future spatial machine intelligence applications, lifelong simultaneous localization and mapping (SLAM) has drawn significant attentions. SLAM is usually realized based on various types of mobile robots performing simultaneous and continuous sensing and communication. This paper focuses on analyzing the energy efficiency of robot operation for lifelong SLAM by jointly considering sensing, communication and mechanical factors. The system model is built based on a robot equipped with a 2D light detection and ranging (LiDAR) and an odometry. The cloud point raw data as well as the odometry data are wirelessly transmitted to data center where real-time map reconstruction is realized based on an unsupervised deep learning based method. The sensing duration, transmit power, transmit duration and exploration speed are jointly optimized to minimize the energy consumption. Simulations and experiments demonstrate the performance of our proposed method.

arXiv:2412.13176

NFL-BA: Improving Endoscopic SLAM with Near-Field Light Bundle Adjustment

Simultaneous Localization And Mapping (SLAM) from a monocular endoscopy video can enable autonomous navigation, guidance to unsurveyed regions, and 3D visualizations, which can significantly improve endoscopy experience for surgeons and patient outcomes. Existing dense SLAM algorithms often assume distant and static lighting and textured surfaces, and alternate between optimizing scene geometry and camera parameters by minimizing a photometric rendering loss, often called Photometric Bundle Adjustment. However, endoscopic environments exhibit dynamic near-field lighting due to the co-located light and camera moving extremely close to the surface, textureless surfaces, and strong specular reflections due to mucus layers. When not considered, these near-field lighting effects can cause significant performance reductions for existing SLAM algorithms from indoor/outdoor scenes when applied to endoscopy videos. To mitigate this problem, we introduce a new Near-Field Lighting Bundle Adjustment Loss $(L_{NFL-BA})$ that can also be alternatingly optimized, along with the Photometric Bundle Adjustment loss, such that the captured images' intensity variations match the relative distance and orientation between the surface and the co-located light and camera. We derive a general NFL-BA loss function for 3D Gaussian surface representations and demonstrate that adding $L_{NFL-BA}$ can significantly improve the tracking and mapping performance of two state-of-the-art 3DGS-SLAM systems, MonoGS (35% improvement in tracking, 48% improvement in mapping with predicted depth maps) and EndoGSLAM (22% improvement in tracking, marginal improvement in mapping with predicted depths), on the C3VD endoscopy dataset for colons. The project page is available at https://asdunnbe.github.io/NFL-BA/

arXiv:2412.12861

Dyn-HaMR: Recovering 4D Interacting Hand Motion from a Dynamic Camera

We propose Dyn-HaMR, to the best of our knowledge, the first approach to reconstruct 4D global hand motion from monocular videos recorded by dynamic cameras in the wild. Reconstructing accurate 3D hand meshes from monocular videos is a crucial task for understanding human behaviour, with significant applications in augmented and virtual reality (AR/VR). However, existing methods for monocular hand reconstruction typically rely on a weak perspective camera model, which simulates hand motion within a limited camera frustum. As a result, these approaches struggle to recover the full 3D global trajectory and often produce noisy or incorrect depth estimations, particularly when the video is captured by dynamic or moving cameras, which is common in egocentric scenarios. Our Dyn-HaMR consists of a multi-stage, multi-objective optimization pipeline, that factors in (i) simultaneous localization and mapping (SLAM) to robustly estimate relative camera motion, (ii) an interacting-hand prior for generative infilling and to refine the interaction dynamics, ensuring plausible recovery under (self-)occlusions, and (iii) hierarchical initialization through a combination of state-of-the-art hand tracking methods. Through extensive evaluations on both in-the-wild and indoor datasets, we show that our approach significantly outperforms state-of-the-art methods in terms of 4D global mesh recovery. This establishes a new benchmark for hand motion reconstruction from monocular video with moving cameras. Our project page is at https://dyn-hamr.github.io/.

arXiv:2412.08034

Static-Dynamic Class-level Perception Consistency in Video Semantic Segmentation

Video semantic segmentation(VSS) has been widely employed in lots of fields, such as simultaneous localization and mapping, autonomous driving and surveillance. Its core challenge is how to leverage temporal information to achieve better segmentation. Previous efforts have primarily focused on pixel-level static-dynamic contexts matching, utilizing techniques such as optical flow and attention mechanisms. Instead, this paper rethinks static-dynamic contexts at the class level and proposes a novel static-dynamic class-level perceptual consistency (SD-CPC) framework. In this framework, we propose multivariate class prototype with contrastive learning and a static-dynamic semantic alignment module. The former provides class-level constraints for the model, obtaining personalized inter-class features and diversified intra-class features. The latter first establishes intra-frame spatial multi-scale and multi-level correlations to achieve static semantic alignment. Then, based on cross-frame static perceptual differences, it performs two-stage cross-frame selective aggregation to achieve dynamic semantic alignment. Meanwhile, we propose a window-based attention map calculation method that leverages the sparsity of attention points during cross-frame aggregation to reduce computation cost. Extensive experiments on VSPW and Cityscapes datasets show that the proposed approach outperforms state-of-the-art methods. Our implementation will be open-sourced on GitHub.