Q-SLAM: Quadric Representations for Monocular SLAM
Chensheng Peng, Chenfeng Xu, Yue Wang, Mingyu Ding, Heng Yang,, Masayoshi Tomizuka, Kurt Keutzer, Marco Pavone, Wei Zhan

TL;DR
Q-SLAM introduces quadric surface representations to improve monocular SLAM by enhancing depth accuracy and scene modeling efficiency through quadric-based decomposition and a novel transformer architecture.
Contribution
The paper proposes a new quadric-based volumetric representation and a quadric-decomposed transformer for improved monocular SLAM performance.
Findings
Significantly improves depth estimation accuracy.
Achieves superior performance over depth-estimation reliant methods.
Comparable accuracy to ground-truth depth methods.
Abstract
In this paper, we reimagine volumetric representations through the lens of quadrics. We posit that rigid scene components can be effectively decomposed into quadric surfaces. Leveraging this assumption, we reshape the volumetric representations with million of cubes by several quadric planes, which results in more accurate and efficient modeling of 3D scenes in SLAM contexts. First, we use the quadric assumption to rectify noisy depth estimations from RGB inputs. This step significantly improves depth estimation accuracy, and allows us to efficiently sample ray points around quadric planes instead of the entire volume space in previous NeRF-SLAM systems. Second, we introduce a novel quadric-decomposed transformer to aggregate information across quadrics. The quadric semantics are not only explicitly used for depth correction and scene decomposition, but also serve as an implicit…
Peer Reviews
Decision·CoRL 2024
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Taxonomy
TopicsRobotics and Sensor-Based Localization · Modular Robots and Swarm Intelligence · Optimization and Search Problems
MethodsAttention Is All You Need · Linear Layer · Multi-Head Attention · Position-Wise Feed-Forward Layer · Byte Pair Encoding · Layer Normalization · Absolute Position Encodings · Dropout · Softmax · Residual Connection
