SplatMAP: Online Dense Monocular SLAM with 3D Gaussian Splatting
Yue Hu, Rong Liu, Meida Chen, Peter Beerel, Andrew Feng

TL;DR
This paper introduces SplatMAP, a real-time monocular SLAM system that combines 3D Gaussian Splatting with adaptive densification and geometry-guided optimization to achieve high-fidelity 3D scene reconstruction.
Contribution
It presents a novel framework integrating dense SLAM with 3D Gaussian Splatting, leveraging SLAM-informed densification and geometric constraints for improved accuracy.
Findings
Achieves state-of-the-art PSNR, SSIM, and LPIPS on Replica dataset.
Outperforms baselines on TUM-RGBD in key metrics.
Demonstrates real-time dense reconstruction with high fidelity.
Abstract
Achieving high-fidelity 3D reconstruction from monocular video remains challenging due to the inherent limitations of traditional methods like Structure-from-Motion (SfM) and monocular SLAM in accurately capturing scene details. While differentiable rendering techniques such as Neural Radiance Fields (NeRF) address some of these challenges, their high computational costs make them unsuitable for real-time applications. Additionally, existing 3D Gaussian Splatting (3DGS) methods often focus on photometric consistency, neglecting geometric accuracy and failing to exploit SLAM's dynamic depth and pose updates for scene refinement. We propose a framework integrating dense SLAM with 3DGS for real-time, high-fidelity dense reconstruction. Our approach introduces SLAM-Informed Adaptive Densification, which dynamically updates and densifies the Gaussian model by leveraging dense point clouds…
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