Summary
The paper proposed an RGB-only SLAM system that utilizes a deformed 3D Gaussian representation for mapping, and a raft-based monocular tracking system with additional depth estimation. The system was evaluated on Replica, TUM, and ScanNet datasets, comparing with both NeRF-based and Gaussian-based SLAM systems, achieving superior or on-par performance with existing methods in tracking,
mapping and rendering accuracy while yielding small map sizes and fast runtimes.
Strengths
- The paper conducted experiments on both synthetic and real-world datasets for tracking and mapping evaluation
- The paper writing is comprehensive and easy to understand
- The paper presents high performance among the baseline methods
Weaknesses
- Lack of novelty. The paper significantly derives its methods from Droid-SLAM, especially in monocular tracking based on raft, with the addition of a depth estimation module previously introduced in Glorie-SLAM, for which appropriate credit is lacking in the methods section. Moreover, although the proposed deformed map offers a partial solution to BA-induced inconsistencies, it heavily relies on the existing monocular tracking method, which has limited contribution to addressing the core challenges of RGB-only SLAM (e.g. depth and scale estimation). Finally, the idea of loop-induced scene drift is not new, similar ideas have been proposed from LoopySLAM, LoopSplat etc.
- If the system employs a pre-existing tracking module for pose estimation and uses a Gaussian map for scene representation, it is essential to compare it with similar frameworks to highlight distinct advantages or improvements. For instance, Photo-SLAM (as mentioned in supplementary material) integrates ORB-SLAM3 for tracking, while RTG-SLAM incorporates ORB-SLAM2, both supporting monocular mode and utilizing 3DGS for map representation. This comparison is crucial for evaluating the proposed system within the context of existing solutions.
- Although the paper demonstrates high performance, the motivation for each proposed component is either derived from existing works or lacks clear connections. Given the focus of the ICLR conference on presenting novel insights to the community, this paper may not fully align with the conference's objectives.
References:
- Teed, Zachary, and Jia Deng. "Droid-slam: Deep visual slam for monocular, stereo, and rgb-d cameras." Advances in neural information processing systems 34 (2021): 16558-16569.
- Zhang, Ganlin, et al. "Glorie-slam: Globally optimized rgb-only implicit encoding point cloud slam." arXiv preprint arXiv:2403.19549 (2024).
- Liso, Lorenzo, et al. "Loopy-slam: Dense neural slam with loop closures." Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition. 2024.
- Zhu, Liyuan, et al. "Loopsplat: Loop closure by registering 3d gaussian splats." arXiv preprint arXiv:2408.10154 (2024).
- Huang, Huajian, et al. "Photo-SLAM: Real-time Simultaneous Localization and Photorealistic Mapping for Monocular Stereo and RGB-D Cameras." Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition. 2024.
- Peng, Zhexi, et al. "Rtg-slam: Real-time 3d reconstruction at scale using gaussian splatting." ACM SIGGRAPH 2024 Conference Papers. 2024.
Questions
- How does the deformed map relate to RGB-only SLAM? Given that it utilizes depth information, this approach appears equally suitable for RGB-D SLAM. Addressing BA-induced map inconsistencies, as tackled by previous works like Loopy-SLAM and LoopSplat, is not unique to monocular systems. Therefore, the rationale for introducing a deformed map specifically within monocular SLAM is not convincingly articulated.
- Compared to LoopySLAM, which is based on NeRF, and LoopSplat, which uses Gaussian splatting, the primary distinction appears to be whether map deformation is applied per keyframe or per submap. Given the efficiency perspective, adjusting the submap seems more practical and feasible, as adjustments between adjacent keyframes are typically minimal. To validate this approach, further experiments focusing on efficiency and rendering quality are recommended.
- The paper employs metrics like PSNR, SSIM, and LPIPS to assess rendering quality. It remains unclear how these metrics are configured for evaluation—are they assessed at each keyframe during the SLAM system's runtime, post-mapping process, or on the reconstructed mesh? Further clarification on the evaluation setup for these metrics would enhance the understanding of their application and relevance.
- A typo on line 24, RGB-only SLAM methods methods.
Ethics concerns
No ethics concerns.