Oct 2026· Italian National Conference on Sensors· Vol 26, pp. 6388· 0 citations· 24 references
TL;DR
MoGe2-SLAM is competitive with existing monocular SLAM baselines in trajectory shape and novel-view fidelity while recovering trajectories and Gaussian maps in an approximate physical scale under the stated camera-height prior.
Abstract
3D Gaussian Splatting (3DGS) has significantly advanced the field of visual SLAM. However, outdoor monocular SLAM systems still suffer from scale ambiguity, so recovering the absolute scale remains difficult, and tracking often becomes brittle in large scenes. To address these issues, we present MoGe2-SLAM, an outdoor monocular 3DGS-SLAM framework that incrementally recovers camera trajectories and dense maps in an approximate absolute metric scale from a monocular RGB sequence with a known camera-height prior. By approximate absolute metric scale, we mean that camera poses and the reconstructed map are expressed in meters after camera-height calibration, rather than only up to an unknown global scale. Our core idea is to anchor frozen MoGe-2 geometry to a physical camera-height/ground-plane ruler, enabling approximate absolute-scale reconstruction. Specifically, we perform Absolute-Scale Initialization on the first keyframe by replacing MoGe-2’s advertised metric global scale with a known camera height and ground-plane geometry, generating the initial Gaussian scene directly in physical units. We then adopt Grid-Balanced Tracking that encourages spatially distributed feature extraction and maintains stable tracking. For mapping, we employ an ORB-anchored strategy that aligns the MoGe-2 depth prior with the rendered depth using geometric constraints, thereby mitigating scale drift. On KITTI, Waymo, and Argoverse 2, MoGe2-SLAM is competitive with existing monocular SLAM baselines in trajectory shape and novel-view fidelity while recovering trajectories and Gaussian maps in an approximate physical scale under the stated camera-height prior.
Monocular Gaussian SLAM must recover camera motion, surface structure, and appearance from an RGB sequence without metric depth input or benchmark geometry during reconstruction. This setting is challenged by scale-ambiguous predictions, spatially varying reliability, and the tendency of an unconstrained Gaussian map t...
Real-time dense SLAM is a core capability for robotics applications that require robust localization and high- quality mapping in dynamic or fast-changing environments. Recent 3D Gaussian Splatting (3DGS)-based SLAM methods have shown promising performance, but most are designed for narrow-FoV pinhole cameras, where li...
Yong-Qi Mao, Hao-Wen Shi, Yu-Fan Zhang et al.· 0 citations
Pow3R-SLAM is a real-time RGB-D simultaneous localization and mapping (SLAM) system that uses Pow3R for tracking and mapping that can struggle on a small set of self-similar scenes, but overall performance shows that adding depth as a prior for two-view 3D reconstruction SLAM can be beneficial.
Christopher Kolios, Ishaan Mehta, Sasa Janjic et al.· 0 citations
Recent studies highlight the effectiveness of 3D Gaussian splatting (3DGS) in visual simultaneous localization and mapping (SLAM) systems, which work well indoors but struggle in large-scale outdoor environments. Typically, lidar data are used to address this issue; however, current multi-modal SLAM systems use 3DGS ma...
We present AMB3R-SLAM, a real-time monocular SLAM system capable of reconstructing kilometer-scale trajectories over 10k frames on a single consumer-grade GPU. Our model couples a lightweight front-end for low-latency online tracking with a hierarchical backend that progressively enforces local, mid-level, and global c...
Experiments show improved depth accuracy and temporal consistency over scale-only calibration, demonstrating how localization geometry can support both pose recovery and dense robot perception.
Jia-Rong Lian, Zhen-Hua Xiao, Zhao-Yang Zhang et al.· 0 citations
We use cookies to run the site and, with your consent, for analytics and to show ads.
See our Cookie Policy.