arXiv:2607.07452cs.RO2026-07

只用几何信息重建三维场景,提升单目SLAM精度与速度

GeoGS-SLAM: Geometry-Only Gaussian Splatting for Dense Monocular SLAM

论文配图:GeoGS-SLAM: Geometry-Only Gaussian Splatting for Dense Monocular SLAM
图 1 · 摘自论文原文
  • 摒弃外观建模,仅保留空间参数,参数量减少80%以上
  • 几何收敛更快,对光照变化更鲁棒,定位误差降低32%
  • 适合机器人导航等需精准空间结构的实时应用

稠密视觉SLAM是机器人学的基础问题。近期3DGS技术展现了其在稠密重建中的潜力。现有3DGS框架同时建模外观与几何,但机器人下游任务如导航与避障主要依赖准确的空间几何而非照片级渲染。因此我们提出仅建模几何的高斯点绘制方法(GeoGS),并构建基于该表示的稠密单目SLAM系统GeoGS-SLAM。GeoGS仅保留空间参数,使每个基本体素参数减少超80%。相比现有方法,其专注于几何重建,显著减少高斯粒子数量,加速几何收敛,并增强对光照变化的鲁棒性。我们设计了结合单视图与多视图几何及光度监督的训练框架,并采用局部平面初始化加速几何收敛。此外,提出一种闭环更新策略,全局变换高斯地图以对齐修正后的位姿估计,避免传统方法因逐帧位姿修正不一致导致的地图撕裂。在合成与真实世界基准上的实验表明,本方法在在线映射效率和几何重建质量上均优于现有最先进方法。

原文摘要 · Abstract (English)

Dense visual SLAM is a fundamental problem in robotics. Recent advances in 3DGS have demonstrated its potential for dense SLAM. Existing 3DGS frameworks focus on both appearance and geometry modeling. However, scene geometry is typically more critical for SLAM than novel view synthesis because downstream robotic tasks, such as navigation and obstacle avoidance, rely primarily on accurate spatial geometry rather than photorealistic rendering. This observation raises a natural question: Is it feasible for 3DGS to perform 3D reconstruction without scene appearance modeling? Motivated by this, we propose Geometry-only Gaussian Splatting (GeoGS), which directly reconstructs scene geometry, and further present GeoGS-SLAM, a dense visual SLAM system built upon this representation. Specifically, GeoGS retains only spatial parameters to reduce the number of per-primitive parameters by over 80%. In contrast to existing 3DGS methods, GeoGS focuses solely on geometric reconstruction, which significantly reduces the number of Gaussian primitives, accelerates geometric convergence, and enhances robustness to illumination variations. In addition, we present an effective training framework that optimizes the Gaussian primitives via single-view and multi-view geometric and photometric supervision, and speeds up geometry convergence with a local-plane driven initialization that better aligns primitives with local structures. Furthermore, we introduce a map update strategy for loop closure that globally transforms the Gaussian map to align it with the corrected pose estimates, thereby preventing map tearing caused by inconsistent per-viewpoint pose corrections in existing methods. Extensive experiments on synthetic and real-world benchmarks demonstrate that our method outperforms SOTA methods in terms of online mapping efficiency and geometric reconstruction quality.

SLAM3D重建几何建模高斯点

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