Camera device

Understanding camera hardware is essential for choosing the right sensor and for recognizing systematic errors that no algorithm can fix downstream. The image your SLAM system sees is shaped by the lens, the sensor, and the exposure settings long before any feature is detected.

Lens

The lens determines field of view (FoV), depth of field, and distortion:

Image sensor: CCD vs. CMOS

Global vs. rolling shutter. A global shutter exposes all pixels simultaneously, giving a geometrically consistent snapshot. A rolling shutter exposes rows sequentially, distorting the image when the camera or scene moves fast. Most low-cost cameras are rolling shutter; for dynamic platforms either buy global shutter or compensate in the model.

Exposure, ISO, and resolution trade-offs

Image quality is a three-way negotiation:

Auto-exposure changes image brightness between frames, which breaks the brightness-constancy assumption of direct methods — fixed exposure or photometric calibration helps. For VIO rigs, also ensure the camera supports hardware triggering/timestamping: software timestamps jitter by milliseconds, which is fatal for tight camera-IMU fusion.

Depth-capable camera configurations

A disparity map — a per-pixel map of stereo disparities, typically computed by semi-global matching (SGM) or read from an RGB-D sensor — is the standard intermediate product; each pixel with disparity dd becomes a 3D point through the stereo model.

Choosing a camera for SLAM

A reasonable starting point for indoor SLAM is a 640x480 or 1280x720 global-shutter camera with a wide-angle lens; for outdoor, high-speed platforms, prioritize global shutter and frame rate over resolution. Then verify the boring details that dominate real-world performance: fixed (or controllable) exposure, hardware timestamps, a rigid mount, and a lens/model combination your calibration tool supports.

Common pitfalls

Why it matters for SLAM

Sensor choice bounds achievable accuracy: baseline sets stereo depth precision, shutter type sets how fast you can move, and lens FoV/MTF set how many usable features you get. Many “algorithm bugs” in practice turn out to be rolling-shutter skew, auto-exposure flicker, or motion blur — problems solved at the hardware and configuration level, not in code.