Depth Anything 3

Lin 2025 · Paper

One-line summary — A single plain transformer (vanilla DINOv2, no architectural specialization) trained on one minimal target — per-view depth maps plus per-pixel ray maps — that recovers consistent geometry and camera poses from any number of views, with or without known poses, beating VGGT by 35.7% in pose accuracy and 23.6% in geometric accuracy on average while also surpassing Depth Anything V2 at monocular depth.

Problem

Monocular depth, SfM, MVS, and SLAM all recover 3D structure from images, differing often by just the number of input views — yet the field builds a specialized model for each. Recent unified models (DUSt3R, VGGT) suffer key limitations: complex bespoke architectures, joint multi-task optimization from scratch, and an inability to fully leverage large-scale pretrained backbones. DA3 asks two minimal-modeling questions and answers both affirmatively: (1) is there a minimal set of prediction targets, or is joint modeling across numerous 3D tasks necessary? (2) can a single plain transformer suffice? A second obstacle is data: real-world depth (COLMAP, active sensors) is noisy and incomplete, while clean synthetic depth alone does not generalize camera pose estimation to the real world.

Method & architecture

Depth-ray representation. For NvN_v input images the model predicts a depth map Di\mathbf{D}_i and a ray map MRH×W×6\mathbf{M} \in \mathbb{R}^{H \times W \times 6} per view — each pixel stores a ray origin t\mathbf{t} and unnormalized direction d=RK1p\mathbf{d} = \mathbf{R}\mathbf{K}^{-1}\mathbf{p} (magnitude preserves projection scale), sidestepping the orthogonality constraint of regressing R\mathbf{R} directly. A world point is then just an element-wise combination:

P=t+D(u,v)d\mathbf{P} = \mathbf{t} + \mathbf{D}(u,v) \cdot \mathbf{d}

Camera parameters are recoverable from the ray map: the center is the mean of ray origins, and since dcam=KRp\mathbf{d}_{\text{cam}} = \mathbf{K}\mathbf{R}\,\mathbf{p} defines a homography H=KR\mathbf{H} = \mathbf{K}\mathbf{R}, solving H=argminH=1h,wHph,w×M(h,w,3:)\mathbf{H}^{*} = \arg\min_{\lVert\mathbf{H}\rVert=1} \sum_{h,w} \lVert \mathbf{H}\mathbf{p}_{h,w} \times \mathbf{M}(h,w,3{:}) \rVert by DLT and RQ-decomposing yields K,R\mathbf{K}, \mathbf{R}. Because that is costly at inference, a lightweight camera head predicts FOV fR2\mathbf{f} \in \mathbb{R}^2, quaternion qR4\mathbf{q} \in \mathbb{R}^4, translation tR3\mathbf{t} \in \mathbb{R}^3 from one camera token per view (~0.1% of backbone compute). Ablations show depth+ray nearly doubles Auc3 over depth+camera and beats point-map or redundant multi-target setups.

Trained on public academic datasets only: 128 H100 GPUs, 200k steps, base resolution 504x504, 2-18 views per sample, switching from ground-truth to teacher labels at 120k steps. The same recipe yields a monocular student, a metric-depth model, and a feed-forward 3DGS variant (extra GS-DPT head predicting pixel-aligned Gaussian parameters).

Results

Why it matters for SLAM

DA3 merges the two deep-geometry threads this roadmap tracks. As the successor to Depth Anything V2, it is a stronger drop-in monocular depth prior for dense mono SLAM — and its metric variant addresses the scale problem directly. As a DUSt3R/VGGT-style any-view model, it emits exactly the front-end quantities a SLAM system needs — consistent per-view depth plus camera poses fusable into a clean point cloud in one forward pass — with better pose accuracy and roughly double the view capacity of VGGT, which matters for submap-based systems like VGGT-SLAM (the paper cites such SLAM applications as consumers of this model family). The camera-token conditioning is notable for SLAM specifically: a tracker’s pose estimates can be injected to improve geometry rather than being re-estimated from scratch. Honest caveats: DA3 is feed-forward reconstruction, not SLAM — there is no loop closure, relocalization, or global bundle adjustment, outputs are scale-normalized rather than metric (except the metric variant), and dynamic scenes are explicitly deferred to future work.