MonoGS
Matsuki 2024 · Paper
One-line summary — “Gaussian Splatting SLAM” (CVPR 2024 highlight): the first application of 3D Gaussian Splatting in monocular SLAM, using Gaussians as the only 3D representation and tracking the camera by direct optimisation against the rasterised map, live at 3 fps.
Problem
3D Gaussian Splatting produces photorealistic maps with fast differentiable rasterisation, but the original 3DGS algorithm “requires accurate poses from an offline Structure from Motion (SfM) system” — it is a batch method with poses given. Using it inside SLAM means the opposite: estimate poses from the Gaussians while incrementally building them from a live camera, in “the most fundamental but the hardest setup for Visual SLAM” — a single monocular RGB stream, where rasterisation imposes no constraint along the viewing ray and newly inserted Gaussians are geometrically ambiguous until multiple views constrain them.
Method & architecture
The map is a set of anisotropic Gaussians , each with colour , opacity , world-frame mean and covariance (spherical harmonics omitted). A pixel colour is synthesised by splatting and alpha-blending depth-sorted Gaussians:
where is the distance to Gaussian along the ray (depth is rasterised the same way). Projection into the image is , , with the camera pose, the Jacobian of the linearised projection and the rotation part of .
- Analytic camera Jacobians on the Lie group (the paper’s key derivation): tracking needs ~50–100 gradient-descent iterations per frame, so instead of autodiff the derivatives of and w.r.t. are derived in closed form using the manifold derivative , giving minimal Jacobians such as
where is the skew-symmetric matrix of the Gaussian centre in camera coordinates. These plug straight into the CUDA rasteriser.
- Tracking: only the current pose is optimised, minimising the photometric residual (with affine brightness parameters for exposure); with depth available, a geometric residual is added as , .
- Keyframing via Gaussian covisibility: a window (8–10 keyframes) is managed using the intersection-over-union of the Gaussians visible in two frames; a frame becomes a keyframe if covisibility drops or translation exceeds a fraction of median depth. Since Gaussians are sorted along rays, occlusion is handled by design.
- Insertion and pruning: new Gaussians are initialised from observed depth (RGB-D) or sampled around the rendered/median depth with variance (monocular); Gaussians inserted in the last 3 keyframes that are not observed by at least 3 other frames are pruned as geometrically unstable.
- Mapping with isotropic regularisation: rasterisation leaves Gaussians unconstrained along the viewing ray, so mapping adds penalising elongated scales, and jointly optimises window keyframe poses and Gaussians: with , using two random past keyframes per iteration against forgetting.
Results
On a desktop with an RTX 4090 (multi-process implementation, live at 3 fps monocular):
- TUM RGB-D, monocular ATE RMSE (cm): 3.78 / 4.60 / 3.50 on fr1/desk, fr2/xyz, fr3/office (avg 3.96), beating DROID-VO (7.73), DepthCov-VO (25.2) and DSO (11.0) without any deep priors, and approaching loop-closing systems (ORB-SLAM2: 1.60).
- TUM RGB-D mode: avg 1.47 cm — best among rendering-based methods (ESLAM 2.00, Point-SLAM 3.04) and better than BAD-SLAM (1.50) which has loop closure.
- Replica RGB-D ATE: 0.58 cm avg (0.32 cm single-process, best in 6/8 sequences vs Point-SLAM’s 0.53).
- Replica rendering: PSNR 38.94 dB, SSIM 0.968, LPIPS 0.070 at 769 rendering FPS — vs Point-SLAM 35.17 dB at 1.33 FPS (which needs depth-guided ray sampling).
- Memory: 2.6 MB (mono) / 3.97 MB (RGB-D) map on TUM vs 40 MB for NICE-SLAM.
- Convergence basin: pose optimisation from displaced starts converges in 79–82% of trials vs 14% (hash-grid SDF) and 33% (MLP SDF) — Gaussians form a smooth gradient field in 3D, unlike hashing/positional encoding.
- Ablations: removing degrades monocular ATE from 3.96 to 4.83; removing keyframe selection, to 8.73. Qualitatively it reconstructs thin wires and transparent objects that depth sensors miss.
Why it matters for SLAM
MonoGS is the canonical monocular entry point to Gaussian-splatting SLAM: it showed that a rendering-quality map and camera tracking can share one differentiable representation at interactive rates. Its analytic-Jacobian, direct-alignment formulation connects splatting SLAM back to the direct methods (DTAM, LSD-SLAM, DSO) — the same photometric principle applied to a far richer map — and its covisibility keyframing echoes DSO’s window management. It comes from the same Imperial College lab as MonoSLAM and iMAP, each of which redefined the map representation of its era.