RGS-SLAM: Robust Gaussian Splatting SLAM with One-Shot Dense Initialization
About
We introduce RGS-SLAM, a robust Gaussian-splatting SLAM framework that replaces the residual-driven densification stage of GS-SLAM with a training-free correspondence-to-Gaussian initialization. Instead of progressively adding Gaussians as residuals reveal missing geometry, RGS-SLAM performs a one-shot triangulation of dense multi-view correspondences derived from DINOv3 descriptors refined through a confidence-aware inlier classifier, generating a well-distributed and structure-aware Gaussian seed prior to optimization. This initialization stabilizes early mapping and accelerates convergence by roughly 20\%, yielding higher rendering fidelity in texture-rich and cluttered scenes while remaining fully compatible with existing GS-SLAM pipelines. Evaluated on the TUM RGB-D and Replica datasets, RGS-SLAM achieves competitive or superior localization and reconstruction accuracy compared with state-of-the-art Gaussian and point-based SLAM systems, sustaining real-time mapping performance at up to 925 FPS. Additional details and resources are available at this URL: https://breeze1124.github.io/rgs-slam-project-page/
Related benchmarks
| Task | Dataset | Result | Rank | |
|---|---|---|---|---|
| Camera Tracking | TUM RGB-D fr1 desk | ATE RMSE0.0102 | 16 | |
| Camera Tracking | TUM RGB-D fr2 xyz | ATE RMSE0.0098 | 16 | |
| Camera Tracking | TUM RGB-D fr3 office | ATE RMSE0.0105 | 16 | |
| Camera Tracking | Replica | Rotation Error (rm-0)0.45 | 14 | |
| Rendering | TUM-RGBD fr3 office | PSNR23.59 | 14 | |
| Rendering | TUM-RGBD fr1/desk | PSNR23.11 | 14 | |
| Rendering | TUM-RGBD fr2 xyz | PSNR24.85 | 14 | |
| Camera Tracking | TUM RGB-D | ATE RMSE (cm)1.02 | 13 | |
| Photometric Rendering | Replica (room0-2, office0-4) | PSNR34.57 | 8 | |
| Photometric Rendering | TUM RGB-D | PSNR23.85 | 7 |