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LEGO-SLAM: Language-Embedded Gaussian Optimization SLAM LEGO-SLAM running at 15 FPS on a ScanNet scene with language-based loop closing for drift correction. LEGO-SLAM is a 3DGS-based SLAM framework that supports open-vocabulary semantic querying and rendering. It tracks via G-ICP and efficiently builds a map by embedding Gaussians with scene-adaptive 16D...

14,935 görüntüleme • 3 ay önce •via X (Twitter)

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MAGS-SLAM: Monocular Multi-Agent Gaussian Splatting SLAM for Geometrically and Photometrically Consistent Reconstruction TL;DR: The first RGB-only multi-agent 3D Gaussian Splatting SLAM for collaborative photorealistic scene reconstruction. Contributions: (1) We propose the first monocular RGB-only multi-agent 3D Gaussian Splatting SLAM system. It integrates Gaussian front-ends, compact submap summaries, inter-agent verification, Sim(3) submap pose graph, and occupancy-aware fusion into a unified framework, achieving accurate tracking and photorealistic reconstruction without depth sensors. (2) We propose a Pose-Graph Bundle Adjustment (PGBA)-consistent Sim(3) loop closure mechanism for multi-agent systems, which jointly resolves intra- and inter-agent scale drift through a submap-level Sim(3) pose graph coupling geometric and photometric residuals. Robustness is ensured by a spatial-extent gate that rejects degenerate loops and an adaptive edge invalidation scheme consistent with evolving PGBA corrections. (3) We propose an occupancy-aware fusion framework for coherent multi-agent Gaussian maps. It combines occupancy-grid deduplication, decoupled coordinator, and joint pose-Gaussian photometric refinement to eliminate duplicated Gaussians, residual misalignment, and photometric seams across agents. (4) We introduce ReplicaMultiagent Plus dataset. While existing multi-agent datasets are typically limited to 2-3 agents with short trajectories, our dataset scales to 4 agents with long-horizon trajectories. In addition, we provide ground-truth geometry and semantic annotations, supporting the evaluation of monocular, RGB-D, and semantic multi-agent SLAM for collaborative dense reconstruction.

MrNeRF

19,357 görüntüleme • 2 ay önce

Wow. Recreating the Shawshank Redemption prison in 3D from a single video, in real time (!) Just read the MASt3R-SLAM paper and it's pretty neat. These folks basically built a real-time dense SLAM system on top of MASt3R, which is a transformer-based neural network that can do 3d reconstruction and localization from uncalibrated image pairs. The cool part is they don't need a fixed camera model -- it just works with arbitrary cameras -- think different focal lengths, sensor sizes, even handling zooming in video (FMV drone video anyone?!). If you've done photogrammetry or played with NeRFs you know that is a HUGE deal. They've solved some tricky problems like efficient point matching and tracking, plus they've figured out how to fuse point clouds and handle loop closures in real-time. Their system runs at about 15 FPS on a 4090 and produces both camera poses and dense geometry. When they know the camera calibration, they get SOTA results across several benchmarks, but even without calibration, they still perform well. What's interesting is the approach -- most recent SLAM work has built on DROID-SLAM's architecture, but these folks went a different direction by leveraging a strong 3D reconstruction prior. Seems to give them more coherent geometry, which makes sense since that's what MASt3R was designed for. For anyone who cares about monocular SLAM and 3D reconstruction, this feels like a significant step toward plug-and-play dense SLAM without calibration headaches -- perfect for drones, robots, AR/VR -- the works!

Bilawal Sidhu

703,816 görüntüleme • 1 yıl önce

Blended-NeRF: Zero-Shot Object Generation and Blending in Existing Neural Radiance Fields paper page: Editing a local region or a specific object in a 3D scene represented by a NeRF is challenging, mainly due to the implicit nature of the scene representation. Consistently blending a new realistic object into the scene adds an additional level of difficulty. We present Blended-NeRF, a robust and flexible framework for editing a specific region of interest in an existing NeRF scene, based on text prompts or image patches, along with a 3D ROI box. Our method leverages a pretrained language-image model to steer the synthesis towards a user-provided text prompt or image patch, along with a 3D MLP model initialized on an existing NeRF scene to generate the object and blend it into a specified region in the original scene. We allow local editing by localizing a 3D ROI box in the input scene, and seamlessly blend the content synthesized inside the ROI with the existing scene using a novel volumetric blending technique. To obtain natural looking and view-consistent results, we leverage existing and new geometric priors and 3D augmentations for improving the visual fidelity of the final result. We test our framework both qualitatively and quantitatively on a variety of real 3D scenes and text prompts, demonstrating realistic multi-view consistent results with much flexibility and diversity compared to the baselines. Finally, we show the applicability of our framework for several 3D editing applications, including adding new objects to a scene, removing/replacing/altering existing objects, and texture conversion.

AK

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At Avalon we are building "Real-time creating" - the ability to generate gameplay ready persistent worlds prompted from text. While others are building real-time video world models, Avalon is building real-time world generation inside a fully playable, persistent multiplayer engine. Internally running at 3840×2180 at 60 FPS. Built on Unreal Engine. Multiplayer by default. Persistent by default. Gameplay-ready by default. This is not a video latent replay. Not a simulation of interaction. It is a real 3D world with physics, logic, and authoritative multiplayer state. Avalon is trained on proprietary Avalon interaction data and powered by a hybrid system that combines language understanding, 3D model generation, procedural systems, and structured gameplay logic synthesis. Players can walk through a live world and generate environments, assets, mechanics, and entirely new gameplay modes using natural language. We accomplish this through a combination of 3D model generation, game logic generation based on our proprietary systems, and AI driven world creation. While other players are inside it. Changes persist instantly. State is synchronized in real time. Creation happens inside the world, not outside of it. Describe a biome. Spawn a civilization. Create a survival mode. Build a dungeon crawler. Launch a new game inside the world. Avalon interprets intent and integrates it directly into the live multiplayer environment. This is not a world model predicting video. This is a gameplay engine that understands language. If you can describe it, you can build it. And others can walk into it instantly.

AVALON

61,286 görüntüleme • 5 ay önce

Everyone is focused on tracking the ways LLMs are getting better. And they are. But we know there are still things that LLMs can’t do well—the tasks where you can feel the architecture fighting the problem. So I was excited to chat with Eve Bodnia (@eve_bodnia), who is developing an alternative AI model to LLMs, on Every 📧's AI & I. Eve's argument: energy-based models (EBMs), which map possible outcomes onto a mathematical landscape, will lead to the next AI phase shift. We get into: - How energy-based models work. Likely outcomes sit in valleys, and unlikely ones sit on peaks. Whereas LLMs process one token at a time, an EBM scans the full terrain to find the lowest point, or the most probable answer. - Language-based versus data-native models. LLMs are language-dependent even when the problem has nothing to do with language. "If your data is numbers, relationships, and functions, and you try to map those rules into words and then search for the next word, you're losing a lot of information," Bodnia says. EBMs work directly with the underlying data structure, including numbers and spatial coordinates. - Sequential versus panoramic reasoning. An LLM is like driving through San Francisco without a map. Each turn constrains the next, and if you go down the wrong street, you can't reverse course. An EBM has the bird's-eye view—it can evaluate multiple routes at once and course-correct before hitting a dead end. - The LLM plateau no one wants to talk about. LLMs are getting incrementally better, step-change improvements aren’t coming, Eve argues. To achieve that, we need new solutions that compensate for what LLMs are inherently bad at, like non-language reasoning, verification, and real-time data analysis. This is a must-watch for anyone who's curious what might come after the LLM. Watch below! Timestamps: Introduction: 00:00:51 Why correctness and verifiability matter in AI: 00:02:09 What an energy-based model is: 00:09:33 How EBMs construct energy landscapes to understand data: 00:14:21 Why modeling intelligence through language alone is a flawed approach: 00:19:00 What it means for a model to "understand" data: 00:26:54 How EBMs solve the vibe coding problem and enable formally verified code: 00:37:21 Why LLM progress is plateauing: 00:43:21 Mission-critical industries haven't adopted LLMs, and why EBMs can fill that gap: 00:49:54

Dan Shipper 📧

26,805 görüntüleme • 3 ay önce