Video yükleniyor...

Video Yüklenemedi

Ana Sayfaya Dön

This seemingly obvious prediction didn't take long to become reality. MASt3R-SLAM: Real-Time Dense SLAM with 3D Reconstruction Priors Contributions: • The first real-time SLAM system using the two-view 3D reconstruction prior MASt3R [20] as a foundation. • Efficient techniques for pointmap matching, tracking and local fusion, graph construction and...

29,961 görüntüleme • 1 yıl önce •via X (Twitter)

7 Yorum

MrNeRF profil fotoğrafı
MrNeRF1 yıl önce

Paper (link): Project: YouTube:

MrNeRF profil fotoğrafı
MrNeRF1 yıl önce

Original author post:

No thanks honey profil fotoğrafı
No thanks honey1 yıl önce

In theory, doing localization & mapping at the same network is great idea, especially for sensor fusion, & for hallucinating unseen environments (like the WVD paper), but it doesn't produce good snaps. What they need to do is to incorporate diffusion and IMU.

Ornias profil fotoğrafı
Ornias1 yıl önce

Love the evolution of these terms. It's like they are upgrading each time. First we had nerfs, now we have MASTER SLAM!!!!!!!!1 They are like razor blade names. Jet MACH TURBO!!!

Petteri Teikari profil fotoğrafı
Petteri Teikari1 yıl önce

btw Do you know MrNeRF an approach that would do some metrology on the captured splat. Like hook a CLIP/SAM and then give you an area of the picture on the wall?

MrNeRF profil fotoğrafı
MrNeRF1 yıl önce

That's not going to work as you don't know the scaling. That's something you would have to build yourself.

Nigel Higgs profil fotoğrafı
Nigel Higgs1 yıl önce

This looks great but no code?

Benzer Videolar

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

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

DreamCraft3D: Hierarchical 3D Generation with Bootstrapped Diffusion Prior paper page: present DreamCraft3D, a hierarchical 3D content generation method that produces high-fidelity and coherent 3D objects. We tackle the problem by leveraging a 2D reference image to guide the stages of geometry sculpting and texture boosting. A central focus of this work is to address the consistency issue that existing works encounter. To sculpt geometries that render coherently, we perform score distillation sampling via a view-dependent diffusion model. This 3D prior, alongside several training strategies, prioritizes the geometry consistency but compromises the texture fidelity. We further propose Bootstrapped Score Distillation to specifically boost the texture. We train a personalized diffusion model, Dreambooth, on the augmented renderings of the scene, imbuing it with 3D knowledge of the scene being optimized. The score distillation from this 3D-aware diffusion prior provides view-consistent guidance for the scene. Notably, through an alternating optimization of the diffusion prior and 3D scene representation, we achieve mutually reinforcing improvements: the optimized 3D scene aids in training the scene-specific diffusion model, which offers increasingly view-consistent guidance for 3D optimization. The optimization is thus bootstrapped and leads to substantial texture boosting. With tailored 3D priors throughout the hierarchical generation, DreamCraft3D generates coherent 3D objects with photorealistic renderings, advancing the state-of-the-art in 3D content generation.

AK

161,530 görüntüleme • 2 yıl önce