SGAD-SLAM: Splatting Gaussians at Adjusted Depth for Better Radiance Fields in RGBD SLAM

arXiv cs.CV / 3/24/2026

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Key Points

  • The paper introduces SGAD-SLAM, an RGBD SLAM method that improves radiance-field rendering by using pixel-aligned 3D Gaussians with an adjustable position along each ray.
  • It addresses limitations of existing representations (too flexible vs. too constrained) by combining simplified Gaussians for scalability with ray-adjusted placement to improve rendering quality and convergence speed.
  • For faster tracking, the method models per-pixel depth as a Gaussian distribution and uses these distributions to align incoming frames to the 3D scene more efficiently.
  • Experiments on standard RGBD SLAM benchmarks report improvements over recent approaches across view rendering quality, camera tracking performance, runtime, and storage complexity.
  • The authors provide code/videos on the project page, supporting reproducibility and enabling adoption by practitioners.

Abstract

3D Gaussian Splatting (3DGS) has made remarkable progress in RGBD SLAM. Current methods usually use 3D Gaussians or view-tied 3D Gaussians to represent radiance fields in tracking and mapping. However, these Gaussians are either too flexible or too limited in movements, resulting in slow convergence or limited rendering quality. To resolve this issue, we adopt pixel-aligned Gaussians but allow each Gaussian to adjust its position along its ray to maximize the rendering quality, even if Gaussians are simplified to improve system scalability. To speed up the tracking, we model the depth distribution around each pixel as a Gaussian distribution, and then use these distributions to align each frame to the 3D scene quickly. We report our evaluations on widely used benchmarks, justify our designs, and show advantages over the latest methods in view rendering, camera tracking, runtime, and storage complexity. Please see our project page for code and videos at https://machineperceptionlab.github.io/SGAD-SLAM-Project .